/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucasfilm Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * New Star Wars Skills Unit * ****************************************************************************/ #include <math.h> #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" void add_reinforcements args( ( CHAR_DATA * ch ) ); ch_ret one_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) ); int xp_compute( CHAR_DATA * ch, CHAR_DATA * victim ); int ris_save( CHAR_DATA * ch, int schance, int ris ); CHAR_DATA *get_char_room_mp( CHAR_DATA * ch, char *argument ); extern int top_affect; void do_makeblade( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance, charge = 0; bool checktool, checkdura, checkbatt, checkoven; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeblade <name>\r\n&w", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_DURASTEEL ) checkdura = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a vibro-blade.\r\n", ch ); return; } if( !checkdura ) { send_to_char( "&RYou need something to make it out of.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a power source for your blade.\r\n", ch ); return; } if( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the metal.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblade] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of crafting a vibroblade.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 25, do_makeblade, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makeblade ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblade] ); vnum = 10422; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( obj->item_type == ITEM_DURASTEEL && checkdura == FALSE ) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { charge = UMAX( 5, obj->value[0] ); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblade] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) ) { send_to_char( "&RYou activate your newly created vibroblade.\r\n", ch ); send_to_char( "&RIt hums softly for a few seconds then begins to shake violently.\r\n", ch ); send_to_char( "&RIt finally shatters breaking apart into a dozen pieces.\r\n", ch ); learn_from_failure( ch, gsn_makeblade ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " vibro-blade blade" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "backstab" ); paf->modifier = level / 3; paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "hitroll" ); paf2->modifier = -2; paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; obj->value[1] = ( int )( level / 20 + 10 ); /* min dmg */ obj->value[2] = ( int )( level / 10 + 20 ); /* max dmg */ obj->value[3] = WEAPON_VIBRO_BLADE; obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2] * 10; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created blade.&w\r\n", ch ); act( AT_PLAIN, "$n finishes crafting a vibro-blade.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 200, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makeblade ); } void do_makeblaster( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance; bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checkammo; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, power, scope, ammo; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeblaster <name>\r\n&w", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_DURAPLAST ) checkdura = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; if( obj->item_type == ITEM_SUPERCONDUCTOR ) checkcond = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a blaster.\r\n", ch ); return; } if( !checkdura ) { send_to_char( "&RYou need something to make it out of.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a power source for your blaster.\r\n", ch ); return; } if( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the plastics.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit board to control the firing mechanism.\r\n", ch ); return; } if( !checkcond ) { send_to_char( "&RYou still need a small superconductor.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblaster] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of making a blaster.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 25, do_makeblaster, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makeblaster ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblaster] ); vnum = 10420; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checkammo = FALSE; checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; power = 0; scope = 0; ammo = 0; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( obj->item_type == ITEM_DURAPLAST && checkdura == FALSE ) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_AMMO && checkammo == FALSE ) { ammo = obj->value[0]; checkammo = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if( obj->item_type == ITEM_LENS && scope == 0 ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); scope++; } if( obj->item_type == ITEM_SUPERCONDUCTOR && power < 2 ) { power++; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblaster] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) || ( !checkcond ) || ( !checkcirc ) ) { send_to_char( "&RYou hold up your new blaster and aim at a leftover piece of plastic.\r\n", ch ); send_to_char( "&RYou slowly squeeze the trigger hoping for the best...\r\n", ch ); send_to_char( "&RYour blaster backfires destroying your weapon and burning your hand.\r\n", ch ); learn_from_failure( ch, gsn_makeblaster ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 2 + level / 10; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " blaster" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "hitroll" ); paf->modifier = URANGE( 0, 1 + scope, level / 30 ); paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "damroll" ); paf2->modifier = URANGE( 0, power, level / 30 ); paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; /* condition */ obj->value[1] = ( int )( level / 10 + 15 ); /* min dmg */ obj->value[2] = ( int )( level / 5 + 25 ); /* max dmg */ obj->value[3] = WEAPON_BLASTER; obj->value[4] = ammo; obj->value[5] = 2000; obj->cost = obj->value[2] * 50; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created blaster.&w\r\n", ch ); act( AT_PLAIN, "$n finishes making $s new blaster.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 50, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makeblaster ); } void do_makelightsaber( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int schance; bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checklens, checkgems, checkmirr; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, level, gems, charge, gemtype; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makelightsaber <name>\r\n&w", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; checklens = FALSE; checkgems = FALSE; checkmirr = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_SAFE ) || !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) { send_to_char( "&RYou need to be in a quiet peaceful place to craft a lightsaber.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_LENS ) checklens = TRUE; if( obj->item_type == ITEM_CRYSTAL ) checkgems = TRUE; if( obj->item_type == ITEM_MIRROR ) checkmirr = TRUE; if( obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL ) checkdura = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; if( obj->item_type == ITEM_SUPERCONDUCTOR ) checkcond = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a lightsaber.\r\n", ch ); return; } if( !checkdura ) { send_to_char( "&RYou need something to make it out of.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a power source for your lightsaber.\r\n", ch ); return; } if( !checkoven ) { send_to_char( "&RYou need a small furnace to heat and shape the components.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit board.\r\n", ch ); return; } if( !checkcond ) { send_to_char( "&RYou still need a small superconductor for your lightsaber.\r\n", ch ); return; } if( !checklens ) { send_to_char( "&RYou still need a lens to focus the beam.\r\n", ch ); return; } if( !checkgems ) { send_to_char( "&RLightsabers require 1 to 3 gems to work properly.\r\n", ch ); return; } if( !checkmirr ) { send_to_char( "&RYou need a high intesity reflective cup to create a lightsaber.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_lightsaber_crafting] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of crafting a lightsaber.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 25, do_makelightsaber, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_lightsaber_crafting ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_lightsaber_crafting] ); vnum = 10421; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; checklens = FALSE; checkgems = FALSE; checkmirr = FALSE; gems = 0; charge = 0; gemtype = 0; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( ( obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL ) && checkdura == FALSE ) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_DURASTEEL && checkdura == FALSE ) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { charge = UMIN( obj->value[1], 10 ); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if( obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if( obj->item_type == ITEM_LENS && checklens == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checklens = TRUE; } if( obj->item_type == ITEM_MIRROR && checkmirr == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkmirr = TRUE; } if( obj->item_type == ITEM_CRYSTAL && gems < 3 ) { gems++; if( gemtype < obj->value[0] ) gemtype = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkgems = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_lightsaber_crafting] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) || ( !checkmirr ) || ( !checklens ) || ( !checkgems ) || ( !checkcond ) || ( !checkcirc ) ) { send_to_char( "&RYou hold up your new lightsaber and press the switch hoping for the best.\r\n", ch ); send_to_char( "&RInstead of a blade of light, smoke starts pouring from the handle.\r\n", ch ); send_to_char( "&RYou drop the hot handle and watch as it melts on away on the floor.\r\n", ch ); learn_from_failure( ch, gsn_lightsaber_crafting ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); SET_BIT( obj->extra_flags, ITEM_ANTI_SOLDIER ); SET_BIT( obj->extra_flags, ITEM_ANTI_THIEF ); SET_BIT( obj->extra_flags, ITEM_ANTI_HUNTER ); SET_BIT( obj->extra_flags, ITEM_ANTI_PILOT ); SET_BIT( obj->extra_flags, ITEM_ANTI_CITIZEN ); obj->level = level; obj->weight = 5; STRFREE( obj->name ); obj->name = STRALLOC( "lightsaber saber" ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); STRFREE( obj->action_desc ); strcpy( buf, arg ); strcat( buf, " ignites with a hum and a soft glow." ); obj->action_desc = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "hitroll" ); paf->modifier = URANGE( 0, gems, level / 30 ); paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "parry" ); paf2->modifier = ( level / 3 ); paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; /* condition */ obj->value[1] = ( int )( level / 10 + gemtype * 2 ); /* min dmg */ obj->value[2] = ( int )( level / 5 + gemtype * 6 ); /* max dmg */ obj->value[3] = WEAPON_LIGHTSABER; obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2] * 75; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created lightsaber.&w\r\n", ch ); act( AT_PLAIN, "$n finishes making $s new lightsaber.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 50, ( exp_level( ch->skill_level[FORCE_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, FORCE_ABILITY ); ch_printf( ch, "You gain %d force experience.", xpgain ); } learn_from_success( ch, gsn_lightsaber_crafting ); } void do_makespice( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int schance; OBJ_DATA *obj; switch ( ch->substate ) { default: strcpy( arg, argument ); if( arg[0] == '\0' ) { send_to_char( "&RFrom what?\r\n&w", ch ); return; } if( !IS_SET( ch->in_room->room_flags, ROOM_REFINERY ) ) { send_to_char( "&RYou need to be in a refinery to create drugs from spice.\r\n", ch ); return; } if( ms_find_obj( ch ) ) return; if( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "&RYou do not have that item.\r\n&w", ch ); return; } if( obj->item_type != ITEM_RAWSPICE ) { send_to_char( "&RYou can't make a drug out of that\r\n&w", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_spice_refining] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of refining spice into a drug.\r\n", ch ); act( AT_PLAIN, "$n begins working on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 10, do_makespice, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out what to do with the stuff.\r\n", ch ); learn_from_failure( ch, gsn_spice_refining ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are distracted and are unable to finish your work.\r\n&w", ch ); return; } ch->substate = SUB_NONE; if( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You seem to have lost your spice!\r\n", ch ); return; } if( obj->item_type != ITEM_RAWSPICE ) { send_to_char( "&RYou get your tools mixed up and can't finish your work.\r\n&w", ch ); return; } obj->value[1] = URANGE( 10, obj->value[1], ( IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_spice_refining] ) ) + 10 ); strcpy( buf, obj->name ); STRFREE( obj->name ); strcat( buf, " drug spice" ); obj->name = STRALLOC( buf ); strcpy( buf, "a drug made from " ); strcat( buf, obj->short_descr ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); strcat( buf, " was foolishly left lying around here." ); STRFREE( obj->description ); obj->description = STRALLOC( buf ); obj->item_type = ITEM_SPICE; send_to_char( "&GYou finish your work.\r\n", ch ); act( AT_PLAIN, "$n finishes $s work.", ch, NULL, argument, TO_ROOM ); obj->cost += obj->value[1] * 10; { long xpgain; xpgain = UMIN( obj->cost * 50, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_spice_refining ); } void do_makegrenade( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance, strength = 0, weight = 0; bool checktool, checkdrink, checkbatt, checkchem, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makegrenade <name>\r\n&w", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 ) checkdrink = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; if( obj->item_type == ITEM_CHEMICAL ) checkchem = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a grenade.\r\n", ch ); return; } if( !checkdrink ) { send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a small battery for the timer.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit for the timer.\r\n", ch ); return; } if( !checkchem ) { send_to_char( "&RSome explosive chemicals would come in handy!\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makegrenade] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of making a grenade.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 25, do_makegrenade, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makegrenade ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makegrenade] ); vnum = 10425; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 ) { checkdrink = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if( obj->item_type == ITEM_CHEMICAL ) { strength = URANGE( 10, obj->value[0], level * 5 ); weight = obj->weight; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makegrenade] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc ) ) { send_to_char ( "&RJust as you are about to finish your work,\r\nyour newly created grenade explodes in your hands...doh!\r\n", ch ); learn_from_failure( ch, gsn_makegrenade ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_GRENADE; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = weight; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " grenade" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = strength / 2; obj->value[1] = strength; obj->cost = obj->value[1] * 5; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created grenade.&w\r\n", ch ); act( AT_PLAIN, "$n finishes making $s new grenade.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 50, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makegrenade ); } void do_makelandmine( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance, strength = 0, weight = 0; bool checktool, checkdrink, checkbatt, checkchem, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makelandmine <name>\r\n&w", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 ) checkdrink = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; if( obj->item_type == ITEM_CHEMICAL ) checkchem = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a landmine.\r\n", ch ); return; } if( !checkdrink ) { send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a small battery for the detonator.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit for the detonator.\r\n", ch ); return; } if( !checkchem ) { send_to_char( "&RSome explosive chemicals would come in handy!\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelandmine] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of making a landmine.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 25, do_makelandmine, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makelandmine ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelandmine] ); vnum = 10427; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 ) { checkdrink = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if( obj->item_type == ITEM_CHEMICAL ) { strength = URANGE( 10, obj->value[0], level * 5 ); weight = obj->weight; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelandmine] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc ) ) { send_to_char ( "&RJust as you are about to finish your work,\r\nyour newly created landmine explodes in your hands...doh!\r\n", ch ); learn_from_failure( ch, gsn_makelandmine ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_LANDMINE; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = weight; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " landmine" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = strength / 2; obj->value[1] = strength; obj->cost = obj->value[1] * 5; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created landmine.&w\r\n", ch ); act( AT_PLAIN, "$n finishes making $s new landmine.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 50, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makelandmine ); } void do_makelight( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance, strength = 0; bool checktool, checkbatt, checkchem, checkcirc, checklens; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeflashlight <name>\r\n&w", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; checklens = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; if( obj->item_type == ITEM_CHEMICAL ) checkchem = TRUE; if( obj->item_type == ITEM_LENS ) checklens = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a light.\r\n", ch ); return; } if( !checklens ) { send_to_char( "&RYou need a lens to make a light.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a battery for the light to work.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit.\r\n", ch ); return; } if( !checkchem ) { send_to_char( "&RSome chemicals to light would come in handy!\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelight] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of making a light.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 10, do_makelight, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makelight ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelight] ); vnum = 10428; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checklens = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { strength = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if( obj->item_type == ITEM_CHEMICAL ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if( obj->item_type == ITEM_LENS && checklens == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checklens = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelight] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checklens ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc ) ) { send_to_char ( "&RJust as you are about to finish your work,\r\nyour newly created light explodes in your hands...doh!\r\n", ch ); learn_from_failure( ch, gsn_makelight ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_LIGHT; SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " light" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[2] = strength; obj->cost = obj->value[2]; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created light.&w\r\n", ch ); act( AT_PLAIN, "$n finishes making $s new light.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 100, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makelight ); } void do_makejewelry( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance; bool checktool, checkoven, checkmetal; OBJ_DATA *obj; OBJ_DATA *metal = NULL; int value, cost; argument = one_argument( argument, arg ); strcpy( arg2, argument ); if( !str_cmp( arg, "body" ) || !str_cmp( arg, "head" ) || !str_cmp( arg, "legs" ) || !str_cmp( arg, "arms" ) || !str_cmp( arg, "about" ) || !str_cmp( arg, "eyes" ) || !str_cmp( arg, "waist" ) || !str_cmp( arg, "hold" ) || !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) ) { send_to_char( "&RYou cannot make jewelry for that body part.\r\n&w", ch ); send_to_char( "&RTry MAKEARMOR.\r\n&w", ch ); return; } if( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make jewelry worn as a shield.\r\n&w", ch ); send_to_char( "&RTry MAKESHIELD.\r\n&w", ch ); return; } if( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with your jewelry?\r\n&w", ch ); send_to_char( "&RTry MAKEBLADE...\r\n&w", ch ); return; } switch ( ch->substate ) { default: if( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makejewelry <wearloc> <name>\r\n&w", ch ); return; } checktool = FALSE; checkoven = FALSE; checkmetal = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( obj->item_type == ITEM_RARE_METAL ) checkmetal = TRUE; } if( !checktool ) { send_to_char( "&RYou need a toolkit.\r\n", ch ); return; } if( !checkoven ) { send_to_char( "&RYou need an oven.\r\n", ch ); return; } if( !checkmetal ) { send_to_char( "&RYou need some precious metal.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makejewelry] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of creating some jewelry.\r\n", ch ); act( AT_PLAIN, "$n takes $s toolkit and some metal and begins to work.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 15, do_makejewelry, 1 ); ch->dest_buf = str_dup( arg ); ch->dest_buf_2 = str_dup( arg2 ); return; } send_to_char( "&RYou can't figure out what to do.\r\n", ch ); learn_from_failure( ch, gsn_makejewelry ); return; case 1: if( !ch->dest_buf ) return; if( !ch->dest_buf_2 ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); strcpy( arg2, ch->dest_buf_2 ); DISPOSE( ch->dest_buf_2 ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makejewelry] ); checkmetal = FALSE; checkoven = FALSE; checktool = FALSE; value = 0; cost = 0; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_OVEN ) checkoven = TRUE; if( obj->item_type == ITEM_RARE_METAL && checkmetal == FALSE ) { checkmetal = TRUE; separate_obj( obj ); obj_from_char( obj ); metal = obj; } if( obj->item_type == ITEM_CRYSTAL ) { cost += obj->cost; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makejewelry] ); if( number_percent( ) > schance * 2 || ( !checkoven ) || ( !checktool ) || ( !checkmetal ) ) { send_to_char( "&RYou hold up your newly created jewelry.\r\n", ch ); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\r\n", ch ); send_to_char( "&Rpiece of junk you've ever seen. You quickly hide your mistake...\r\n", ch ); learn_from_failure( ch, gsn_makejewelry ); return; } obj = metal; obj->item_type = ITEM_ARMOR; SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_WEAR_NECK ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = obj->value[1]; obj->cost *= 10; obj->cost += cost; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created jewelry.&w\r\n", ch ); act( AT_PLAIN, "$n finishes sewing some new jewelry.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 100, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makejewelry ); } void do_makearmor( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance; bool checksew, checkfab; OBJ_DATA *obj; OBJ_DATA *material = NULL; int value; argument = one_argument( argument, arg ); strcpy( arg2, argument ); if( !str_cmp( arg, "eyes" ) || !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) ) { send_to_char( "&RYou cannot make clothing for that body part.\r\n&w", ch ); send_to_char( "&RTry MAKEJEWELRY.\r\n&w", ch ); return; } if( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make clothing worn as a shield.\r\n&w", ch ); send_to_char( "&RTry MAKESHIELD.\r\n&w", ch ); return; } if( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with your clothing?\r\n&w", ch ); send_to_char( "&RTry MAKEBLADE...\r\n&w", ch ); return; } switch ( ch->substate ) { default: if( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makearmor <wearloc> <name>\r\n&w", ch ); return; } checksew = FALSE; checkfab = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_FABRIC ) checkfab = TRUE; if( obj->item_type == ITEM_THREAD ) checksew = TRUE; } if( !checkfab ) { send_to_char( "&RYou need some sort of fabric or material.\r\n", ch ); return; } if( !checksew ) { send_to_char( "&RYou need a needle and some thread.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makearmor] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of creating some armor.\r\n", ch ); act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 15, do_makearmor, 1 ); ch->dest_buf = str_dup( arg ); ch->dest_buf_2 = str_dup( arg2 ); return; } send_to_char( "&RYou can't figure out what to do.\r\n", ch ); learn_from_failure( ch, gsn_makearmor ); return; case 1: if( !ch->dest_buf ) return; if( !ch->dest_buf_2 ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); strcpy( arg2, ch->dest_buf_2 ); DISPOSE( ch->dest_buf_2 ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makearmor] ); checksew = FALSE; checkfab = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_THREAD ) checksew = TRUE; if( obj->item_type == ITEM_FABRIC && checkfab == FALSE ) { checkfab = TRUE; separate_obj( obj ); obj_from_char( obj ); material = obj; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makearmor] ); if( number_percent( ) > schance * 2 || ( !checkfab ) || ( !checksew ) ) { send_to_char( "&RYou hold up your newly created armor.\r\n", ch ); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\r\n", ch ); send_to_char( "&Rgarment you've ever seen. You quickly hide your mistake...\r\n", ch ); learn_from_failure( ch, gsn_makearmor ); return; } obj = material; obj->item_type = ITEM_ARMOR; SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_WEAR_BODY ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = obj->value[1]; obj->cost *= 10; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created garment.&w\r\n", ch ); act( AT_PLAIN, "$n finishes sewing some new armor.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 100, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makearmor ); } void do_makecomlink( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int schance; bool checktool, checkgem, checkbatt, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makecomlink <name>\r\n&w", ch ); return; } checktool = FALSE; checkgem = FALSE; checkbatt = FALSE; checkcirc = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_CRYSTAL ) checkgem = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make a comlink.\r\n", ch ); return; } if( !checkgem ) { send_to_char( "&RYou need a small crystal.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a power source for your comlink.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecomlink] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of making a comlink.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 10, do_makecomlink, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makecomlink ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; vnum = 10430; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checkgem = FALSE; checkbatt = FALSE; checkcirc = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_CRYSTAL && checkgem == FALSE ) { checkgem = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { checkcirc = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecomlink] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkcirc ) || ( !checkbatt ) || ( !checkgem ) ) { send_to_char( "&RYou hold up your newly created comlink....\r\n", ch ); send_to_char( "&Rand it falls apart in your hands.\r\n", ch ); learn_from_failure( ch, gsn_makecomlink ); return; } obj = create_object( pObjIndex, ch->top_level ); obj->item_type = ITEM_COMLINK; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " comlink" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); obj->cost = 50; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created comlink.&w\r\n", ch ); act( AT_PLAIN, "$n finishes crafting a comlink.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 100, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makecomlink ); } void do_makeshield( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int schance; bool checktool, checkbatt, checkcond, checkcirc, checkgems; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, level, charge, gemtype = 0; strcpy( arg, argument ); switch ( ch->substate ) { default: if( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeshield <name>\r\n&w", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkcond = FALSE; checkcirc = FALSE; checkgems = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a workshop.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_CRYSTAL ) checkgems = TRUE; if( obj->item_type == ITEM_BATTERY ) checkbatt = TRUE; if( obj->item_type == ITEM_CIRCUIT ) checkcirc = TRUE; if( obj->item_type == ITEM_SUPERCONDUCTOR ) checkcond = TRUE; } if( !checktool ) { send_to_char( "&RYou need toolkit to make an energy shield.\r\n", ch ); return; } if( !checkbatt ) { send_to_char( "&RYou need a power source for your energy shield.\r\n", ch ); return; } if( !checkcirc ) { send_to_char( "&RYou need a small circuit board.\r\n", ch ); return; } if( !checkcond ) { send_to_char( "&RYou still need a small superconductor for your energy shield.\r\n", ch ); return; } if( !checkgems ) { send_to_char( "&RYou need a small crystal.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeshield] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of crafting an energy shield.\r\n", ch ); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 20, do_makeshield, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou can't figure out how to fit the parts together.\r\n", ch ); learn_from_failure( ch, gsn_makeshield ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeshield] ); vnum = 10429; if( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char ( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkcond = FALSE; checkcirc = FALSE; checkgems = FALSE; charge = 0; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_TOOLKIT ) checktool = TRUE; if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { charge = UMIN( obj->value[1], 10 ); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if( obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if( obj->item_type == ITEM_CRYSTAL && checkgems == FALSE ) { gemtype = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkgems = TRUE; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeshield] ); if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkbatt ) || ( !checkgems ) || ( !checkcond ) || ( !checkcirc ) ) { send_to_char( "&RYou hold up your new energy shield and press the switch hoping for the best.\r\n", ch ); send_to_char( "&RInstead of a field of energy being created, smoke starts pouring from the device.\r\n", ch ); send_to_char( "&RYou drop the hot device and watch as it melts on away on the floor.\r\n", ch ); learn_from_failure( ch, gsn_makeshield ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_ARMOR; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_WEAR_SHIELD ); obj->level = level; obj->weight = 2; STRFREE( obj->name ); obj->name = STRALLOC( "energy shield" ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = ( int )( level / 10 + gemtype * 2 ); /* condition */ obj->value[1] = ( int )( level / 10 + gemtype * 2 ); /* armor */ obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2] * 100; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created energy shield.&w\r\n", ch ); act( AT_PLAIN, "$n finishes making $s new energy shield.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 50, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makeshield ); } void do_makecontainer( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, schance; bool checksew, checkfab; OBJ_DATA *obj; OBJ_DATA *material = NULL; int value; argument = one_argument( argument, arg ); strcpy( arg2, argument ); if( !str_cmp( arg, "eyes" ) || !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) ) { send_to_char( "&RYou cannot make a container for that body part.\r\n&w", ch ); send_to_char( "&RTry MAKEJEWELRY.\r\n&w", ch ); return; } if( !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) ) { send_to_char( "&RYou cannot make a container for that body part.\r\n&w", ch ); send_to_char( "&RTry MAKEARMOR.\r\n&w", ch ); return; } if( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make a container a shield.\r\n&w", ch ); send_to_char( "&RTry MAKESHIELD.\r\n&w", ch ); return; } if( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with a container?\r\n&w", ch ); send_to_char( "&RTry MAKEBLADE...\r\n&w", ch ); return; } switch ( ch->substate ) { default: if( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makecontainer <wearloc> <name>\r\n&w", ch ); return; } checksew = FALSE; checkfab = FALSE; if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\r\n", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_FABRIC ) checkfab = TRUE; if( obj->item_type == ITEM_THREAD ) checksew = TRUE; } if( !checkfab ) { send_to_char( "&RYou need some sort of fabric or material.\r\n", ch ); return; } if( !checksew ) { send_to_char( "&RYou need a needle and some thread.\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecontainer] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin the long process of creating a bag.\r\n", ch ); act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 10, do_makecontainer, 1 ); ch->dest_buf = str_dup( arg ); ch->dest_buf_2 = str_dup( arg2 ); return; } send_to_char( "&RYou can't figure out what to do.\r\n", ch ); learn_from_failure( ch, gsn_makecontainer ); return; case 1: if( !ch->dest_buf ) return; if( !ch->dest_buf_2 ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); strcpy( arg2, ch->dest_buf_2 ); DISPOSE( ch->dest_buf_2 ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted and fail to finish your work.\r\n", ch ); return; } ch->substate = SUB_NONE; level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecontainer] ); checksew = FALSE; checkfab = FALSE; for( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if( obj->item_type == ITEM_THREAD ) checksew = TRUE; if( obj->item_type == ITEM_FABRIC && checkfab == FALSE ) { checkfab = TRUE; separate_obj( obj ); obj_from_char( obj ); material = obj; } } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecontainer] ); if( number_percent( ) > schance * 2 || ( !checkfab ) || ( !checksew ) ) { send_to_char( "&RYou hold up your newly created container.\r\n", ch ); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\r\n", ch ); send_to_char( "&Rcontainer you've ever seen. You quickly hide your mistake...\r\n", ch ); learn_from_failure( ch, gsn_makecontainer ); return; } obj = material; obj->item_type = ITEM_CONTAINER; SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_HOLD ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = level; obj->value[1] = 0; obj->value[2] = 0; obj->value[3] = 10; obj->cost *= 2; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created container.&w\r\n", ch ); act( AT_PLAIN, "$n finishes sewing a new container.", ch, NULL, argument, TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost * 100, ( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) ); gain_exp( ch, xpgain, ENGINEERING_ABILITY ); ch_printf( ch, "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makecontainer ); } void do_gemcutting( CHAR_DATA * ch, char *argument ) { send_to_char( "&RSorry, this skill isn't finished yet :(\r\n", ch ); } void do_reinforcements( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int schance, credits; if( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch ( ch->substate ) { default: if( ch->backup_wait ) { send_to_char( "&RYour reinforcements are already on the way.\r\n", ch ); return; } if( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for reinforcements.\r\n", ch ); return; } if( ch->gold < ch->skill_level[LEADERSHIP_ABILITY] * 50 ) { ch_printf( ch, "&RYou dont have enough credits to send for reinforcements.\r\n" ); return; } schance = ( int )( ch->pcdata->learned[gsn_reinforcements] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin making the call for reinforcements.\r\n", ch ); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 1, do_reinforcements, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou call for reinforcements but nobody answers.\r\n", ch ); learn_from_failure( ch, gsn_reinforcements ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted before you can finish your call.\r\n", ch ); return; } ch->substate = SUB_NONE; send_to_char( "&GYour reinforcements are on the way.\r\n", ch ); credits = ch->skill_level[LEADERSHIP_ABILITY] * 50; ch_printf( ch, "It cost you %d credits.\r\n", credits ); ch->gold -= UMIN( credits, ch->gold ); learn_from_success( ch, gsn_reinforcements ); if( nifty_is_name( "empire", ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_STORMTROOPER; else if( nifty_is_name( "republic", ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_TROOPER; else ch->backup_mob = MOB_VNUM_MERCINARY; ch->backup_wait = number_range( 1, 2 ); } void do_postguard( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int schance, credits; if( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch ( ch->substate ) { default: if( ch->backup_wait ) { send_to_char( "&RYou already have backup coming.\r\n", ch ); return; } if( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for a guard.\r\n", ch ); return; } if( ch->gold < ch->skill_level[LEADERSHIP_ABILITY] * 30 ) { ch_printf( ch, "&RYou dont have enough credits.\r\n", ch ); return; } schance = ( int )( ch->pcdata->learned[gsn_postguard] ); if( number_percent( ) < schance ) { send_to_char( "&GYou begin making the call for reinforcements.\r\n", ch ); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument, TO_ROOM ); add_timer( ch, TIMER_DO_FUN, 1, do_postguard, 1 ); ch->dest_buf = str_dup( arg ); return; } send_to_char( "&RYou call for a guard but nobody answers.\r\n", ch ); learn_from_failure( ch, gsn_postguard ); return; case 1: if( !ch->dest_buf ) return; strcpy( arg, ch->dest_buf ); DISPOSE( ch->dest_buf ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char( "&RYou are interupted before you can finish your call.\r\n", ch ); return; } ch->substate = SUB_NONE; send_to_char( "&GYour guard is on the way.\r\n", ch ); credits = ch->skill_level[LEADERSHIP_ABILITY] * 30; ch_printf( ch, "It cost you %d credits.\r\n", credits ); ch->gold -= UMIN( credits, ch->gold ); learn_from_success( ch, gsn_postguard ); if( nifty_is_name( "empire", ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_IMP_GUARD; else if( nifty_is_name( "republic", ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_GUARD; else ch->backup_mob = MOB_VNUM_BOUNCER; ch->backup_wait = 1; } void add_reinforcements( CHAR_DATA * ch ) { MOB_INDEX_DATA *pMobIndex; OBJ_DATA *blaster; OBJ_INDEX_DATA *pObjIndex; if( ( pMobIndex = get_mob_index( ch->backup_mob ) ) == NULL ) return; if( ch->backup_mob == MOB_VNUM_STORMTROOPER || ch->backup_mob == MOB_VNUM_NR_TROOPER || ch->backup_mob == MOB_VNUM_MERCINARY ) { CHAR_DATA *mob[3]; int mob_cnt; send_to_char( "Your reinforcements have arrived.\r\n", ch ); for( mob_cnt = 0; mob_cnt < 3; mob_cnt++ ) { int ability; mob[mob_cnt] = create_mobile( pMobIndex ); char_to_room( mob[mob_cnt], ch->in_room ); act( AT_IMMORT, "$N has arrived.", ch, NULL, mob[mob_cnt], TO_ROOM ); mob[mob_cnt]->top_level = ch->skill_level[LEADERSHIP_ABILITY] / 3; for( ability = 0; ability < MAX_ABILITY; ability++ ) mob[mob_cnt]->skill_level[ability] = mob[mob_cnt]->top_level; mob[mob_cnt]->hit = mob[mob_cnt]->top_level * 15; mob[mob_cnt]->max_hit = mob[mob_cnt]->hit; mob[mob_cnt]->armor = LEVEL_HERO - mob[mob_cnt]->top_level * 2.5; mob[mob_cnt]->damroll = mob[mob_cnt]->top_level / 5; mob[mob_cnt]->hitroll = mob[mob_cnt]->top_level / 5; if( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob[mob_cnt]->top_level ); obj_to_char( blaster, mob[mob_cnt] ); equip_char( mob[mob_cnt], blaster, WEAR_WIELD ); } if( mob[mob_cnt]->master ) stop_follower( mob[mob_cnt] ); add_follower( mob[mob_cnt], ch ); SET_BIT( mob[mob_cnt]->affected_by, AFF_CHARM ); do_setblaster( mob[mob_cnt], "full" ); } } else { CHAR_DATA *mob; int ability; mob = create_mobile( pMobIndex ); char_to_room( mob, ch->in_room ); if( ch->pcdata && ch->pcdata->clan ) { char tmpbuf[MAX_STRING_LENGTH]; STRFREE( mob->name ); mob->name = STRALLOC( ch->pcdata->clan->name ); sprintf( tmpbuf, "(%s) %s", ch->pcdata->clan->name, mob->long_descr ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( tmpbuf ); } act( AT_IMMORT, "$N has arrived.", ch, NULL, mob, TO_ROOM ); send_to_char( "Your guard has arrived.\r\n", ch ); mob->top_level = ch->skill_level[LEADERSHIP_ABILITY]; for( ability = 0; ability < MAX_ABILITY; ability++ ) mob->skill_level[ability] = mob->top_level; mob->hit = mob->top_level * 15; mob->max_hit = mob->hit; mob->armor = LEVEL_HERO - mob->top_level * 2.5; mob->damroll = mob->top_level / 5; mob->hitroll = mob->top_level / 5; if( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob->top_level ); obj_to_char( blaster, mob ); equip_char( mob, blaster, WEAR_WIELD ); } /* * for making this more accurate in the future */ if( mob->mob_clan ) STRFREE( mob->mob_clan ); if( ch->pcdata && ch->pcdata->clan ) mob->mob_clan = STRALLOC( ch->pcdata->clan->name ); } } void do_torture( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int schance, dam; bool fail; if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_torture] <= 0 ) { send_to_char( "Your mind races as you realize you have no idea how to do that.\r\n", ch ); return; } if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\r\n", ch ); return; } one_argument( argument, arg ); if( ch->mount ) { send_to_char( "You can't get close enough while mounted.\r\n", ch ); return; } if( arg[0] == '\0' ) { send_to_char( "Torture whom?\r\n", ch ); return; } if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "Are you masacistic or what...\r\n", ch ); return; } if( !IS_AWAKE( victim ) ) { send_to_char( "You need to wake them first.\r\n", ch ); return; } if( is_safe( ch, victim ) ) return; if( victim->fighting ) { send_to_char( "You can't torture someone whos in combat.\r\n", ch ); return; } ch->alignment = ch->alignment -= 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); WAIT_STATE( ch, skill_table[gsn_torture]->beats ); fail = FALSE; schance = ris_save( victim, ch->skill_level[HUNTING_ABILITY], RIS_PARALYSIS ); if( schance == 1000 ) fail = TRUE; else fail = saves_para_petri( schance, victim ); if( !IS_NPC( ch ) && !IS_NPC( victim ) ) schance = sysdata.stun_plr_vs_plr; else schance = sysdata.stun_regular; if( !fail && ( IS_NPC( ch ) || ( number_percent( ) + schance ) < ch->pcdata->learned[gsn_torture] ) ) { learn_from_success( ch, gsn_torture ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, PULSE_VIOLENCE ); act( AT_SKILL, "$N slowly tortures you. The pain is excruciating.", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You torture $N, leaving $M screaming in pain.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n tortures $N, leaving $M screaming in agony!", ch, NULL, victim, TO_NOTVICT ); dam = dice( ch->skill_level[HUNTING_ABILITY] / 10, 4 ); dam = URANGE( 0, victim->max_hit - 10, dam ); victim->hit -= dam; victim->max_hit -= dam; ch_printf( victim, "You lose %d permanent hit points.", dam ); ch_printf( ch, "They lose %d permanent hit points.", dam ); } else { act( AT_SKILL, "$N tries to cut off your finger!", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You mess up big time.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n tries to painfully torture $N.", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } void do_disguise( CHAR_DATA * ch, char *argument ) { int schance; 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; } schance = ( int )( ch->pcdata->learned[gsn_disguise] ); if( number_percent( ) > schance ) { send_to_char( "You try to disguise yourself but fail.\r\n", ch ); return; } if( strlen( argument ) > 50 ) argument[50] = '\0'; smash_tilde( argument ); set_title( ch, argument ); learn_from_success( ch, gsn_disguise ); send_to_char( "Ok.\r\n", ch ); } void do_mine( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool shovel; short move; if( ch->pcdata->learned[gsn_mine] <= 0 ) { ch_printf( ch, "You have no idea how to do that.\r\n" ); return; } one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "And what will you mine the room with?\r\n", ch ); return; } if( ms_find_obj( ch ) ) return; shovel = FALSE; for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if( !obj ) { send_to_char( "You don't see on here.\r\n", ch ); return; } separate_obj( obj ); if( obj->item_type != ITEM_LANDMINE ) { act( AT_PLAIN, "That's not a landmine!", ch, obj, 0, TO_CHAR ); return; } if( !CAN_WEAR( obj, ITEM_TAKE ) ) { act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR ); return; } switch ( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\r\n", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot bury a mine in the water.\r\n", ch ); return; case SECT_AIR: send_to_char( "What? Bury a mine in the air?!\r\n", ch ); return; } if( obj->weight > ( UMAX( 5, ( can_carry_w( ch ) / 10 ) ) ) && !shovel ) { send_to_char( "You'd need a shovel to bury something that big.\r\n", ch ); return; } move = ( obj->weight * 50 * ( shovel ? 1 : 5 ) ) / UMAX( 1, can_carry_w( ch ) ); move = URANGE( 2, move, 1000 ); if( move > ch->move ) { send_to_char( "You don't have the energy to bury something of that size.\r\n", ch ); return; } ch->move -= move; SET_BIT( obj->extra_flags, ITEM_BURRIED ); WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) ); STRFREE( obj->armed_by ); obj->armed_by = STRALLOC( ch->name ); ch_printf( ch, "You arm and bury %s.\r\n", obj->short_descr ); act( AT_PLAIN, "$n arms and buries $p.", ch, obj, NULL, TO_ROOM ); learn_from_success( ch, gsn_mine ); return; } void do_first_aid( CHAR_DATA * ch, char *argument ) { OBJ_DATA *medpac; CHAR_DATA *victim; int heal; char buf[MAX_STRING_LENGTH]; if( ch->position == POS_FIGHTING ) { send_to_char( "You can't do that while fighting!\r\n", ch ); return; } medpac = get_eq_char( ch, WEAR_HOLD ); if( !medpac || medpac->item_type != ITEM_MEDPAC ) { send_to_char( "You need to be holding a medpac.\r\n", ch ); return; } if( medpac->value[0] <= 0 ) { send_to_char( "Your medpac seems to be empty.\r\n", ch ); return; } if( argument[0] == '\0' ) victim = ch; else victim = get_char_room( ch, argument ); if( !victim ) { ch_printf( ch, "I don't see any %s here...\r\n", argument ); return; } heal = number_range( 1, 150 ); if( heal > ch->pcdata->learned[gsn_first_aid] * 2 ) { ch_printf( ch, "You fail in your attempt at first aid.\r\n" ); learn_from_failure( ch, gsn_first_aid ); return; } if( victim == ch ) { ch_printf( ch, "You tend to your wounds.\r\n" ); sprintf( buf, "$n uses %s to help heal $s wounds.", medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM ); } else { sprintf( buf, "You tend to $N's wounds." ); act( AT_ACTION, buf, ch, NULL, victim, TO_CHAR ); sprintf( buf, "$n uses %s to help heal $N's wounds.", medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "$n uses %s to help heal your wounds.", medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_VICT ); } --medpac->value[0]; victim->hit += URANGE( 0, heal, victim->max_hit - victim->hit ); learn_from_success( ch, gsn_first_aid ); } void do_snipe( CHAR_DATA * ch, char *argument ) { OBJ_DATA *wield; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; short dir, dist; short max_dist = 3; EXIT_DATA *pexit; ROOM_INDEX_DATA *was_in_room; ROOM_INDEX_DATA *to_room; CHAR_DATA *victim = NULL; int schance; char buf[MAX_STRING_LENGTH]; bool pfound = FALSE; if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elswhere.\r\n", ch ); return; } if( get_eq_char( ch, WEAR_DUAL_WIELD ) != NULL ) { send_to_char( "You can't do that while wielding two weapons.", ch ); return; } wield = get_eq_char( ch, WEAR_WIELD ); if( !wield || wield->item_type != ITEM_WEAPON || wield->value[3] != WEAPON_BLASTER ) { send_to_char( "You don't seem to be holding a blaster", ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if( ( dir = get_door( arg ) ) == -1 || arg2[0] == '\0' ) { send_to_char( "Usage: snipe <dir> <target>\r\n", ch ); return; } if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { send_to_char( "Are you expecting to fire through a wall!?\r\n", ch ); return; } if( IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Are you expecting to fire through a door!?\r\n", ch ); return; } was_in_room = ch->in_room; for( dist = 0; dist <= max_dist; dist++ ) { if( IS_SET( pexit->exit_info, EX_CLOSED ) ) break; if( !pexit->to_room ) break; to_room = NULL; if( pexit->distance > 1 ) to_room = generate_exit( ch->in_room, &pexit ); if( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); if( IS_NPC( ch ) && ( victim = get_char_room_mp( ch, arg2 ) ) != NULL ) { pfound = TRUE; break; } else if( !IS_NPC( ch ) && ( victim = get_char_room( ch, arg2 ) ) != NULL ) { pfound = TRUE; break; } if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) break; } char_from_room( ch ); char_to_room( ch, was_in_room ); if( !pfound ) { ch_printf( ch, "You don't see that person to the %s!\r\n", dir_name[dir] ); char_from_room( ch ); char_to_room( ch, was_in_room ); return; } if( victim == ch ) { send_to_char( "Shoot yourself ... really?\r\n", ch ); return; } if( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You can't shoot them there.\r\n", ch ); return; } if( is_safe( ch, victim ) ) return; if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\r\n", ch ); return; } if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\r\n", ch ); return; } schance = IS_NPC( ch ) ? 100 : ( int )( ch->pcdata->learned[gsn_snipe] ); switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -= 3; break; } char_from_room( ch ); char_to_room( ch, victim->in_room ); if( number_percent( ) < schance ) { sprintf( buf, "A blaster shot fires at you from the %s.", dir_name[dir] ); act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fires at $N from the %s.", dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); one_hit( ch, victim, TYPE_UNDEFINED ); if( char_died( ch ) ) return; stop_fighting( ch, TRUE ); learn_from_success( ch, gsn_snipe ); } else { act( AT_ACTION, "You fire at $N but don't even come close.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fired from the %s barely misses you.", dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM ); learn_from_failure( ch, gsn_snipe ); } char_from_room( ch ); char_to_room( ch, was_in_room ); if( IS_NPC( ch ) ) WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); else { if( number_percent( ) < ch->pcdata->learned[gsn_third_attack] ) WAIT_STATE( ch, 1 * PULSE_PER_SECOND ); else if( number_percent( ) < ch->pcdata->learned[gsn_second_attack] ) WAIT_STATE( ch, 2 * PULSE_PER_SECOND ); else WAIT_STATE( ch, 3 * PULSE_PER_SECOND ); } if( IS_NPC( victim ) && !char_died( victim ) ) { if( IS_SET( victim->act, ACT_SENTINEL ) ) { victim->was_sentinel = victim->in_room; REMOVE_BIT( victim->act, ACT_SENTINEL ); } start_hating( victim, ch ); start_hunting( victim, ch ); } } /* syntax throw <obj> [direction] [target] */ void do_throw( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *tmpobj; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; short dir; EXIT_DATA *pexit; ROOM_INDEX_DATA *was_in_room; ROOM_INDEX_DATA *to_room; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); was_in_room = ch->in_room; if( arg[0] == '\0' ) { send_to_char( "Usage: throw <object> [direction] [target]\r\n", ch ); return; } obj = get_eq_char( ch, WEAR_MISSILE_WIELD ); if( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_HOLD ); if( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_WIELD ); if( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if( !obj || !nifty_is_name( arg, obj->name ) ) if( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_HOLD ); if( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_WIELD ); if( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if( !obj || !nifty_is_name_prefix( arg, obj->name ) ) { ch_printf( ch, "You don't seem to be holding or wielding %s.\r\n", arg ); return; } if( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) ) { act( AT_PLAIN, "You can't throw $p.", ch, obj, NULL, TO_CHAR ); return; } if( ch->position == POS_FIGHTING ) { victim = who_fighting( ch ); if( char_died( victim ) ) return; act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR ); act( AT_ACTION, "$n throws $p at $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n throw $p at you.", ch, obj, victim, TO_VICT ); } else if( arg2[0] == '\0' ) { sprintf( buf, "$n throws %s at the floor.", obj->short_descr ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You throw %s at the floor.\r\n", obj->short_descr ); victim = NULL; } else if( ( dir = get_door( arg2 ) ) != -1 ) { if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { send_to_char( "Are you expecting to throw it through a wall!?\r\n", ch ); return; } if( IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Are you expecting to throw it through a door!?\r\n", ch ); return; } switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -= 3; break; } to_room = NULL; if( pexit->distance > 1 ) to_room = generate_exit( ch->in_room, &pexit ); if( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); victim = get_char_room( ch, arg3 ); if( victim ) { if( is_safe( ch, victim ) ) return; if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\r\n", ch ); return; } char_from_room( ch ); char_to_room( ch, was_in_room ); if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elswhere.\r\n", ch ); return; } to_room = NULL; if( pexit->distance > 1 ) to_room = generate_exit( ch->in_room, &pexit ); if( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); sprintf( buf, "Someone throws %s at you from the %s.", obj->short_descr, dir_name[dir] ); act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You throw %p at $N.", ch, obj, victim, TO_CHAR ); sprintf( buf, "%s is thrown at $N from the %s.", obj->short_descr, dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); } else { ch_printf( ch, "You throw %s %s.\r\n", obj->short_descr, dir_name[get_dir( arg2 )] ); sprintf( buf, "%s is thrown from the %s.", obj->short_descr, dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); } } else if( ( victim = get_char_room( ch, arg2 ) ) != NULL ) { if( is_safe( ch, victim ) ) return; if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\r\n", ch ); return; } } else { ch_printf( ch, "They don't seem to be here!\r\n" ); return; } if( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD ) ) != NULL ) tmpobj->wear_loc = WEAR_WIELD; unequip_char( ch, obj ); separate_obj( obj ); obj_from_char( obj ); obj = obj_to_room( obj, ch->in_room ); if( obj->item_type != ITEM_GRENADE ) damage_obj( obj ); /* NOT NEEDED UNLESS REFERING TO OBJECT AGAIN if( obj_extracted(obj) ) return; */ if( ch->in_room != was_in_room ) { char_from_room( ch ); char_to_room( ch, was_in_room ); } if( !victim || char_died( victim ) ) learn_from_failure( ch, gsn_throw ); else { WAIT_STATE( ch, skill_table[gsn_throw]->beats ); if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_throw] ) { learn_from_success( ch, gsn_throw ); global_retcode = damage( ch, victim, number_range( obj->weight * 2, ( obj->weight * 2 + ch->perm_str ) ), TYPE_HIT ); } else { learn_from_failure( ch, gsn_throw ); global_retcode = damage( ch, victim, 0, TYPE_HIT ); } if( IS_NPC( victim ) && !char_died( victim ) ) { if( IS_SET( victim->act, ACT_SENTINEL ) ) { victim->was_sentinel = victim->in_room; REMOVE_BIT( victim->act, ACT_SENTINEL ); } start_hating( victim, ch ); start_hunting( victim, ch ); } } return; } void do_beg( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int percent, xp; int amount; if( IS_NPC( ch ) ) return; argument = one_argument( argument, arg1 ); if( ch->mount ) { send_to_char( "You can't do that while mounted.\r\n", ch ); return; } if( arg1[0] == '\0' ) { send_to_char( "Beg fo money from whom?\r\n", ch ); return; } if( ms_find_obj( ch ) ) return; if( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "That's pointless.\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\r\n", ch ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\r\n", ch ); return; } if( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\r\n", ch ); return; } if( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\r\n", ch ); return; } if( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\r\n", ch ); return; } if( !IS_NPC( victim ) ) { send_to_char( "You beg them for money.\r\n", ch ); act( AT_ACTION, "$n begs you to give $s some change.\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begs $N for change.\r\n", ch, NULL, victim, TO_NOTVICT ); return; } WAIT_STATE( ch, skill_table[gsn_beg]->beats ); percent = number_percent( ) + ch->skill_level[SMUGGLING_ABILITY] + victim->top_level; if( percent > ch->pcdata->learned[gsn_beg] ) { /* * Failure. */ send_to_char( "You beg them for money but don't get any!\r\n", ch ); act( AT_ACTION, "$n is really getting on your nerves with all this begging!\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begs $N for money.\r\n", ch, NULL, victim, TO_NOTVICT ); if( victim->alignment < 0 && victim->top_level >= ch->top_level + 5 ) { sprintf( buf, "%s is an annoying beggar and needs to be taught a lesson!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } learn_from_failure( ch, gsn_beg ); return; } act( AT_ACTION, "$n begs $N for money.\r\n", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n begs you for money!\r\n", ch, NULL, victim, TO_VICT ); amount = UMIN( victim->gold, number_range( 1, 10 ) ); if( amount <= 0 ) { do_look( victim, ch->name ); do_say( victim, "Sorry I have nothing to spare.\r\n" ); learn_from_failure( ch, gsn_beg ); return; } ch->gold += amount; victim->gold -= amount; ch_printf( ch, "%s gives you %d credits.\r\n", victim->short_descr, amount ); learn_from_success( ch, gsn_beg ); xp = UMIN( amount * 10, ( exp_level( ch->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( ch->skill_level[SMUGGLING_ABILITY] ) ) ); xp = UMIN( xp, xp_compute( ch, victim ) ); gain_exp( ch, xp, SMUGGLING_ABILITY ); ch_printf( ch, "&WYou gain %ld smuggling experience points!\r\n", xp ); act( AT_ACTION, "$N gives $n some money.\r\n", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You give $n some money.\r\n", ch, NULL, victim, TO_VICT ); return; } void do_pickshiplock( CHAR_DATA * ch, char *argument ) { do_pick( ch, argument ); } void do_hijack( CHAR_DATA * ch, char *argument ) { int schance; SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; if( ( ship = ship_from_cockpit( ch->in_room->vnum ) ) == NULL ) { send_to_char( "&RYou must be in the cockpit of a ship to do that!\r\n", ch ); return; } if( ship->class > SHIP_PLATFORM ) { send_to_char( "&RThis isn't a spacecraft!\r\n", ch ); return; } if( ( ship = ship_from_pilotseat( ch->in_room->vnum ) ) == NULL ) { send_to_char( "&RYou don't seem to be in the pilot seat!\r\n", ch ); return; } if( check_pilot( ch, ship ) ) { send_to_char( "&RWhat would be the point of that!\r\n", ch ); return; } if( ship->type == MOB_SHIP && get_trust( ch ) < 102 ) { send_to_char( "&RThis ship isn't pilotable by mortals at this point in time...\r\n", ch ); return; } if( ship->class == SHIP_PLATFORM ) { send_to_char( "You can't do that here.\r\n", ch ); return; } if( ship->lastdoc != ship->location ) { send_to_char( "&rYou don't seem to be docked right now.\r\n", ch ); return; } if( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED ) { send_to_char( "The ship is not docked right now.\r\n", ch ); return; } if( ship->shipstate == SHIP_DISABLED ) { send_to_char( "The ships drive is disabled .\r\n", ch ); return; } schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_hijack] ); if( number_percent( ) > schance ) { send_to_char( "You fail to figure out the correct launch code.\r\n", ch ); learn_from_failure( ch, gsn_hijack ); return; } if( ship->class == FIGHTER_SHIP ) schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_starfighters] ); if( ship->class == MIDSIZE_SHIP ) schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_midships] ); if( ship->class == CAPITAL_SHIP ) schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_capitalships] ); if( number_percent( ) < schance ) { if( ship->hatchopen ) { ship->hatchopen = FALSE; sprintf( buf, "The hatch on %s closes.", ship->name ); echo_to_room( AT_YELLOW, get_room_index( ship->location ), buf ); echo_to_room( AT_YELLOW, get_room_index( ship->entrance ), "The hatch slides shut." ); } set_char_color( AT_GREEN, ch ); send_to_char( "Launch sequence initiated.\r\n", ch ); act( AT_PLAIN, "$n starts up the ship and begins the launch sequence.", ch, NULL, argument, TO_ROOM ); echo_to_ship( AT_YELLOW, ship, "The ship hums as it lifts off the ground." ); sprintf( buf, "%s begins to launch.", ship->name ); echo_to_room( AT_YELLOW, get_room_index( ship->location ), buf ); ship->shipstate = SHIP_LAUNCH; ship->currspeed = ship->realspeed; if( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); learn_from_success( ch, gsn_hijack ); sprintf( buf, "%s has been hijacked!", ship->name ); echo_to_all( AT_RED, buf, 0 ); return; } set_char_color( AT_RED, ch ); send_to_char( "You fail to work the controls properly!\r\n", ch ); if( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } void do_add_patrol( CHAR_DATA * ch, char *argument ) { } void do_special_forces( CHAR_DATA * ch, char *argument ) { } void do_elite_guard( CHAR_DATA * ch, char *argument ) { } void do_jail( CHAR_DATA * ch, char *argument ) { CHAR_DATA *victim = NULL; CLAN_DATA *clan = NULL; ROOM_INDEX_DATA *jail = NULL; if( IS_NPC( ch ) ) return; if( !ch->pcdata || ( clan = ch->pcdata->clan ) == NULL ) { send_to_char( "Only members of organizations can jail their enemies.\r\n", ch ); return; } jail = get_room_index( clan->jail ); if( !jail && clan->mainclan ) jail = get_room_index( clan->mainclan->jail ); if( !jail ) { send_to_char( "Your orginization does not have a suitable prison.\r\n", ch ); return; } if( jail->area && ch->in_room->area && jail->area != ch->in_room->area && ( !jail->area->planet || jail->area->planet != ch->in_room->area->planet ) ) { send_to_char( "Your orginizations prison is to far away.\r\n", ch ); return; } if( ch->mount ) { send_to_char( "You can't do that while mounted.\r\n", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Jail who?\r\n", ch ); return; } if( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "That's pointless.\r\n", ch ); return; } if( IS_NPC( victim ) ) { send_to_char( "That would be a waste of time.\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\r\n", ch ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\r\n", ch ); return; } if( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\r\n", ch ); return; } if( victim->position >= POS_SLEEPING ) { send_to_char( "You will have to stun them first.\r\n", ch ); return; } send_to_char( "You have them escorted off to jail.\r\n", ch ); act( AT_ACTION, "You have a strange feeling that you've been moved.\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n has $N escorted away.\r\n", ch, NULL, victim, TO_NOTVICT ); char_from_room( victim ); char_to_room( victim, jail ); act( AT_ACTION, "The door opens briefly as $n is shoved into the room.\r\n", victim, NULL, NULL, TO_ROOM ); learn_from_success( ch, gsn_jail ); return; } void do_smalltalk( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; PLANET_DATA *planet = NULL; CLAN_DATA *clan = NULL; int percent = 0; if( IS_NPC( ch ) || !ch->pcdata ) { send_to_char( "What would be the point of that.\r\n", ch ); } argument = one_argument( argument, arg1 ); if( ch->mount ) { send_to_char( "You can't do that while mounted.\r\n", ch ); return; } if( arg1[0] == '\0' ) { send_to_char( "Create smalltalk with whom?\r\n", ch ); return; } if( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "That's pointless.\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\r\n", ch ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\r\n", ch ); return; } if( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\r\n", ch ); return; } if( !IS_NPC( victim ) || victim->vip_flags == 0 ) { send_to_char( "Diplomacy would be wasted on them.\r\n", ch ); return; } if( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\r\n", ch ); return; } if( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\r\n", ch ); return; } WAIT_STATE( ch, skill_table[gsn_smalltalk]->beats ); if( percent - ch->skill_level[DIPLOMACY_ABILITY] + victim->top_level > ch->pcdata->learned[gsn_smalltalk] ) { /* * Failure. */ send_to_char( "You attempt to make smalltalk with them.. but are ignored.\r\n", ch ); act( AT_ACTION, "$n is really getting on your nerves with all this chatter!\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n asks $N about the weather but is ignored.\r\n", ch, NULL, victim, TO_NOTVICT ); if( victim->alignment < -500 && victim->top_level >= ch->top_level + 5 ) { sprintf( buf, "SHUT UP %s!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } send_to_char( "You strike up a short conversation with them.\r\n", ch ); act( AT_ACTION, "$n smiles at you and says, 'hello'.\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n chats briefly with $N.\r\n", ch, NULL, victim, TO_NOTVICT ); if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) return; if( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; if( clan != planet->governed_by ) return; planet->pop_support += 0.2; send_to_char( "Popular support for your organization increases slightly.\r\n", ch ); gain_exp( ch, victim->top_level * 10, DIPLOMACY_ABILITY ); ch_printf( ch, "You gain %d diplomacy experience.\r\n", victim->top_level * 10 ); learn_from_success( ch, gsn_smalltalk ); if( planet->pop_support > 100 ) planet->pop_support = 100; } void do_propeganda( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim; PLANET_DATA *planet; CLAN_DATA *clan; int percent = 0; if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\r\n", ch ); return; } argument = one_argument( argument, arg1 ); if( ch->mount ) { send_to_char( "You can't do that while mounted.\r\n", ch ); return; } if( arg1[0] == '\0' ) { send_to_char( "Spread propeganda to who?\r\n", ch ); return; } if( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "That's pointless.\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\r\n", ch ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\r\n", ch ); return; } if( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\r\n", ch ); return; } if( victim->vip_flags == 0 ) { send_to_char( "Diplomacy would be wasted on them.\r\n", ch ); return; } if( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\r\n", ch ); return; } if( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\r\n", ch ); return; } if( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; sprintf( buf, ", and the evils of %s", planet->governed_by ? planet->governed_by->name : "their current leaders" ); ch_printf( ch, "You speak to them about the benifits of the %s%s.\r\n", ch->pcdata->clan->name, planet->governed_by == clan ? "" : buf ); act( AT_ACTION, "$n speaks about his organization.\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n tells $N about their organization.\r\n", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, skill_table[gsn_propeganda]->beats ); if( percent - get_curr_cha( ch ) + victim->top_level > ch->pcdata->learned[gsn_propeganda] ) { if( planet->governed_by != clan ) { sprintf( buf, "%s is a traitor!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } if( planet->governed_by == clan ) { planet->pop_support += .5 + ch->top_level / 50; send_to_char( "Popular support for your organization increases.\r\n", ch ); } else { planet->pop_support += ch->top_level / 50; send_to_char( "Popular support for the current government decreases.\r\n", ch ); } gain_exp( ch, victim->top_level * 100, DIPLOMACY_ABILITY ); ch_printf( ch, "You gain %d diplomacy experience.\r\n", victim->top_level * 100 ); learn_from_success( ch, gsn_propeganda ); if( planet->pop_support > 100 ) planet->pop_support = 100; if( planet->pop_support < -100 ) planet->pop_support = -100; } void do_bribe( CHAR_DATA * ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim; PLANET_DATA *planet; CLAN_DATA *clan; int percent = 0, amount; if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\r\n", ch ); return; } argument = one_argument( argument, arg1 ); if( ch->mount ) { send_to_char( "You can't do that while mounted.\r\n", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Bribe who how much?\r\n", ch ); return; } amount = atoi( argument ); if( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return; } if( victim == ch ) { send_to_char( "That's pointless.\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\r\n", ch ); return; } if( amount <= 0 ) { send_to_char( "A little bit more money would be a good plan.\r\n", ch ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\r\n", ch ); return; } if( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\r\n", ch ); return; } if( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\r\n", ch ); return; } if( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\r\n", ch ); return; } if( victim->vip_flags == 0 ) { send_to_char( "Diplomacy would be wasted on them.\r\n", ch ); return; } if( ch->gold < amount ) { send_to_char( "You don't have that much money!\r\n", ch ); return; } ch->gold -= amount; victim->gold += amount; ch_printf( ch, "You give them a small gift on behalf of %s.\r\n", ch->pcdata->clan->name ); act( AT_ACTION, "$n offers you a small bribe.\r\n", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n gives $N some money.\r\n", ch, NULL, victim, TO_NOTVICT ); if( !IS_NPC( victim ) ) return; WAIT_STATE( ch, skill_table[gsn_bribe]->beats ); if( percent - amount + victim->top_level > ch->pcdata->learned[gsn_bribe] ) return; if( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; if( clan == planet->governed_by ) { planet->pop_support += URANGE( 0.1, amount / 1000, 2 ); send_to_char( "Popular support for your organization increases slightly.\r\n", ch ); amount = UMIN( amount, ( exp_level( ch->skill_level[DIPLOMACY_ABILITY] + 1 ) - exp_level( ch->skill_level[DIPLOMACY_ABILITY] ) ) ); gain_exp( ch, amount, DIPLOMACY_ABILITY ); ch_printf( ch, "You gain %d diplomacy experience.\r\n", amount ); learn_from_success( ch, gsn_bribe ); } if( planet->pop_support > 100 ) planet->pop_support = 100; } void do_seduce( CHAR_DATA * ch, char *argument ) { } void do_mass_propeganda( CHAR_DATA * ch, char *argument ) { } void do_gather_intelligence( CHAR_DATA * ch, char *argument ) { }