/* ************************************************************************ * File: act.other.c Part of CircleMUD * * Usage: Miscellaneous player-level commands * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <ctype.h> #include <time.h> #include <sys/types.h> #include <sys/stat.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "newdb.h" #include "spells.h" #include "house.h" #include "newmagic.h" #include "olc.h" #include "boards.h" #include "screen.h" #include "memory.h" #include "awake.h" #include "constants.h" /* extern variables */ extern struct spell_info_type spell_info[]; extern const char *ctypes[]; extern char *short_object(int virt, int where); extern bool read_extratext(struct char_data * ch); extern int return_general(int skill_num); extern int belongs_to(struct char_data *ch, struct obj_data *obj); extern int reverse_web(struct char_data *ch, int &skill, int &target); extern char *make_desc(struct char_data *ch, struct char_data *i, char *buf, int act); extern int ident; extern class memoryClass *Mem; /* extern procedures */ ACMD(do_say); SPECIAL(shop_keeper); extern char *how_good(int percent); extern void perform_tell(struct char_data *, struct char_data *, char *); extern void obj_magic(struct char_data * ch, struct obj_data * obj, char *argument); extern void end_quest(struct char_data *ch); extern bool can_take_obj(struct char_data *ch, struct obj_data *obj); ACMD(do_quit) { void die(struct char_data * ch); struct descriptor_data *d, *next_d; if (IS_NPC(ch) || !ch->desc) return; GET_LAST_IN(ch) = ch->in_room; int save_room = ch->in_room; if (GET_QUEST(ch)) end_quest(ch); if (ROOM_FLAGGED(save_room, ROOM_HOUSE) && House_can_enter(ch, world[save_room].number)) { GET_LOADROOM(ch) = world[save_room].number; playerDB.SaveChar(ch, GET_LOADROOM(ch)); } else { ch->in_room = save_room; if (!GET_LOADROOM(ch)) { if (PLR_FLAGGED(ch, PLR_NEWBIE)) GET_LOADROOM(ch) = 8039; else GET_LOADROOM(ch) = 30700; } playerDB.SaveChar(ch, GET_LOADROOM(ch)); } if (subcmd != SCMD_QUIT && !IS_SENATOR(ch)) send_to_char("You have to type quit - no less, to quit!\r\n", ch); else if (GET_POS(ch) == POS_FIGHTING) send_to_char("No way! You're fighting for your life!\r\n", ch); else if (ROOM_FLAGGED(ch->in_room, ROOM_NOQUIT)) send_to_char("You can't quit here!\r\n", ch); else if (GET_POS(ch) < POS_STUNNED) { send_to_char("You die before your time...\r\n", ch); act("$n gives up the struggle to live...", TRUE, ch, 0, 0, TO_ROOM); die(ch); } else if (GET_POS(ch) == POS_STUNNED) { send_to_char("You're unconscious! You can't leave now!\r\n", ch); return; } else if (!PLR_FLAGGED(ch, PLR_LOADROOM) && (GET_LOADROOM(ch) < 2000 || GET_LOADROOM(ch) == 8039 || ( GET_LOADROOM(ch) >= 700 && GET_LOADROOM(ch) <=799) ) && !IS_SENATOR(ch) && !PLR_FLAGGED(ch, PLR_NEWBIE)) { send_to_char("You can't quit -- you have never rented!\r\n", ch); return; } else { /* * Get the last room they were in, in case they try to come in before the time * limit is up. */ GET_LAST_IN(ch) = ch->in_room; if(!ch->in_veh) act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM); else { sprintf(buf, "%s has left the game.\r\n", GET_NAME(ch)); ch->in_veh->seating++; send_to_veh(buf, ch->in_veh, ch, FALSE); if (AFF_FLAGGED(ch, AFF_PILOT)) { send_to_veh("You get a mild case of whiplash as you come to a sudden stop.\r\n", ch->in_veh, ch, FALSE); ch->in_veh->cspeed = SPEED_OFF; stop_chase(ch->in_veh); } } sprintf(buf, "%s has quit the game.", GET_CHAR_NAME(ch)); mudlog(buf, ch, LOG_CONNLOG, FALSE); send_to_char("Later, chummer.\r\n", ch); /* * kill off all sockets connected to the same player as the one who is * trying to quit. Helps to maintain sanity as well as prevent duping. */ for (d = descriptor_list; d; d = next_d) { next_d = d->next; if (d == ch->desc) continue; if (d->character && (GET_IDNUM(d->character) == GET_IDNUM(ch))) close_socket(d); } /* extract_char */ if (ch->desc && !IS_SENATOR(ch)) STATE(ch->desc) = CON_QMENU; extract_char(ch); /* Char is saved in extract char */ } } /* generic function for commands which are normally overridden by special procedures - i.e., shop commands, mail commands, etc. */ ACMD(do_not_here) { send_to_char("Sorry, but you cannot do that here!\r\n", ch); } ACMD(do_sneak) { if (IS_AFFECTED(ch, AFF_SNEAK)) { AFF_FLAGS(ch).RemoveBit(AFF_SNEAK); send_to_char("You stop sneaking around.\r\n", ch); return; } if (GET_SKILL(ch, SKILL_STEALTH) > 0) { send_to_char("You begin to move with stealth.\r\n", ch); AFF_FLAGS(ch).SetBit(AFF_SNEAK); } else send_to_char("You attempt to move with stealth.\r\n", ch); } ACMD(do_steal) { struct char_data *vict; struct obj_data *obj; char vict_name[240]; char obj_name[240]; int eq_pos; ACMD(do_gen_comm); argument = one_argument(argument, obj_name); one_argument(argument, vict_name); if (!(vict = get_char_room_vis(ch, vict_name))) { send_to_char("Steal what from who?\r\n", ch); return; } else if (vict == ch) { send_to_char("Come on now, that's rather stupid!\r\n", ch); return; } /* NO NO With Imp's and Shopkeepers! */ if (!(obj = get_obj_in_list_vis(vict, obj_name, vict->carrying))) { for (eq_pos = 0; eq_pos < NUM_WEARS; eq_pos++) if (GET_EQ(vict, eq_pos) && (isname(obj_name, GET_EQ(vict, eq_pos)->text.keywords)) && CAN_SEE_OBJ(ch, GET_EQ(vict, eq_pos))) { obj = GET_EQ(vict, eq_pos); break; } if (!obj) { act("$E hasn't got that item.", FALSE, ch, 0, vict, TO_CHAR); return; } else { /* It is equipment */ act("You unequip $p and steal it.", FALSE, ch, obj, 0, TO_CHAR); obj_to_char(unequip_char(vict, eq_pos), ch); } } else { /* obj found in inventory */ if ((IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch))) { if ((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) < CAN_CARRY_W(ch)) { obj_from_char(obj); obj_to_char(obj, ch); send_to_char("Got it!\r\n", ch); } } else send_to_char("You cannot carry that much.\r\n", ch); } } ACMD(do_practice) { send_to_char("You can only practice skills through a teacher. (Use the 'skills' command\r\nto see which skills you know)\r\n", ch); } ACMD(do_train) { send_to_char("You can only train with a trainer.\r\n", ch); } ACMD(do_visible) { void appear(struct char_data * ch); if (IS_AFFECTED(ch, AFF_INVISIBLE) || IS_AFFECTED(ch, AFF_IMP_INVIS)) { appear(ch); send_to_char("You break the spell of invisibility.\r\n", ch); } else send_to_char("You are already visible.\r\n", ch); } ACMD(do_title) { skip_spaces(&argument); delete_doubledollar(argument); if (IS_NPC(ch)) send_to_char("Your title is fine... go away.\r\n", ch); else if (PLR_FLAGGED(ch, PLR_NOTITLE)) send_to_char("You can't title yourself.\r\n", ch); else if (strstr((const char *)argument, "(") || strstr((const char *)argument, ")")) send_to_char("Titles can't contain the ( or ) characters.\r\n", ch); else if (strlen(argument) > (MAX_TITLE_LENGTH - 2)) { sprintf(buf, "Sorry, titles can't be longer than %d characters.\r\n", MAX_TITLE_LENGTH - 2); send_to_char(buf, ch); } else { skip_spaces(&argument); strcat(argument, "^n"); set_title(ch, argument); sprintf(buf, "Okay, you're now %s %s.\r\n", GET_CHAR_NAME(ch), GET_TITLE(ch)); send_to_char(buf, ch); } } int perform_group(struct char_data *ch, struct char_data *vict) { if (IS_AFFECTED(vict, AFF_GROUP) || !CAN_SEE(ch, vict) || (!IS_SENATOR(ch) && IS_SENATOR(vict))) return 0; AFF_FLAGS(vict).SetBit(AFF_GROUP); if (ch != vict) act("$N is now a member of your group.", FALSE, ch, 0, vict, TO_CHAR); act("You are now a member of $n's group.", FALSE, ch, 0, vict, TO_VICT); act("$N is now a member of $n's group.", FALSE, ch, 0, vict, TO_NOTVICT); return 1; } void print_group(struct char_data *ch) { struct char_data *k; struct follow_type *f; if (!IS_AFFECTED(ch, AFF_GROUP)) send_to_char("But you are not the member of a group!\r\n", ch); else { send_to_char("Your group consists of:\r\n", ch); k = (ch->master ? ch->master : ch); if (IS_AFFECTED(k, AFF_GROUP)) { sprintf(buf, " [%3dP %3dM] %-20s (Head of group)\r\n", (int)(GET_PHYSICAL(k) / 100), (int)(GET_MENTAL(k) / 100), GET_NAME(k)); send_to_char(buf, ch); } for (f = k->followers; f; f = f->next) { if (!IS_AFFECTED(f->follower, AFF_GROUP)) continue; sprintf(buf, " [%3dP %3dM] $N", (int)(GET_PHYSICAL(f->follower) / 100), (int)(GET_MENTAL(f->follower) / 100)); act(buf, FALSE, ch, 0, f->follower, TO_CHAR); } } } ACMD(do_group) { struct char_data *vict; struct follow_type *f; int found; one_argument(argument, buf); if (!*buf) { print_group(ch); return; } if (ch->master) { act("You can not enroll group members without being head of a group.", FALSE, ch, 0, 0, TO_CHAR); return; } if (!str_cmp(buf, "all")) { perform_group(ch, ch); for (found = 0, f = ch->followers; f; f = f->next) found += perform_group(ch, f->follower); if (!found) send_to_char("Everyone following you is already in your group.\r\n", ch); return; } if (!(vict = get_char_room_vis(ch, buf))) send_to_char(NOPERSON, ch); else if ((vict->master != ch) && (vict != ch)) act("$N must follow you to enter your group.", FALSE, ch, 0, vict, TO_CHAR); else { if (!IS_AFFECTED(vict, AFF_GROUP)) perform_group(ch, vict); else { if (ch != vict) { act("$N is no longer a member of your group.", FALSE, ch, 0, vict, TO_CHAR); if (ch->player_specials->gname) { delete [] ch->player_specials->gname; ch->player_specials->gname = NULL; } } act("You have been kicked out of $n's group!", FALSE, ch, 0, vict, TO_VICT); act("$N has been kicked out of $n's group!", FALSE, ch, 0, vict, TO_NOTVICT); AFF_FLAGS(vict).RemoveBit(AFF_GROUP); } } } ACMD(do_gname) { if (ch->master) { send_to_char(ch, "You must be the head of %s group to name it.\r\n", IS_AFFECTED(ch, AFF_GROUP) ? "the" : "a"); return; } skip_spaces(&argument); if (!*argument) { send_to_char(ch, "Current group name: %s\r\n", ch->player_specials->gname); return; } else if (strlen(argument) > MAX_NAME_LENGTH) { send_to_char(ch, "Group names are limited to %d characters.\r\n", MAX_NAME_LENGTH); return; } if (ch->player_specials->gname) delete [] ch->player_specials->gname; ch->player_specials->gname = str_dup(argument); send_to_char(ch, "Group name set to: %s\r\n", argument); } ACMD(do_ungroup) { struct follow_type *f, *next_fol; struct char_data *tch; void stop_follower(struct char_data * ch); one_argument(argument, buf); if (!*buf) { if (ch->master || !(IS_AFFECTED(ch, AFF_GROUP))) { send_to_char("But you lead no group!\r\n", ch); return; } sprintf(buf2, "%s has disbanded the group.\r\n", GET_NAME(ch)); for (f = ch->followers; f; f = next_fol) { next_fol = f->next; if (IS_AFFECTED(f->follower, AFF_GROUP)) { AFF_FLAGS(f->follower).RemoveBit(AFF_GROUP); send_to_char(buf2, f->follower); if (!IS_AFFECTED(f->follower, AFF_CHARM)) stop_follower(f->follower); } } if (ch->player_specials->gname) { delete [] ch->player_specials->gname; ch->player_specials->gname = NULL; } AFF_FLAGS(ch).RemoveBit(AFF_GROUP); send_to_char("You disband the group.\r\n", ch); return; } if (!(tch = get_char_room_vis(ch, buf))) { send_to_char("There is no such person!\r\n", ch); return; } if (tch->master != ch) { send_to_char("That person is not following you!\r\n", ch); return; } if (!IS_AFFECTED(tch, AFF_GROUP)) { send_to_char("That person isn't in your group.\r\n", ch); return; } AFF_FLAGS(tch).RemoveBit(AFF_GROUP); act("$N is no longer a member of your group.", FALSE, ch, 0, tch, TO_CHAR); act("You have been kicked out of $n's group!", FALSE, ch, 0, tch, TO_VICT); act("$N has been kicked out of $n's group!", FALSE, ch, 0, tch, TO_NOTVICT); if (!IS_AFFECTED(tch, AFF_CHARM)) stop_follower(tch); } ACMD(do_report) { struct char_data *k; struct follow_type *f; if (!IS_AFFECTED(ch, AFF_GROUP)) { send_to_char("But you are not a member of any group!\r\n", ch); return; } sprintf(buf, "%s reports: %d/%dP, %d/%dM\r\n", GET_NAME(ch), (int)(GET_PHYSICAL(ch) / 100), (int)(GET_MAX_PHYSICAL(ch) / 100), (int)(GET_MENTAL(ch) / 100), (int)(GET_MAX_MENTAL(ch) / 100)); CAP(buf); k = (ch->master ? ch->master : ch); for (f = k->followers; f; f = f->next) if (IS_AFFECTED(f->follower, AFF_GROUP) && f->follower != ch) send_to_char(buf, f->follower); if (k != ch) send_to_char(buf, k); send_to_char("You report to the group.\r\n", ch); } /* From utils.cpp */ bool in_group(struct char_data *one, struct char_data *two); ACMD(do_patch) { struct char_data *vict; struct obj_data *patch; half_chop(argument, arg, buf); if (!*arg || !*buf) { send_to_char("Who do you want to patch and with what?\r\n", ch); return; } if (!(patch = get_obj_in_list_vis(ch, arg, ch->carrying))) { send_to_char(ch, "You don't seem to have a '%s'.\r\n", arg); return; } if (!(vict = get_char_room_vis(ch, buf))) { send_to_char(ch, "There doesn't seem to be a '%s' here.\r\n", buf); return; } if (world[ch->in_room].peaceful && !in_group(ch, vict) ) { send_to_char("This room just has a peaceful, easy feeling.\n\r",ch); return; } if (GET_EQ(vict, WEAR_PATCH)) { act("$N already has a patch applied.", FALSE, ch, 0, vict, TO_CHAR); return; } if (GET_OBJ_VAL(patch, 1) < 1) { send_to_char("That patch seems to be defective...\r\n", ch); return; } switch (GET_OBJ_VAL(patch, 0)) { case 0: // antidote if (!AFF_FLAGGED(vict, AFF_POISON)) { act("But $N is not even poisoned!", FALSE, ch, 0, vict, TO_CHAR); return; } if (vict == ch) act("You slap $p on your shoulder.", FALSE, ch, patch, 0, TO_CHAR); else { act("You slap $p on $N's shoulder.", FALSE, ch, patch, vict, TO_CHAR); act("$n slaps $p on your shoulder.", FALSE, ch, patch, vict, TO_VICT); act("$n slaps $p on $N's shoulder.", FALSE, ch, patch, vict, TO_NOTVICT); } obj_from_char(patch); GET_EQ(vict, WEAR_PATCH) = patch; patch->worn_by = vict; patch->worn_on = WEAR_PATCH; break; case 1: // stim if (vict != ch) { send_to_char("You can only use stim patches on yourself.\r\n", ch); return; } act("You slap $p on your shoulder and feel more aware.", FALSE, ch, patch, 0, TO_CHAR); act("$n slaps $p on $s shoulder and appears more aware.", FALSE, ch, patch, 0, TO_ROOM); GET_OBJ_VAL(patch,5) = GET_MENTAL(ch); GET_MENTAL(ch) = MIN(GET_MAX_MENTAL(ch), GET_MENTAL(ch) + (GET_OBJ_VAL(patch, 1) * 100)); obj_from_char(patch); GET_EQ(vict, WEAR_PATCH) = patch; patch->worn_by = vict; patch->worn_on = WEAR_PATCH; break; case 2: // tranq if (GET_POS(vict) == POS_FIGHTING) { send_to_char("You can't put a tranq patch on a fighting person!\r\n", ch); return; } if (vict == ch) { send_to_char("Now why would you do that?\r\n", ch); return; } if (GET_POS(vict) > POS_SLEEPING) { if (resisted_test(GET_QUI(ch), GET_QUI(vict) - GET_POS(vict) + POS_STANDING, GET_QUI(vict), GET_QUI(ch) - GET_POS(ch) + POS_STANDING) <= 0) { act("$N nimbly dodges your attempt to put $p on $M.", FALSE, ch, patch, vict, TO_CHAR); act("You nimbly dodge $n's attempt to put $p on you.", FALSE, ch, patch, vict, TO_VICT); act("$N nimbly dodges $n's attempt to put $p on $M.", FALSE, ch, patch, vict, TO_NOTVICT); if (IS_NPC(vict) || (IS_NPC(ch) && !IS_NPC(vict))) { set_fighting(vict, ch); set_fighting(ch, vict); } return; } else { act("You slap $p on $N before $E has a chance to move!", FALSE, ch, patch, vict, TO_CHAR); act("$n slaps $p on you before you can get out of the way!", FALSE, ch, patch, vict, TO_VICT); act("$n slaps $p on $N before $E has a chance to move!", FALSE, ch, patch, vict, TO_NOTVICT); if (IS_NPC(vict) || (IS_NPC(ch) && !IS_NPC(vict))) { set_fighting(vict, ch); set_fighting(ch, vict); } } } obj_from_char(patch); GET_EQ(vict, WEAR_PATCH) = patch; patch->worn_by = vict; patch->worn_on = WEAR_PATCH; break; case 3: // trauma if (GET_POS(vict) >= POS_STUNNED) { send_to_char("Now where's the sense in that?\r\n", ch); return; } act("You slap $p over $N's heart.", FALSE, ch, patch, vict, TO_CHAR); act("$n slaps $p over $N's heart.", FALSE, ch, patch, vict, TO_NOTVICT); obj_from_char(patch); GET_EQ(vict, WEAR_PATCH) = patch; patch->worn_by = vict; patch->worn_on = WEAR_PATCH; /* Code here to do a trauma patch And we can check for it in death penalty */ break; default: act("$p seems to be defective.", FALSE, ch, patch, 0, TO_CHAR); sprintf(buf, "Illegal patch type - object #%ld", GET_OBJ_VNUM(patch)); mudlog(buf, ch, LOG_SYSLOG, FALSE); break; } } ACMD(do_use) { SPECIAL(anticoagulant); struct obj_data *obj, *corpse; struct char_data *tmp_char; half_chop(argument, arg, buf); if (!*arg) { sprintf(buf2, "What do you want to %s?\r\n", CMD_NAME); send_to_char(buf2, ch); return; } for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_MONEY && GET_OBJ_VAL(obj, 1) && isname(arg, obj->text.keywords)) break; if (obj) { generic_find(buf, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &tmp_char, &corpse); if (!corpse) act("Use $p on what?", FALSE, ch, obj, 0, TO_CHAR); else if (GET_OBJ_VAL(obj, 2) == 1) send_to_char("You can't use that type of credstick.\r\n", ch); else if (!GET_OBJ_VAL(obj, 4) || belongs_to(ch, obj)) send_to_char("And why would you need to do that?\r\n", ch); else if (!IS_OBJ_STAT(corpse, ITEM_CORPSE)) send_to_char("And how, praytell, would that work?\r\n", ch); else if (GET_OBJ_VAL(obj, 3) || GET_OBJ_VAL(obj, 4) != GET_OBJ_VAL(corpse, 5)) { if (GET_OBJ_VAL(obj, 2) == 2) { act("You press $p against its thumb, but the diplay flashes red.", FALSE, ch, obj, 0, TO_CHAR); act("$n holds $p against $P's thumb.", TRUE, ch, obj, corpse, TO_ROOM); } else { act("After scanning the retina, $p's display flashes red.", FALSE, ch, obj, 0, TO_CHAR); act("$n scans $P's retina with $p.", TRUE, ch, obj, corpse, TO_ROOM); } } else { if (GET_OBJ_VAL(obj, 2) == 2) { act("You press $p against its thumb, and the diplay flashes green.", FALSE, ch, obj, 0, TO_CHAR); act("$n holds $p against $P's thumb.", TRUE, ch, obj, corpse, TO_ROOM); } else { act("After scanning the retina, $p's display flashes green.", FALSE, ch, obj, 0, TO_CHAR); act("$n scans $P's retina with $p.", TRUE, ch, obj, corpse, TO_ROOM); } GET_OBJ_VAL(obj, 3) = 0; GET_OBJ_VAL(obj, 4) = 0; } return; } } ACMD(do_wimpy) { int wimp_lev; one_argument(argument, arg); if (!*arg) { if (GET_WIMP_LEV(ch)) { sprintf(buf, "Your current wimp level is %d hit points.\r\n", GET_WIMP_LEV(ch)); send_to_char(buf, ch); return; } else { send_to_char("At the moment, you're not a wimp. (sure, sure...)\r\n", ch); return; } } if (isdigit(*arg)) { if ((wimp_lev = atoi(arg))) { if (wimp_lev < 0) send_to_char("Heh, heh, heh.. we are jolly funny today, eh?\r\n", ch); else if (wimp_lev > (int)(GET_MAX_PHYSICAL(ch) / 100)) send_to_char("That doesn't make much sense, now does it?\r\n", ch); else if (wimp_lev > ((int)(GET_MAX_PHYSICAL(ch) / 100) >> 1)) send_to_char("You can't set your wimp level above half your hit points.\r\n", ch); else { sprintf(buf, "Okay, you'll wimp out if you drop below %d hit points.\r\n", wimp_lev); send_to_char(buf, ch); GET_WIMP_LEV(ch) = wimp_lev; } } else { send_to_char("Okay, you'll now tough out fights to the bitter end.\r\n", ch); GET_WIMP_LEV(ch) = 0; } } else send_to_char("Specify at how many hit points you want to wimp out at. (0 to disable)\r\n", ch); return; } ACMD(do_display) { struct char_data *tch; if (IS_NPC(ch) && !ch->desc->original) { send_to_char("Monsters don't need displays. Go away.\r\n", ch); return; } else tch = (ch->desc->original ? ch->desc->original : ch); skip_spaces(&argument); delete_doubledollar(argument); if (!*argument) { send_to_char(ch, "Current prompt:\r\n%s\r\n", GET_PROMPT(tch)); return; } else if (strlen(argument) > LINE_LENGTH - 1) { send_to_char(ch, "Customized prompts are limited to %d characters.\r\n", LINE_LENGTH - 1); return; } else { delete [] GET_PROMPT(tch); GET_PROMPT(tch) = str_dup(argument); send_to_char(OK, ch); } } ACMD(do_gen_write) { FILE *fl; char *tmp, *filename; struct stat fbuf; extern int max_filesize; time_t ct; if(PLR_FLAGGED(ch, PLR_AUTH)) { send_to_char("You must be Authorized to use that command.\r\n", ch); return; } switch (subcmd) { case SCMD_BUG: filename = BUG_FILE; break; case SCMD_TYPO: filename = TYPO_FILE; break; case SCMD_IDEA: filename = IDEA_FILE; break; default: return; } ct = time(0); tmp = asctime(localtime(&ct)); if (IS_NPC(ch) && !ch->desc) { send_to_char("Monsters can't have ideas - Go away.\r\n", ch); return; } skip_spaces(&argument); delete_doubledollar(argument); if (!*argument) { send_to_char("That must be a mistake...\r\n", ch); return; } sprintf(buf, "%s %s: %s", (ch->desc->original ? GET_CHAR_NAME(ch->desc->original) : GET_CHAR_NAME(ch)), CMD_NAME, argument); mudlog(buf, ch, LOG_MISCLOG, FALSE); if (stat(filename, &fbuf) < 0) { perror("Error statting file"); return; } if (fbuf.st_size >= max_filesize) { send_to_char("Sorry, the file is full right now.. try again later.\r\n", ch); return; } if (!(fl = fopen(filename, "a"))) { perror("do_gen_write"); send_to_char("Could not open the file. Sorry.\r\n", ch); return; } fprintf(fl, "%-8s (%6.6s) [%5ld] %s\n", (ch->desc->original ? GET_CHAR_NAME(ch->desc->original) : GET_CHAR_NAME(ch)), (tmp + 4), world[ch->in_room].number, argument); fclose(fl); send_to_char("Okay. Thanks!\r\n", ch); } char *tog_messages[][2] = { {"You should never see this. Use the \"bug\" command to report!\r\n", "You are afk.\r\n"}, {"Autoexits disabled.\r\n", "Autoexits enabled.\r\n"}, {"Compact mode off.\r\n", "Compact mode on.\r\n"}, {"You will now have your communication repeated.\r\n", "You will no longer have your communication repeated.\r\n"}, {"Fightgag off.\r\n", "Fightgag on.\r\n"}, // 5 {"HolyLight mode off.\r\n", "HolyLight mode on.\r\n"}, {"Movegag off.\r\n", "Movegag on.\r\n"}, {"You can now hear radio communications.\r\n", "You are now deaf to radio communications.\r\n"}, {"Nohassle disabled.\r\n", "Nohassle enabled.\r\n"}, // 10 {"You can now hear the newbie channel again.\r\n", "You are now deaf to the newbie channel.\r\n"}, {"You can now hear shouts.\r\n", "You are now deaf to shouts.\r\n"}, {"You can now hear tells.\r\n", "You are now deaf to tells.\r\n"}, {"You can now hear the Wiz-channel.\r\n", "You are now deaf to the Wiz-channel.\r\n"}, // 15 {"But you are already a pk'er!\r\n", "You're now a pk'er...better watch your back!\r\n"}, {"You are no longer on a job.\r\n", "Okay, consider yourself hired!\r\n"}, {"You will no longer see the room flags.\r\n", "You will now see the room flags.\r\n"}, {"Mud Sound Protocol triggers disabled.\r\n", "Mud Sound Protocol triggers enabled.\r\n"}, {"Details on rolls disabled.\r\n", "Details on rolls enabled.\r\n"}, {"You can now hear the OOC channel.\r\n", "You are now deaf to the OOC channel.\r\n"}, {"Auto-invisibility disabled.\r\n", "Auto-invisibility enabled.\r\n"}, {"Auto-Assist disabled.\r\n", "Auto-Assist enabled.\r\n"}, {"RPE Channel enabled.\r\n", "RPE Channel disabled.\r\n"}, {"Hired Channel enabled.\r\n", "Hired Channel disabled.\r\n"}, {"Pacify disabled.\r\n", "Pacify enabled.\r\n"} }; ACMD(do_toggle) { long result = 0; int mode = 0; if (IS_NPC(ch)) { send_to_char("You cannot view or change your preferences in your current form.\r\n", ch); return; } skip_spaces(&argument); if (!*argument) { if (GET_WIMP_LEV(ch) == 0) strcpy(buf2, "OFF"); else sprintf(buf2, "%-3d", GET_WIMP_LEV(ch)); if (!IS_SENATOR(ch)) sprintf(buf, " Fightgag: %-3s NoOOC: %-3s Hired: %-3s\r\n" " Movegag: %-3s Compact: %-3s AutoExits: %-3s\r\n" " NoTell: %-3s NoShout: %-3s Echo: %-3s\r\n" " Pker: %-3s MSP: %-3s Wimp Level: %-3s\r\n" " Color Level: %-8s AutoAssist: %-3s\r\n", ONOFF(PRF_FLAGGED(ch, PRF_FIGHTGAG)), ONOFF(PRF_FLAGGED(ch, PRF_NOOOC)), YESNO(PRF_FLAGGED(ch, PRF_QUEST)), ONOFF(PRF_FLAGGED(ch, PRF_MOVEGAG)), ONOFF(PRF_FLAGGED(ch, PRF_COMPACT)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOEXIT)), ONOFF(PRF_FLAGGED(ch, PRF_NOTELL)), ONOFF(PRF_FLAGGED(ch, PRF_DEAF)), ONOFF(!PRF_FLAGGED(ch, PRF_NOREPEAT)), YESNO(PRF_FLAGGED(ch, PRF_PKER)), ONOFF(PRF_FLAGGED(ch, PRF_MSP)), buf2, ctypes[COLOR_LEV(ch)], ONOFF(PRF_FLAGGED(ch, PRF_ASSIST))); else sprintf(buf, " Fightgag: %-3s NoOOC: %-3s Quest: %-3s\r\n" " Movegag: %-3s Compact: %-3s AutoExits: %-3s\r\n" " NoTell: %-3s NoShout: %-3s Echo: %-3s\r\n" " Wiz: %-3s Newbie: %-3s Nohassle: %-3s\r\n" " Holylight: %-3s Roomflags: %-3s Pker: %-3s\r\n" " Radio: %-3s MSP: %-3s Wimp Level: %-3s\r\n" " Color Level: %-8s AutoAssist: %-3s Autoinvis: %-3s\r\n" " Pacify: %-3s", ONOFF(PRF_FLAGGED(ch, PRF_FIGHTGAG)), ONOFF(PRF_FLAGGED(ch, PRF_NOOOC)), YESNO(PRF_FLAGGED(ch, PRF_QUEST)), ONOFF(PRF_FLAGGED(ch, PRF_MOVEGAG)), ONOFF(PRF_FLAGGED(ch, PRF_COMPACT)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOEXIT)), ONOFF(PRF_FLAGGED(ch, PRF_NOTELL)), ONOFF(PRF_FLAGGED(ch, PRF_DEAF)), ONOFF(!PRF_FLAGGED(ch, PRF_NOREPEAT)), ONOFF(!PRF_FLAGGED(ch, PRF_NOWIZ)), ONOFF(!PRF_FLAGGED(ch, PRF_NONEWBIE)), ONOFF(PRF_FLAGGED(ch, PRF_NOHASSLE)), ONOFF(PRF_FLAGGED(ch, PRF_HOLYLIGHT)), ONOFF(PRF_FLAGGED(ch, PRF_ROOMFLAGS)), YESNO(PRF_FLAGGED(ch, PRF_PKER)), ONOFF(PRF_FLAGGED(ch, PRF_NORADIO)), ONOFF(PRF_FLAGGED(ch, PRF_MSP)), buf2, ctypes[COLOR_LEV(ch)], ONOFF(PRF_FLAGGED(ch, PRF_ASSIST)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOINVIS)), ONOFF(PRF_FLAGGED(ch, PRF_PACIFY))); send_to_char(buf, ch); } else { if (is_abbrev(argument, "afk")) result = PRF_TOG_CHK(ch, PRF_AFK); else if (is_abbrev(argument, "autoexits")) { result = PRF_TOG_CHK(ch, PRF_AUTOEXIT); mode = 1; } else if (is_abbrev(argument, "compact")) { result = PRF_TOG_CHK(ch, PRF_COMPACT); mode = 2; } else if (is_abbrev(argument, "echo")) { result = PRF_TOG_CHK(ch, PRF_NOREPEAT); mode = 3; } else if (is_abbrev(argument, "fightgag")) { result = PRF_TOG_CHK(ch, PRF_FIGHTGAG); mode = 4; } else if (is_abbrev(argument, "holylight") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_HOLYLIGHT); mode = 5; } else if (is_abbrev(argument, "movegag")) { result = PRF_TOG_CHK(ch, PRF_MOVEGAG); mode = 6; } else if (is_abbrev(argument, "noradio") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_NORADIO); mode = 7; } else if (is_abbrev(argument, "nohassle") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_NOHASSLE); mode = 8; } else if (is_abbrev(argument, "nonewbie") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_NONEWBIE); mode = 9; } else if (is_abbrev(argument, "noshout")) { result = PRF_TOG_CHK(ch, PRF_DEAF); mode = 10; } else if (is_abbrev(argument, "notell")) { result = PRF_TOG_CHK(ch, PRF_NOTELL); mode = 11; } else if (is_abbrev(argument, "nowiz") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_NOWIZ); mode = 12; } else if (is_abbrev(argument, "ooc")) { result = PRF_TOG_CHK(ch, PRF_NOOOC); mode = 18; } else if (is_abbrev(argument, "pk")) { if (PLR_FLAGGED(ch, PLR_NEWBIE)) { send_to_char("You are not yet able to become a pk'er.\r\n", ch); return; } if (PRF_FLAGGED(ch, PRF_PKER)) { send_to_char("You are already a pk'er!\r\n", ch); return; } if (!PRF_FLAGGED(ch, PRF_PKER)) PRF_FLAGS(ch).SetBit(PRF_PKER); mode = 13; result = 1; } else if (is_abbrev(argument, "hired")) { result = PRF_TOG_CHK(ch, PRF_QUEST); mode = 14; } else if (IS_SENATOR(ch) && is_abbrev(argument, "rolls")) { result = PRF_TOG_CHK(ch, PRF_ROLLS); mode = 17; } else if (!str_cmp(argument, "bypassrolls")) { result = PRF_TOG_CHK(ch, PRF_ROLLS); mode = 17; } else if (is_abbrev(argument, "roomflags") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_ROOMFLAGS); mode = 15; } else if (is_abbrev(argument, "msp")) { result = PRF_TOG_CHK(ch, PRF_MSP); mode = 16; } else if (is_abbrev(argument, "autoinvis")) { result = PRF_TOG_CHK(ch, PRF_AUTOINVIS); mode = 19; } else if (is_abbrev(argument, "autoassist")) { result = PRF_TOG_CHK(ch, PRF_ASSIST); mode = 20; } else if (is_abbrev(argument, "norpe")) { result = PRF_TOG_CHK(ch, PRF_NORPE); mode = 21; } else if (is_abbrev(argument, "nohired")) { result = PRF_TOG_CHK(ch, PRF_NOHIRED); mode = 22; } else if (is_abbrev(argument, "pacify") && IS_SENATOR(ch)) { result = PRF_TOG_CHK(ch, PRF_PACIFY); mode = 23; } else { send_to_char("That is not a valid toggle option.\r\n", ch); return; } if (result) send_to_char(tog_messages[mode][1], ch); else send_to_char(tog_messages[mode][0], ch); } } ACMD(do_slowns) { extern int nameserver_is_slow; int result = (nameserver_is_slow = !nameserver_is_slow); if (result) send_to_char("Nameserver_is_slow changed to YES; sitenames will no longer be resolved.\r\n", ch); else send_to_char("Nameserver_is_slow changed to NO; IP addresses will now be resolved.\r\n", ch); } ACMD(do_ident) { int result = (ident = !ident); if (result) send_to_char("Ident changed to YES; remote usernames lookups will be attempted.\r\n", ch); else send_to_char("Ident changed to NO; remote username lookups will not be attempted.\r\n", ch); } /* Assumes that *argument does start with first letter of chopped string */ ACMD(do_skills) { int i; if (subcmd == SCMD_SKILLS) { sprintf(buf, "You know the following skills:\r\n"); for (i = 1; i < SKILL_ENGLISH; i++) if ((GET_SKILL(ch, i)) > 0) { sprintf(buf2, "%-20s %-17s\r\n", skills[i].name, how_good(GET_SKILL(ch, i))); strcat(buf, buf2); } } else { if (!IS_NPC(ch) && GET_TRADITION(ch) != TRAD_ADEPT) { send_to_char("You do not have any abilities.\r\n", ch); return; } sprintf(buf, "You know the following abilities:\r\n"); for (i = 1; i <= ADEPT_NUMPOWER; i++) if (GET_POWER(ch, i) > 0) { sprintf(buf2, "%-20s", adept_powers[i]); switch (i) { case ADEPT_PERCEPTION: case ADEPT_LOW_LIGHT: case ADEPT_THERMO: case ADEPT_IMAGE_MAG: case ADEPT_MISSILE_PARRY: case ADEPT_BLIND_FIGHTING: case ADEPT_DISTANCE_STRIKE: case ADEPT_NERVE_STRIKE: case ADEPT_MISSILE_MASTERY: case ADEPT_QUICK_STRIKE: case ADEPT_SMASHING_BLOW: strcat(buf2, "\r\n"); break; case ADEPT_KILLING_HANDS: sprintf(buf2 + strlen(buf2), " %-8s\r\n", wound_name[MIN(4, GET_POWER(ch, i))]); break; default: sprintf(buf2 + strlen(buf2), " +%d\r\n", GET_POWER(ch, i)); break; } strcat(buf, buf2); } sprintf(buf2, "You have %.2f powerpoints remaining.\r\n", (float)(GET_PP(ch) / 100)); strcat(buf, buf2); } send_to_char(ch, buf); } extern char *spell_category[]; ACMD(do_spells) { if (!IS_SENATOR(ch) && (GET_MAG(ch) == 0 || GET_TRADITION(ch) == TRAD_MUNDANE) ) { send_to_char("You are but a mundane, sorry.\r\n", ch); return; } if (!ch->spells) { send_to_char("You don't know any spells.\r\n", ch); return; } sprintf(buf, "Spell Force Drain Category\r\n"); for (register spell_t *temp = ch->spells; temp; temp = temp->next) { check_spell_drain( ch, temp ); sprintf(buf2, "%-30s %2d %2d%s %s\r\n", temp->name, temp->force, MAX(2, (temp->force >> 1) + DRAIN_POWER(temp->drain)), (DRAIN_LEVEL(temp->drain) == 0 ? "V" : wound_arr[DRAIN_LEVEL(temp->drain)]), spell_category[temp->category]); strcat(buf, buf2); } strcat(buf, "\r\n"); page_string(ch->desc, buf, 1); } ACMD(do_operate) { struct char_data *vict; struct obj_data *cyber, *check; if ((!IS_NPC(ch) && !access_level(ch, LVL_ADMIN)) || IS_NPC(ch) || GET_SKILL(ch, SKILL_CYBERSURGERY) < 1) { send_to_char("You'd better call a REAL doctor to do that!\r\n", ch); return; } half_chop(argument, buf1, buf2); if (!*buf1) { send_to_char("Who do you want to operate on?\r\n", ch); return; } if (!(vict = get_char_room_vis(ch, buf1))) { send_to_char("You can't seem to find that person here.\r\n", ch); return; } if (IS_NPC(vict) && (!access_level(ch, LVL_VICEPRES))) { send_to_char("You can't operate on a mob!\r\n", ch); return; } if ((ch == vict) && (!access_level(ch, LVL_VICEPRES))) { send_to_char("You can't operate on yourself!\r\n", ch); return; } if (!*buf2) { send_to_char("You have to surgically install something!\r\n", ch); return; } else if (!(cyber = get_obj_in_list_vis(ch, buf2, ch->carrying))) { send_to_char("You don't seem to have that item.\r\n", ch); return; } if (GET_OBJ_TYPE(cyber) != ITEM_CYBERWARE && GET_OBJ_TYPE(cyber) != ITEM_BIOWARE) { send_to_char("That's not cyber- or bioware!\r\n", ch); return; } if (GET_OBJ_TYPE(cyber) == ITEM_CYBERWARE) { if ((vict->real_abils.ess - ((GET_TOTEM(vict) == TOTEM_EAGLE) ? GET_OBJ_VAL(cyber, 1) << 1 : GET_OBJ_VAL(cyber, 1))) < 0) { act("$n refuses to perform cybersurgery when $e realizes it would kill you.", FALSE, ch, 0, vict, TO_VICT); act("You realize performing cybersurgery on $N would kill $M!", FALSE, ch, 0, vict, TO_CHAR); return; } for (check = vict->cyberware; check != NULL; check = check->next_content) { if ((GET_OBJ_VNUM(check) == GET_OBJ_VNUM(cyber))) { act("$n already has that installed!", FALSE, vict, 0, ch, TO_VICT); return; } if (GET_OBJ_VAL(check, 2) == GET_OBJ_VAL(cyber, 2)) { act("$n already has a similar piece of cyberware!", FALSE, vict, 0, ch, TO_VICT); return; } } if (GET_OBJ_VAL(cyber, 2) == 23 || GET_OBJ_VAL(cyber, 2) == 30 || GET_OBJ_VAL(cyber, 2) == 20) for (check = vict->bioware; check; check = check->next_content) { if (GET_OBJ_VAL(check, 2) == 2 && GET_OBJ_VAL(cyber, 2) == 23) { act("$p is not compatible with orthoskin!", FALSE, ch, cyber, 0, TO_CHAR); return; } if (GET_OBJ_VAL(check, 2) == 8 && GET_OBJ_VAL(cyber, 2) == 30) { act("$p is not compatible with synaptic accelerators!", FALSE, ch, cyber, 0, TO_CHAR); return; } if (GET_OBJ_VAL(check, 2) == 10 && GET_OBJ_VAL(cyber, 2) == 20) { act("$p is not compatible with muscle augmentation!", FALSE, ch, cyber, 0, TO_CHAR); return; } } obj_from_char(cyber); obj_to_cyberware(cyber, vict); } else { if (GET_INDEX(vict) < GET_OBJ_VAL(cyber, 1)) { act("$N does not have enough body index for $p.", FALSE, ch, cyber, vict, TO_CHAR); return; } for (check = vict->bioware; check != NULL; check = check->next_content) { if ((GET_OBJ_VNUM(check) == GET_OBJ_VNUM(cyber))) { act("$n already has that piece of bioware!", FALSE, vict, 0, ch, TO_VICT); return; } if (GET_OBJ_VAL(check, 2) == GET_OBJ_VAL(cyber, 2)) { act("$n already has a similar piece of bioware!", FALSE, vict, 0, ch, TO_VICT); return; } } if (GET_OBJ_VAL(cyber, 2) == 2 || GET_OBJ_VAL(cyber, 2) == 8 || GET_OBJ_VAL(cyber, 2) == 10) for (check = vict->cyberware; check; check = check->next_content) { if (GET_OBJ_VAL(check, 2) == 23 && GET_OBJ_VAL(cyber, 2) == 2) { send_to_char("Orthoskin is not compatible with any form of dermal plating!\r\n", ch); return; } if (GET_OBJ_VAL(check, 2) == 30 && GET_OBJ_VAL(cyber, 2) == 8) { send_to_char("Synaptic accelerators are not compatible with boosted/wired reflexes!\r\n", ch); return; } if (GET_OBJ_VAL(check, 2) == 20 && GET_OBJ_VAL(cyber, 2) == 10) { send_to_char("Muscle augmentation is not compatible with muscle replacement!\r\n", ch); return; } } if (GET_OBJ_VAL(cyber, 2) == 0) { GET_OBJ_VAL(cyber, 5) = 12; GET_OBJ_VAL(cyber, 6) = 0; } obj_from_char(cyber); obj_to_bioware(cyber, vict); } act("You delicately install $p into $N's body.", FALSE, ch, cyber, vict, TO_CHAR); act("$n performs a delicate procedure on $N.", FALSE, ch, 0, vict, TO_NOTVICT); act("$n delicately installs $p into your body.", FALSE, ch, cyber, vict, TO_VICT); GET_PHYSICAL(vict) = 100; GET_MENTAL(vict) = 0; } struct obj_data * find_clip(struct obj_data *gun, struct obj_data *i) { for (; i; i = i->next_content) { if ((GET_OBJ_TYPE(i) == ITEM_GUN_CLIP) && (GET_OBJ_VAL(i, 0) == GET_OBJ_VAL(gun, 5)) && (GET_OBJ_VAL(i, 1) == (GET_OBJ_VAL(gun, 3) - TYPE_HIT))) { return i; } if (i->contains && GET_OBJ_TYPE(i) == ITEM_WORN) { struct obj_data *found; found = find_clip(gun, i->contains); if ( found ) return found; } } return NULL; } ACMD(do_reload) { struct obj_data *i, *gun = NULL; struct char_data *tmp_char; int n, def = 0; two_arguments(argument, buf, buf1); if (!*buf) { if (AFF_FLAGGED(ch, AFF_MANNING)) { for (i = ch->in_veh->mount; i; i = i->next_content) if (i->worn_by == ch) break; gun = i->contains; } else if ((i = GET_EQ(ch, WEAR_WIELD)) && GET_OBJ_TYPE(i) == ITEM_WEAPON && GET_OBJ_VAL(i, 5) > 0 && GET_WIELDED(ch, 0) && (!i->contains || (i->contains && !GET_OBJ_VAL(i->contains, 9)))) gun = i; else if ((i = GET_EQ(ch, WEAR_HOLD)) && GET_OBJ_TYPE(i) == ITEM_WEAPON && GET_OBJ_VAL(i, 5) > 0 && GET_WIELDED(ch, 1) && (!i->contains || (i->contains && !GET_OBJ_VAL(i->contains, 9)))) gun = i; else { for (n = 0; n < (NUM_WEARS - 1) && !gun; n++) if (GET_EQ(ch, n) && GET_OBJ_TYPE(GET_EQ(ch, n)) == ITEM_WEAPON && GET_OBJ_VAL(GET_EQ(ch, n), 5) > 0 && (!GET_EQ(ch, n)->contains || (GET_EQ(ch, n)->contains && !GET_OBJ_VAL(GET_EQ(ch, n), 9)))) gun = GET_EQ(ch, n); for (i = ch->carrying; i && !gun; i = i->next_content) if (GET_OBJ_TYPE(i) == ITEM_WEAPON && GET_OBJ_VAL(i, 5) > 0 && (!i->contains || (i->contains && !GET_OBJ_VAL(i->contains, 9)))) gun = i; } if (!gun) { send_to_char("No weapons in need of reloading found.\r\n", ch); return; } def = 1; } else if (!(gun = get_object_in_equip_vis(ch, buf, ch->equipment, &n))) if (!(gun = get_obj_in_list_vis(ch, buf, ch->carrying))) { send_to_char(ch, "You don't have a '%s'.\r\n", buf); return; } if (GET_OBJ_TYPE(gun) != ITEM_WEAPON || GET_OBJ_VAL(gun, 3) <= TYPE_HAND_GRENADE || GET_OBJ_VAL(gun, 5) < 1) { send_to_char("That's not a reloadable weapon!\r\n", ch); return; } if (!*buf1) i = find_clip(gun, ch->carrying); else if (!generic_find(buf1, FIND_OBJ_EQUIP | FIND_OBJ_INV, ch, &tmp_char, &i)) { send_to_char(ch, "You don't have that clip.\r\n"); return; } for (int x = 0; x < NUM_WEARS; x++) if (GET_EQ(ch, x)) if (GET_EQ(ch, x)->contains && GET_OBJ_TYPE(GET_EQ(ch, x)) != ITEM_WEAPON) { struct obj_data *found; found = find_clip(gun, GET_EQ(ch, x)); if (found) i = found; } if (!i) { act("You can't find a clip that would work in $p.", FALSE, ch, gun, 0, TO_CHAR); return; } if (!(GET_OBJ_TYPE(i) == ITEM_GUN_CLIP) || !(GET_OBJ_VAL(i, 0) == GET_OBJ_VAL(gun, 5)) || !(GET_OBJ_VAL(i, 1) == (GET_OBJ_VAL(gun, 3) - TYPE_HIT))) { send_to_char(ch, "That clip doesn't fit in there.\r\n"); return; } if (i->in_obj) if (GET_OBJ_TYPE(i->in_obj) == ITEM_WORN) GET_OBJ_VAL(i->in_obj, GET_OBJ_TIMER(i))++; /* remove the object from inventory and mud, then reset ammo on weapon */ if (gun->contains) { struct obj_data *old = gun->contains; obj_from_obj(old); if (ch->in_veh) obj_to_veh(old, ch->in_veh); else obj_to_room(old, ch->in_room); act("$n ejects a clip from a $p.", FALSE, ch, gun, NULL, TO_ROOM); act("You eject a clip from a $p.", FALSE, ch, gun, NULL, TO_CHAR); } if (i->carried_by) obj_from_char(i); else if (i->in_obj) obj_from_obj(i); obj_to_obj(i, gun); GET_OBJ_VAL(gun, 6) = GET_OBJ_VAL(gun, 5); if (def) act("Reloaded $p.", FALSE, ch, gun, 0, TO_CHAR); else send_to_char("Reloaded.\r\n", ch); return; } ACMD(do_attach) { struct veh_data *veh = NULL; struct obj_data *item = NULL, *item2 = NULL; int where = 0, j; bool modified = FALSE; argument = any_one_arg(argument, buf1); argument = any_one_arg(argument, buf2); argument = one_argument(argument, arg); if (!*buf1 || !*buf2) { send_to_char("You need to attach something to something else.\r\n", ch); return; } if (*arg) { if (ch->in_veh || !(veh = get_veh_list(buf1, world[ch->in_room].vehicles))) { send_to_char("You can't find that vehicle here.\r\n", ch); return; } if (veh->type != VEH_DRONE) { send_to_char("You have to be inside to attach that.\r\n", ch); return; } strcpy(buf1, buf2); strcpy(buf2, arg); } else veh = ch->in_veh; if (veh && (j = atoi(buf2)) >= 0) { if (!(item = get_obj_in_list_vis(ch, buf1, ch->carrying))) { send_to_char("Attach What?\r\n", ch); return; } for (item2 = veh->mount; item2; item2 = item2->next_content) if (--j < 0) break; if (!item2) { send_to_char("There aren't that many mounts.\r\n", ch); return; } if (item2->contains) { send_to_char("There is already a weapon mounted on it.\r\n", ch); return; } switch (GET_OBJ_VAL(item2, 1)) { case 0: case 1: case 5: if (!IS_GUN(GET_OBJ_VAL(item, 3)) && GET_OBJ_VAL(item, 4) >= SKILL_GRENADE_LAUNCHERS) where++; break; case 2: case 3: case 4: if (!IS_GUN(GET_OBJ_VAL(item, 3))) where++; break; } if (where) { send_to_char("You can't seem to fit it on.\r\n", ch); return; } obj_from_char(item); obj_to_obj(item, item2); sprintf(buf, "You mount %s on %s.\r\n", GET_OBJ_NAME(item), GET_OBJ_NAME(item2)); send_to_char(buf, ch); act("$n mounts $o on $O.", FALSE, ch, item, item2, TO_ROOM); return; } if (!(item = get_obj_in_list_vis(ch, buf1, ch->carrying)) || !(item2 = get_obj_in_list_vis(ch, buf2, ch->carrying))) { send_to_char("You don't seem to have that item.\r\n", ch); return; } if ((GET_OBJ_TYPE(item) != ITEM_GUN_ACCESSORY) || (GET_OBJ_TYPE(item2) != ITEM_WEAPON)) { send_to_char("You can only attach gun accessories to a gun.\r\n", ch); return; } if (((GET_OBJ_VAL(item, 0) == 0) && (GET_OBJ_VAL(item2, 7) > 0)) || ((GET_OBJ_VAL(item, 0) == 1) && (GET_OBJ_VAL(item2, 8) > 0)) || ((GET_OBJ_VAL(item, 0) == 2) && (GET_OBJ_VAL(item2, 9) > 0))) { send_to_char("You cannot mount more than one accessory to the same place.\r\n", ch); return; } if (((GET_OBJ_VAL(item, 0) == 0) && (GET_OBJ_VAL(item2, 7) == -1)) || ((GET_OBJ_VAL(item, 0) == 1) && (GET_OBJ_VAL(item2, 8) == -1)) || ((GET_OBJ_VAL(item, 0) == 2) && (GET_OBJ_VAL(item2, 9) == -1))) { sprintf(buf, "%s doesn't seem to fit on %s.\r\n", CAP(GET_OBJ_NAME(item)), GET_OBJ_NAME(item2)); send_to_char(buf, ch); return; } if ((GET_OBJ_VAL(item, 0) == 5 && !(GET_OBJ_VAL(item2, 4) == SKILL_PISTOLS)) || (GET_OBJ_VAL(item, 0) == 6 && !(GET_OBJ_VAL(item2, 4) == SKILL_RIFLES || GET_OBJ_VAL(item2, 4) == SKILL_SMG || GET_OBJ_VAL(item2, 4) == SKILL_ASSAULT_RIFLES))) { sprintf(buf, "%s doesn't seem to fit on %s.\r\n", CAP(GET_OBJ_NAME(item)), GET_OBJ_NAME(item2)); send_to_char(buf, ch); return; } for (j = 0; (j < MAX_OBJ_AFFECT) && !modified; ++j) { if (!(item2->affected[j].modifier)) { item2->affected[j].location = item->affected[0].location; item2->affected[j].modifier = item->affected[0].modifier; modified = TRUE; } } if (!modified) { sprintf(buf, "You seem unable to connect %s to %s.\r\n", GET_OBJ_NAME(item), GET_OBJ_NAME(item2)); send_to_char(buf, ch); return; } if (GET_OBJ_VAL(item, 0) == 0) GET_OBJ_VAL(item2, 7) = GET_OBJ_VNUM(item); else if (GET_OBJ_VAL(item, 0) == 1) GET_OBJ_VAL(item2, 8) = GET_OBJ_VNUM(item); else if (GET_OBJ_VAL(item, 0) == 2) GET_OBJ_VAL(item2, 9) = GET_OBJ_VNUM(item); GET_OBJ_WEIGHT(item2) += GET_OBJ_WEIGHT(item); GET_OBJ_COST(item2) += GET_OBJ_COST(item); if (item->obj_flags.bitvector.IsSet(AFF_LASER_SIGHT)) item2->obj_flags.bitvector.SetBit(AFF_LASER_SIGHT); if (item->obj_flags.bitvector.IsSet(AFF_VISION_MAG_1)) item2->obj_flags.bitvector.SetBit(AFF_VISION_MAG_1); if (item->obj_flags.bitvector.IsSet(AFF_VISION_MAG_2)) item2->obj_flags.bitvector.SetBit(AFF_VISION_MAG_2); if (item->obj_flags.bitvector.IsSet(AFF_VISION_MAG_3)) item2->obj_flags.bitvector.SetBit(AFF_VISION_MAG_3); where = GET_OBJ_VAL(item, 0); sprintf(buf, "You attach $p to the %s of $P.", (where == 0 ? "top" : (where == 1 ? "barrel" : "bottom"))); act(buf, TRUE, ch, item, item2, TO_CHAR); sprintf(buf, "$n attaches $p to the %s of $P.", (where == 0 ? "top" : (where == 1 ? "barrel" : "bottom"))); act(buf, TRUE, ch, item, item2, TO_ROOM); obj_from_char(item); extract_obj(item); } ACMD(do_unattach) { struct veh_data *veh; struct obj_data *item, *gun; int i, j, r_num; bool found = FALSE, modified = FALSE; argument = any_one_arg(argument, buf1); argument = any_one_arg(argument, buf2); if (!ch->in_veh && (veh = get_veh_list(buf1, world[ch->in_room].vehicles))) { if (veh->type != VEH_DRONE) { send_to_char("You have to be inside to unattach that.\r\n", ch); return; } } else veh = ch->in_veh; if (veh && (j = atoi(veh->type == VEH_DRONE ? buf2 : buf1)) >= 0) { for (item = veh->mount; item; item = item->next_content) if (--j < 0) break; if (!item) send_to_char("There aren't that many mounts.\r\n", ch); else if (item->worn_by) send_to_char(ch, "Someone is manning that mount.\r\n"); else if (!item->contains) send_to_char("There isn't anything mounted on it.\r\n", ch); else { gun = item->contains; if (can_take_obj(ch, gun)) { obj_from_obj(gun); obj_to_char(gun, ch); sprintf(buf, "You remove %s from %s.\r\n", GET_OBJ_NAME(gun), GET_OBJ_NAME(item)); send_to_char(buf, ch); act("$n removes $o from $O.", FALSE, ch, gun, item, TO_ROOM); } else send_to_char(ch, "You can't seem to hold it.\r\n"); } return; } if (!*buf1 || !*buf2) { send_to_char("You need to unattach something from something else.\r\n", ch); return; } if (!(gun = get_obj_in_list_vis(ch, buf2, ch->carrying))) { send_to_char("You don't seem to have that item.\r\n", ch); return; } if (GET_OBJ_TYPE(gun) != ITEM_WEAPON) { send_to_char("You can only unattach accessories from weapons.\r\n", ch); return; } for (i = 7;i < 10 && !found;++i) if (GET_OBJ_VAL(gun, i) > 0 && isname(buf1, short_object(GET_OBJ_VAL(gun, i), 1))) found = TRUE; /* subtract one from i to make it point to correct value */ i--; if (!found) { act("That doesn't seem to be attached to $p.", FALSE, ch, gun, 0, TO_CHAR); return; } if ((r_num = real_object(GET_OBJ_VAL(gun, i))) < 0) { send_to_char("You accidentally break it as you remove it!\r\n", ch); log("SYSERR: Trying to unattach nonexistant object from weapon"); GET_OBJ_VAL(gun, i) = 0; return; } item = read_object(GET_OBJ_VAL(gun, i), VIRTUAL); if (GET_OBJ_VAL(item, 1) == 3) { act("You can't remove $p from $P!", FALSE, ch, item, gun, TO_CHAR); extract_obj(item); return; } obj_to_char(item, ch); GET_OBJ_VAL(gun, i) = 0; GET_OBJ_WEIGHT(gun) -= GET_OBJ_WEIGHT(item); GET_OBJ_COST(gun) = MAX(GET_OBJ_COST(gun) - GET_OBJ_COST(item), 50); if (gun->obj_flags.bitvector.IsSet(AFF_LASER_SIGHT) && item->obj_flags.bitvector.IsSet(AFF_LASER_SIGHT)) gun->obj_flags.bitvector.RemoveBit(AFF_LASER_SIGHT); if (gun->obj_flags.bitvector.IsSet(AFF_VISION_MAG_1) && item->obj_flags.bitvector.IsSet(AFF_VISION_MAG_1)) gun->obj_flags.bitvector.RemoveBit(AFF_VISION_MAG_1); if (gun->obj_flags.bitvector.IsSet(AFF_VISION_MAG_2) && item->obj_flags.bitvector.IsSet(AFF_VISION_MAG_2)) gun->obj_flags.bitvector.RemoveBit(AFF_VISION_MAG_2); if (gun->obj_flags.bitvector.IsSet(AFF_VISION_MAG_3) && item->obj_flags.bitvector.IsSet(AFF_VISION_MAG_3)) gun->obj_flags.bitvector.RemoveBit(AFF_VISION_MAG_3); for (j = 0;(j < MAX_OBJ_AFFECT) && !modified;++j) { if ((gun->affected[j].location == item->affected[0].location) && (gun->affected[j].modifier == item->affected[0].modifier)) { gun->affected[j].location = APPLY_NONE; gun->affected[j].modifier = 0; modified = TRUE; } } act("You unattach $p from $P.", TRUE, ch, item, gun, TO_CHAR); act("$n unattaches $p from $P.", TRUE, ch, item, gun, TO_ROOM); } ACMD(do_defense) { int val, low, high; struct obj_data *one, *two; one_argument(argument, buf); val = atoi(buf); one = (GET_WIELDED(ch, 0) ? GET_EQ(ch, WEAR_WIELD) : (struct obj_data *) NULL); two = (GET_WIELDED(ch, 1) ? GET_EQ(ch, WEAR_HOLD) : (struct obj_data *) NULL); /* fixes cyberware weapons bug -- python */ if (!one && !two) { if(has_cyberweapon(ch)) { low = MAX(0, GET_COMBAT(ch) - GET_SKILL(ch, SKILL_CYBER_IMPLANTS)); } else { low = MAX(0, GET_COMBAT(ch) - GET_SKILL(ch, SKILL_UNARMED_COMBAT)); } } else if (one) { if (!GET_SKILL(ch, GET_OBJ_VAL(one, 4))) low = GET_SKILL(ch, return_general(GET_OBJ_VAL(one, 4))); else low = GET_SKILL(ch, GET_OBJ_VAL(one, 4)); low = MAX(0, GET_COMBAT(ch) - low); } else if (two) { if (!GET_SKILL(ch, GET_OBJ_VAL(two, 4))) low = GET_SKILL(ch, return_general(GET_OBJ_VAL(two, 4))); else low = GET_SKILL(ch, GET_OBJ_VAL(two, 4)); low = MAX(0, GET_COMBAT(ch) - low); } else { if (GET_SKILL(ch, GET_OBJ_VAL(one, 4)) <= GET_SKILL(ch, GET_OBJ_VAL(two, 4))) { if (!GET_SKILL(ch, GET_OBJ_VAL(one, 4))) low = GET_SKILL(ch, return_general(GET_OBJ_VAL(one, 4))); else low = GET_SKILL(ch, GET_OBJ_VAL(one, 4)); } else { if (!GET_SKILL(ch, GET_OBJ_VAL(two, 4))) low = GET_SKILL(ch, return_general(GET_OBJ_VAL(two, 4))); else low = GET_SKILL(ch, GET_OBJ_VAL(two, 4)); } low = MAX(0, GET_COMBAT(ch) - low); } high = GET_COMBAT(ch); if ((val < low) || (val > high)) { send_to_char(ch, "The value must be from %d to %d.\r\n", low, high); return; } GET_DEFENSE(ch) = val; ch->real_abils.defense_pool = val; GET_OFFENSE(ch) = GET_COMBAT(ch) - GET_DEFENSE(ch); sprintf(buf1, "Defense is now at %d, offense is now at %d.\r\n", val, GET_OFFENSE(ch)); send_to_char(buf1, ch); return; } ACMD(do_learn) { extern spell_t *find_spell(struct char_data *, char *); spell_t *spell; char spell_name[100]; if (GET_MAG(ch) < 1) { send_to_char("You must have magical ability to learn spells.\r\n", ch); return; } half_chop(argument, buf1, buf2); // first, find out if they named the spell or not if (!*buf1) { send_to_char("You must specify the name of the spell you wish to learn.\r\n", ch); return; } // then find the item named in their inventory struct obj_data *formula; if (!(formula = get_obj_in_list_vis(ch, buf1, ch->carrying))) { send_to_char("You can't seem to find that spell formula.\r\n", ch); return; } // now, make sure it is a spell formula if (GET_OBJ_TYPE(formula) != ITEM_SPELL_FORMULA) { send_to_char("That's not a spell formula!\r\n", ch); return; } if (GET_TRADITION(ch) != TRAD_HERMETIC && GET_TRADITION(ch) != TRAD_SHAMANIC) { send_to_char("You can't learn spells!\r\n", ch); return; } // here we make sure they are learning from the correct formula tradition if ((GET_OBJ_VAL(formula, 7) == 0) && (GET_TRADITION(ch) != TRAD_HERMETIC)) { send_to_char("You can only learn shaman spells.\r\n", ch); return; } else if ((GET_OBJ_VAL(formula, 7) == 1) && (GET_TRADITION(ch) != TRAD_SHAMANIC)) { send_to_char("You can only learn mage spells.\r\n", ch); return; } if (!IS_SENATOR(ch) && (from_ip_zone(GET_OBJ_VNUM(formula)) || IS_OBJ_STAT(formula, ITEM_VOLATILE))) { act("You cannot decrypt the words on $p.", FALSE, ch, formula, 0, TO_CHAR); return; } if (GET_KARMA(ch) < (GET_OBJ_VAL(formula, 2) * 100)) { send_to_char("You don't have enough karma to learn the spell.\r\n", ch); return; } if (GET_OBJ_RNUM(formula) == 1) { int i = strlen(formula->text.keywords) - 14; if (i < 1) { send_to_char("The spell formula is blank.\r\n", ch); return; } strcpy(spell_name, formula->text.keywords+14); } else { strcpy(spell_name, spells[GET_OBJ_VAL(formula, 6)]); } spell = find_spell(ch, spell_name); if ( !spell ) { spell = new spell_t; // now add to the player spell list if (!ch->spells) { ch->spells = spell; spell->next = NULL; } else { spell->next = ch->spells; ch->spells = spell; } int i = strlen(spell_name); spell->name = new char[i+1]; strcpy(spell->name, spell_name); } else { if ( GET_OBJ_VAL(formula,2) <= spell->force ) { send_to_char("You can only learn a higher force of a spell you already know.\r\n", ch); return; } } // and copy over the values spell->physical = GET_OBJ_VAL(formula, 0); spell->category = GET_OBJ_VAL(formula, 1); spell->force = GET_OBJ_VAL(formula, 2); spell->target = GET_OBJ_VAL(formula, 3); spell->drain = GET_OBJ_VAL(formula, 4); spell->damage = GET_OBJ_VAL(formula, 5); spell->type = GET_OBJ_VAL(formula, 6); spell->effect = GET_OBJ_VAL(formula, 8); GET_KARMA(ch) -= GET_OBJ_VAL(formula, 2) * 100; send_to_char(ch, "You use up %s as you learn %s.\r\n", GET_OBJ_NAME(formula), spell->name); obj_from_char(formula); extract_obj(formula); } ACMD(do_treat) { struct char_data *vict; struct obj_data *obj; int target = 0, i, found = 0, skill = SKILL_BIOTECH, shop = 0; if (subcmd && (!IS_NPC(ch) || !GET_MOB_SPEC(ch))) return; if (FIGHTING(ch)) { send_to_char("Administer first aid while fighting?!?\r\n", ch); return; } if (!*argument) { send_to_char("Treat who?!\r\n", ch); return; } any_one_arg(argument, arg); if (!(vict = get_char_room_vis(ch, arg))) { send_to_char(ch, "You can't seem to find a '%s' here.\r\n", arg); return; } if (vict == ch) { send_to_char("You can't treat yourself!\r\n", ch); return; } else if (FIGHTING(vict)) { act("Not while $E's fighting!", FALSE, ch, 0, vict, TO_CHAR); return; } else if (GET_POS(vict) > POS_SITTING && !subcmd) { act("$N must at least be sitting to receive first aid.", FALSE, ch, 0, vict, TO_CHAR); return; } else if (LAST_HEAL(vict) != 0 || (!IS_NPC(vict) && !IS_SENATOR(vict) && IS_SENATOR(ch) && !access_level(ch, LVL_ADMIN))) { act("Treating $N will not do $M any good.", FALSE, ch, 0, vict, TO_CHAR); return; } if (GET_PHYSICAL(vict) < 100) target = 10; else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 2/5)) target = 8; else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 7/10)) target = 6; else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 9/10)) target = 4; else { act("$N doesn't need to be treated.", FALSE, ch, 0, vict, TO_CHAR); if (subcmd) { char buf[400]; sprintf(buf, "%s Treatment will do you no good.", GET_CHAR_NAME(vict)); do_say(ch, buf, 0, SCMD_SAYTO); } return; } if (!GET_SKILL(ch, skill)) { i = reverse_web(ch, skill, target); skill = i; } else skill = GET_SKILL(ch, skill); if (ch->in_room > 0) for (obj = world[ch->in_room].contents; obj && !shop; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_WORKSHOP && GET_OBJ_VAL(obj, 0) == 6 && GET_OBJ_VAL(obj, 1)) shop = 1; for (obj = ch->carrying; obj && !found; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_WORKING_GEAR && !GET_OBJ_VAL(obj, 0)) found = 1; for (i = 0; !found && i < (NUM_WEARS - 1); i++) if ((obj = GET_EQ(ch, i)) && GET_OBJ_TYPE(obj) == ITEM_WORKING_GEAR && !GET_OBJ_VAL(obj, 0)) found = 1; if (!found && !subcmd && !shop) target += 4; if (!shop) target++; if (GET_REAL_BOD(vict) >= 10) target -= 3; else if (GET_REAL_BOD(vict) >= 7) target -= 2; else if (GET_REAL_BOD(vict) >= 4) target--; if (vict->real_abils.mag > 0) target += 2; act("$n begins to treat $N.", TRUE, ch, 0, vict, TO_NOTVICT); if (success_test(GET_SKILL(ch, SKILL_BIOTECH), target)) { act("$N appears better.", FALSE, ch, 0, vict, TO_CHAR); act("The pain seems significantly less after $n's treatment.", FALSE, ch, 0, vict, TO_VICT); if (GET_PHYSICAL(vict) < 100) { GET_PHYSICAL(vict) = MIN(GET_MAX_PHYSICAL(vict), 100); GET_MENTAL(vict) = 0; GET_POS(vict) = POS_STUNNED; LAST_HEAL(vict) = MAX(1, (int)(GET_MAX_PHYSICAL(vict) / 100)); } else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 2/5)) { GET_PHYSICAL(vict) += (int)(GET_MAX_PHYSICAL(vict) * 3/1000); LAST_HEAL(vict) = (int)(GET_MAX_PHYSICAL(vict) * 3/1000); } else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 7/10)) { GET_PHYSICAL(vict) += (int)(GET_MAX_PHYSICAL(vict) / 500); LAST_HEAL(vict) = (int)(GET_MAX_PHYSICAL(vict) / 500); } else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 9/10)) { GET_PHYSICAL(vict) += (int)(GET_MAX_PHYSICAL(vict) / 1000); LAST_HEAL(vict) = (int)(GET_MAX_PHYSICAL(vict) / 1000); } } else { act("Your treatment does nothing for $N.", FALSE, ch, 0, vict, TO_CHAR); act("$n's treatment doesn't help your wounds.", FALSE, ch, 0, vict, TO_VICT); LAST_HEAL(vict) = 3; } } ACMD(do_astral) { struct char_data *astral; struct obj_data *foci, *new_foci; int r_num; one_argument(argument, arg); if (GET_TRADITION(ch) != TRAD_SHAMANIC && GET_TRADITION(ch) != TRAD_HERMETIC && !access_level(ch, LVL_ADMIN) && !(GET_TRADITION(ch) == TRAD_ADEPT && GET_POWER(ch, ADEPT_PERCEPTION) > 0 && subcmd == SCMD_PERCEIVE)) { send_to_char("You can't do that!\r\n", ch); return; } else if (IS_NPC(ch)) return; if (IS_PROJECT(ch)) { send_to_char("But you are already projecting!\r\n", ch); return; } if (AFF_FLAGGED(ch, AFF_PILOT)) { send_to_char("That would be a nice trick!\r\n", ch); return; } if (subcmd == SCMD_PERCEIVE) { if (PLR_FLAGGED(ch, PLR_PERCEIVE)) { PLR_FLAGS(ch).RemoveBit(PLR_PERCEIVE); send_to_char("You return to your physical senses.\r\n", ch); } else { PLR_FLAGS(ch).SetBit(PLR_PERCEIVE); send_to_char("Your physical body seems distant, as the astral plane slides into view.\r\n", ch); } return; } if (ch->desc->original) { send_to_char("You can't project now.\r\n", ch); return; } else if (FIGHTING(ch)) { send_to_char("You can't project while fighting!\r\n", ch); return; } else if (!ch->player_specials || ch->player_specials == &dummy_mob) { send_to_char("That won't work, for some reason.\r\n", ch); return; } if ((r_num = real_mobile(22)) < 0) { log("No astral mob"); send_to_char("The astral plane is strangely inaccessible...\r\n", ch); return; } if (PLR_FLAGGED(ch, PLR_PERCEIVE)) { PLR_FLAGS(ch).RemoveBit(PLR_PERCEIVE); send_to_char("You briefly return your perception to your physical senses.\r\n", ch); } if (!ch->player.astral_text.keywords) ch->player.astral_text.keywords = str_dup("reflection"); if (!ch->player.astral_text.name) ch->player.astral_text.name = str_dup("a reflection"); if (!ch->player.astral_text.room_desc) ch->player.astral_text.room_desc = str_dup("The reflection of some physical being stands here.\r\n"); GET_POS(ch) = POS_SITTING; astral = read_mobile(r_num, REAL); astral->player.physical_text.keywords = ch->player.astral_text.keywords; astral->player.physical_text.name = ch->player.astral_text.name; astral->player.physical_text.room_desc = ch->player.astral_text.room_desc; astral->player.physical_text.look_desc = ch->player.astral_text.look_desc; GET_PHYSICAL(astral) = GET_PHYSICAL(ch); GET_MENTAL(astral) = GET_MENTAL(ch); GET_REAL_STR(astral) = GET_CHA(ch); GET_STR(astral) = GET_CHA(ch); GET_REAL_QUI(astral) = GET_INT(ch); GET_QUI(astral) = GET_INT(ch); GET_REAL_BOD(astral) = GET_WIL(ch); GET_BOD(astral) = GET_WIL(ch); GET_REAL_REA(astral) = 2 * GET_INT(ch); GET_REA(astral) = 2 * GET_INT(ch); astral->real_abils.mag = GET_MAG(ch); GET_MAG(astral) = GET_MAG(ch); GET_REAL_INT(astral) = GET_INT(ch); GET_INT(astral) = GET_INT(ch); GET_REAL_WIL(astral) = GET_WIL(ch); GET_WIL(astral) = GET_WIL(ch); GET_REAL_CHA(astral) = GET_CHA(ch); GET_CHA(astral) = GET_CHA(ch); astral->real_abils.ess = GET_ESS(ch); GET_ESS(astral) = GET_ESS(ch); for (int i = 0; i <= MAX_SKILLS; i++) { astral->char_specials.saved.skills[i][0] = ch->char_specials.saved.skills[i][0]; } astral->spells = ch->spells; GET_ASTRAL(astral) = GET_ASTRAL(ch); GET_COMBAT(astral) = GET_ASTRAL(ch); GET_MAGIC(astral) = GET_MAGIC(ch); if (ch->in_veh) char_to_room(astral, ch->in_veh->in_room); else char_to_room(astral, ch->in_room); foci = GET_EQ(ch, WEAR_WIELD); if (foci && GET_OBJ_TYPE(foci) == ITEM_WEAPON && GET_OBJ_VAL(foci, 3) < TYPE_TASER && GET_OBJ_VAL(foci, 7) && GET_OBJ_VAL(foci, 8) && GET_OBJ_VAL(foci, 9) == GET_IDNUM(ch)) { new_foci = read_object(foci->item_number, REAL); GET_OBJ_VAL(new_foci, 7) = GET_OBJ_VAL(foci, 7); GET_OBJ_VAL(new_foci, 8) = GET_OBJ_VAL(foci, 8); GET_OBJ_VAL(new_foci, 9) = GET_OBJ_VAL(foci, 9); equip_char(astral, new_foci, WEAR_WIELD); } ch->desc->character = astral; ch->desc->original = ch; astral->desc = ch->desc; ch->desc = NULL; if (astral->in_veh) { sprintf(buf, "%s leaves %s body behind, entering a deep trance.", GET_NAME(ch), posgenders[(int)GET_SEX(ch)]); send_to_veh(buf, astral->in_veh, astral, FALSE); } else { act("$n leaves $s body behind, entering a deep trance.", TRUE, ch, 0, astral, TO_NOTVICT); } act("You enter the Astral Plane.", FALSE, astral, 0, 0, TO_CHAR); act("$n swirls into view.", TRUE, astral, 0, 0, TO_ROOM); PLR_FLAGS(ch).SetBit(PLR_PROJECT); look_at_room(astral, 1); } ACMD(do_customize) { struct obj_data *cyber; int found = 0; if (FIGHTING(ch)) { send_to_char("You can't customize your descriptions while fighting!\r\n", ch); return; } if (IS_NPC(ch)) { send_to_char("You can't right now.\r\n", ch); return; } skip_spaces(&argument); if (!*argument) { send_to_char("Usage: customize <persona/reflection/physical>\r\n", ch); return; } if (is_abbrev(argument, "physical")) { STATE(ch->desc) = CON_FCUSTOMIZE; } else if (is_abbrev(argument, "persona")) { for (cyber = ch->cyberware; !found && cyber; cyber = cyber->next_content) if (GET_OBJ_VAL(cyber, 2) == CYB_DATAJACK) found = 1; if (!found) { send_to_char("But you don't even have a datajack?!\r\n", ch); return; } STATE(ch->desc) = CON_PCUSTOMIZE; } else if (is_abbrev(argument, "reflection")) { if (!IS_SENATOR(ch) && GET_TRADITION(ch) != TRAD_SHAMANIC && GET_TRADITION(ch) != TRAD_HERMETIC) { send_to_char("And just why would you need to do that?!\r\n", ch); return; } STATE(ch->desc) = CON_ACUSTOMIZE; } else { send_to_char("Usage: customize <persona/reflection/physical>\r\n", ch); return; } PLR_FLAGS(ch).SetBit(PLR_CUSTOMIZE); send_to_char("Do you wish to customize your descriptions?\r\n", ch); ch->desc->edit_mode = CEDIT_CONFIRM_EDIT; } void cedit_disp_menu(struct descriptor_data *d, int mode) { CLS(CH); send_to_char(CH, "1) Alias: %s%s%s\r\n", CCCYN(CH, C_CMP), d->edit_mob->player.physical_text.keywords, CCNRM(CH, C_CMP)); send_to_char(CH, "2) Short Description: %s%s%s\r\n", CCCYN(CH, C_CMP), d->edit_mob->player.physical_text.name, CCNRM(CH, C_CMP)); if (STATE(d) == CON_FCUSTOMIZE) send_to_char(CH, "3) Voice: %s%s%s\r\n", CCCYN(CH, C_CMP), d->edit_mob->player.physical_text.room_desc, CCNRM(CH, C_CMP)); else send_to_char(CH, "3) Room description: %s%s%s\r\n", CCCYN(CH, C_CMP), d->edit_mob->player.physical_text.room_desc, CCNRM(CH, C_CMP)); send_to_char(CH, "4) Look description: %s%s%s\r\n", CCCYN(CH, C_CMP), d->edit_mob->player.physical_text.look_desc, CCNRM(CH, C_CMP)); if (STATE(d) == CON_FCUSTOMIZE) { send_to_char(CH, "5) Change Height: ^c%dcm^n\r\n", GET_HEIGHT(CH)); send_to_char(CH, "6) Change Weight: ^c%dkg^n\r\n", GET_WEIGHT(CH)); } if (mode) send_to_char(CH, "q) Quit\r\nLine too long (max %d characters); function aborted.\r\n" "Enter your choice:\r\n", LINE_LENGTH - 1); else send_to_char("q) Quit\r\nEnter your choice:\r\n", CH); d->edit_mode = CEDIT_MAIN_MENU; } void cedit_parse(struct descriptor_data *d, char *arg) { switch (d->edit_mode) { case CEDIT_CONFIRM_EDIT: switch (*arg) { case 'y': case 'Y': d->edit_mob = Mem->GetCh(); d->edit_mob->player_specials = &dummy_mob; if (STATE(d) == CON_FCUSTOMIZE) { d->edit_mob->player.physical_text.keywords = str_dup(CH->player.physical_text.keywords); d->edit_mob->player.physical_text.name = str_dup(CH->player.physical_text.name); d->edit_mob->player.physical_text.room_desc = str_dup(CH->player.physical_text.room_desc); d->edit_mob->player.physical_text.look_desc = str_dup(CH->player.physical_text.look_desc); } else if (STATE(d) == CON_PCUSTOMIZE) { d->edit_mob->player.physical_text.keywords = str_dup(CH->player.matrix_text.keywords); d->edit_mob->player.physical_text.name = str_dup(CH->player.matrix_text.name); d->edit_mob->player.physical_text.room_desc = str_dup(CH->player.matrix_text.room_desc); d->edit_mob->player.physical_text.look_desc = str_dup(CH->player.matrix_text.look_desc); } else { d->edit_mob->player.physical_text.keywords = str_dup(CH->player.astral_text.keywords); d->edit_mob->player.physical_text.name = str_dup(CH->player.astral_text.name); d->edit_mob->player.physical_text.room_desc = str_dup(CH->player.astral_text.room_desc); d->edit_mob->player.physical_text.look_desc = str_dup(CH->player.astral_text.look_desc); } cedit_disp_menu(d, 0); break; case 'n': case 'N': STATE(d) = CON_PLAYING; d->edit_mode = 0; PLR_FLAGS(CH).RemoveBit(PLR_CUSTOMIZE); break; default: send_to_char("That's not a valid choice.\r\n", CH); send_to_char("Do you wish to customize your descriptions? (y/n)\r\n", CH); break; } break; case CEDIT_CONFIRM_SAVESTRING: switch (*arg) { case 'y': case 'Y': PLR_FLAGS(CH).RemoveBit(PLR_CUSTOMIZE); if (STATE(d) == CON_FCUSTOMIZE) { if (CH->player.physical_text.keywords) delete [] CH->player.physical_text.keywords; if (!strstr(GET_KEYWORDS(d->edit_mob), GET_CHAR_NAME(d->character))) { sprintf(buf, "%s %s", GET_KEYWORDS(d->edit_mob), GET_CHAR_NAME(d->character)); CH->player.physical_text.keywords = str_dup(buf); } else CH->player.physical_text.keywords = str_dup(GET_KEYWORDS(d->edit_mob)); if (CH->player.physical_text.name) delete [] CH->player.physical_text.name; CH->player.physical_text.name = str_dup(d->edit_mob->player.physical_text.name); if (CH->player.physical_text.room_desc) delete [] CH->player.physical_text.room_desc; CH->player.physical_text.room_desc = str_dup(d->edit_mob->player.physical_text.room_desc); if (CH->player.physical_text.look_desc) delete [] CH->player.physical_text.look_desc; CH->player.physical_text.look_desc = str_dup(d->edit_mob->player.physical_text.look_desc); } else if (STATE(d) == CON_PCUSTOMIZE) { if (CH->player.matrix_text.keywords) delete [] CH->player.matrix_text.keywords; CH->player.matrix_text.keywords = str_dup(GET_KEYWORDS(d->edit_mob)); if (CH->player.matrix_text.name) delete [] CH->player.matrix_text.name; CH->player.matrix_text.name = str_dup(d->edit_mob->player.physical_text.name); if (CH->player.matrix_text.room_desc) delete [] CH->player.matrix_text.room_desc; CH->player.matrix_text.room_desc = str_dup(d->edit_mob->player.physical_text.room_desc); if (CH->player.matrix_text.look_desc) delete [] CH->player.matrix_text.look_desc; CH->player.matrix_text.look_desc = str_dup(d->edit_mob->player.physical_text.look_desc); } else { if (CH->player.astral_text.keywords) delete [] CH->player.astral_text.keywords; CH->player.astral_text.keywords = str_dup(GET_KEYWORDS(d->edit_mob)); if (CH->player.astral_text.name) delete [] CH->player.astral_text.name; CH->player.astral_text.name = str_dup(d->edit_mob->player.physical_text.name); if (CH->player.astral_text.room_desc) delete [] CH->player.astral_text.room_desc; CH->player.astral_text.room_desc = str_dup(d->edit_mob->player.physical_text.room_desc); if (CH->player.astral_text.look_desc) delete [] CH->player.astral_text.look_desc; CH->player.astral_text.look_desc = str_dup(d->edit_mob->player.physical_text.look_desc); } if (d->edit_mob) Mem->DeleteCh(d->edit_mob); d->edit_mob = NULL; d->edit_mode = 0; STATE(d) = CON_PLAYING; playerDB.SaveChar(CH); break; case 'n': case 'N': PLR_FLAGS(CH).RemoveBit(PLR_CUSTOMIZE); if (d->edit_mob) Mem->DeleteCh(d->edit_mob); d->edit_mob = NULL; d->edit_mode = 0; STATE(d) = CON_PLAYING; break; default: send_to_char("Invalid choice, please enter yes or no.\r\n" "Do you wish to save the changes?\r\n", CH); break; } break; case CEDIT_MAIN_MENU: switch (*arg) { case 'q': case 'Q': send_to_char("Do you wish to save the changes?\r\n", CH); d->edit_mode = CEDIT_CONFIRM_SAVESTRING; break; case '1': if (STATE(d) == CON_PCUSTOMIZE) send_to_char("Enter persona aliases: ", CH); else if (STATE(d) == CON_ACUSTOMIZE) send_to_char("Enter reflection aliases: ", CH); else send_to_char("Enter physical aliases: ", CH); d->edit_mode = CEDIT_ALIAS; break; case '2': send_to_char("Enter short description: ", CH); d->edit_mode = CEDIT_SHORT_DESC; break; case '3': if (STATE(d) == CON_PCUSTOMIZE) send_to_char("Enter persona description: ", CH); else if (STATE(d) == CON_ACUSTOMIZE) send_to_char("Enter reflection description: ", CH); else send_to_char("Enter voice description: ", CH); if (STATE(d) == CON_FCUSTOMIZE) d->edit_mode = CEDIT_VOICE; else { d->edit_mode = CEDIT_DESC; d->str = new (char *); if (!d->str) { mudlog("Malloc failed!", NULL, LOG_SYSLOG, TRUE); shutdown(); } *(d->str) = NULL; d->max_str = EXDSCR_LENGTH; d->mail_to = 0; } break; case '4': send_to_char("Enter long (active) description:\r\n", CH); d->edit_mode = CEDIT_LONG_DESC; d->str = new (char *); if (!d->str) { mudlog("Malloc failed!", NULL, LOG_SYSLOG, TRUE); shutdown(); } *(d->str) = NULL; d->max_str = EXDSCR_LENGTH; d->mail_to = 0; break; case '5': CLS(CH); send_to_char(CH, "1) Tiny\r\n2) Small\r\n3) Average\r\n4) Large\r\n5) Huge\r\nEnter desired height range: "); d->edit_mode = CEDIT_HEIGHT; break; case '6': CLS(CH); send_to_char(CH, "1) Tiny\r\n2) Small\r\n3) Average\r\n4) Large\r\n5) Huge\r\nEnter desired weight range: "); d->edit_mode = CEDIT_WEIGHT; break; default: cedit_disp_menu(d, 0); break; } break; case CEDIT_HEIGHT: GET_HEIGHT(CH) = (int)gen_size(GET_RACE(CH), 1, atoi(arg), GET_SEX(CH)); cedit_disp_menu(d, 0); break; case CEDIT_WEIGHT: GET_WEIGHT(CH) = (int)gen_size(GET_RACE(CH), 0, atoi(arg), GET_SEX(CH)); cedit_disp_menu(d, 0); break; case CEDIT_ALIAS: if (strlen(arg) >= LINE_LENGTH) { cedit_disp_menu(d, 1); return; } if (d->edit_mob->player.physical_text.keywords) delete [] d->edit_mob->player.physical_text.keywords; d->edit_mob->player.physical_text.keywords = str_dup(arg); cedit_disp_menu(d, 0); break; case CEDIT_VOICE: if (strlen(arg) >= LINE_LENGTH) { cedit_disp_menu(d, 1); return; } if (d->edit_mob->player.physical_text.room_desc) delete [] d->edit_mob->player.physical_text.room_desc; d->edit_mob->player.physical_text.room_desc = str_dup(arg); cedit_disp_menu(d, 0); break; case CEDIT_SHORT_DESC: if (strlen(arg) >= LINE_LENGTH) { cedit_disp_menu(d, 1); return; } if (d->edit_mob->player.physical_text.name) delete [] d->edit_mob->player.physical_text.name; d->edit_mob->player.physical_text.name = str_dup(arg); cedit_disp_menu(d, 0); break; default: break; } } ACMD(do_remember) { struct char_data *vict = NULL; struct remem *m, *temp; argument = any_one_arg(argument, buf1); argument = one_argument(argument, buf2); if (!*buf1 || !*buf2) send_to_char(ch, "Remember Who as What?\r\n"); else if (!(vict = get_char_room_vis(ch, buf1)) || (ch->in_veh && !(vict = get_char_veh(ch, buf, ch->in_veh)))) send_to_char(ch, "You don't see them here.\r\n"); else if (IS_NPC(vict)) send_to_char(ch, "You cannot remember mobs.\r\n"); else if (ch == vict) send_to_char(ch, "You should have no problem remembering who you are.\r\n"); else if (IS_SENATOR(vict)) send_to_char(ch, "Try as you might, you can't seem to remember them.\r\n"); else { for (temp = GET_MEMORY(ch); temp; temp = temp->next) if (GET_IDNUM(vict) == temp->idnum) { delete [] temp->mem; temp->mem = str_dup(buf2); sprintf(buf, "Remembered %s as %s\r\n", GET_NAME(vict), buf2); send_to_char(ch, buf); return; } m = new remem; m->mem = strdup(buf2); m->idnum = GET_IDNUM(vict); m->next = GET_MEMORY(ch); GET_MEMORY(ch) = m; sprintf(buf, "Remembered %s as %s\r\n", GET_NAME(vict), buf2); send_to_char(ch, buf); } } struct remem *found_mem(struct remem *mem, struct char_data *ch) { if (IS_NPC(ch)) return NULL; for (;mem; mem = mem->next) if (GET_IDNUM(ch) == mem->idnum) return mem; return NULL; } int recog(struct char_data *ch, struct char_data *i, char *name) { struct remem *mem; if (!(mem = found_mem(GET_MEMORY(ch), i))) return 0; if (!str_cmp(name, mem->mem)) return 1; return 0; } ACMD(do_photo) { struct obj_data *camera, *photo; char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH], buf3[MAX_STRING_LENGTH]; if (!((camera = GET_EQ(ch, WEAR_HOLD)) || (camera = GET_EQ(ch, WEAR_WIELD)))) { send_to_char(ch, "You need to be holding a camera to take a photo.\r\n"); return; } if (GET_OBJ_TYPE(camera) != ITEM_CAMERA) { send_to_char(ch, "You seem to be wielding something that isn't a camera.\r\n"); return; } skip_spaces(&argument); if (*argument) { bool found = FALSE; struct char_data *i; struct obj_data *found_obj; struct veh_data *found_veh; char *desc; extern char *find_exdesc(char *word, struct extra_descr_data * list); generic_find(argument, FIND_OBJ_ROOM | FIND_CHAR_ROOM, ch, &i, &found_obj); if (!ch->in_veh) { if ((found_veh = get_veh_list(argument, world[ch->in_room].vehicles))) { sprintf(buf2, "a photo of %s", found_veh->name); sprintf(buf, "^c%s in %s^n\r\n%s", found_veh->name, world[ch->in_room].name, found_veh->long_description); found = TRUE; } } if (!found) if (i) { if (AFF_FLAGGED(i, AFF_IMP_INVIS)) { send_to_char(ch, "You don't seem to see them through the viewfinder.\r\n"); return; } sprintf(buf2, "a photo of %s", make_desc(ch, i, buf, 2)); sprintf(buf, "^c%s in %s^n\r\n%s", make_desc(ch, i, buf3, 2), world[ch->in_room].name, i->player.physical_text.look_desc); sprintf(buf + strlen(buf), "%s is using:\r\n", make_desc(ch, i, buf3, 2)); for (int j = 0; j < NUM_WEARS; j++) if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) { int seen = FALSE; if (j == WEAR_WIELD || j == WEAR_HOLD) { if (IS_OBJ_STAT(GET_EQ(i, j), ITEM_TWOHANDS)) strcat(buf, hands[2]); else if (j == WEAR_WIELD) strcat(buf, hands[(int)i->char_specials.saved.left_handed]); else strcat(buf, hands[!i->char_specials.saved.left_handed]); sprintf(buf + strlen(buf), "\t%s\r\n", GET_OBJ_NAME(GET_EQ(i, j))); } else if ((j == WEAR_BODY || j == WEAR_LARM || j == WEAR_RARM || j == WEAR_WAIST) && GET_EQ(i, WEAR_ABOUT)) { if (success_test(GET_INT(ch), 4 + GET_OBJ_VAL(GET_EQ(i, WEAR_ABOUT), 7)) >= 2) seen = TRUE; } else if (j == WEAR_UNDER && (GET_EQ(i, WEAR_ABOUT) || GET_EQ(i, WEAR_BODY))) { if (success_test(GET_INT(ch), 6 + (GET_EQ(i, WEAR_ABOUT) ? GET_OBJ_VAL(GET_EQ(i, WEAR_ABOUT), 7) : 0) + (GET_EQ(i, WEAR_BODY) ? GET_OBJ_VAL(GET_EQ(i, WEAR_BODY), 7) : 0)) >= 2) seen = TRUE; } else if (j == WEAR_LEGS && GET_EQ(i, WEAR_ABOUT)) { if (success_test(GET_INT(ch), 2 + GET_OBJ_VAL(GET_EQ(i, WEAR_ABOUT), 7)) >= 2) seen = TRUE; } else if ((j == WEAR_RANKLE || j == WEAR_LANKLE) && (GET_EQ(i, WEAR_ABOUT) || GET_EQ(i, WEAR_LEGS))) { if (success_test(GET_INT(ch), 5 + (GET_EQ(i, WEAR_ABOUT) ? GET_OBJ_VAL(GET_EQ(i, WEAR_ABOUT), 7) : 0) + (GET_EQ(i, WEAR_LEGS) ? GET_OBJ_VAL(GET_EQ(i, WEAR_LEGS), 7) : 0)) >= 2) seen = TRUE; } else seen = TRUE; if (seen) { strcat(buf, where[j]); sprintf(buf + strlen(buf), "\t%s\r\n", GET_OBJ_NAME(GET_EQ(i, j))); } } found = TRUE; } else if (found_obj) { sprintf(buf2, "a photo of %s", GET_OBJ_NAME(found_obj)); sprintf(buf, "^c%s in %s^n\r\n%s", GET_OBJ_NAME(found_obj), world[ch->in_room].name, found_obj->text.look_desc); found = TRUE; } else if (ch->in_veh) { if ((i = get_char_veh(ch, arg, ch->in_veh))) { sprintf(buf2, "a photo of %s", GET_NAME(i)); sprintf(buf, "^c%s in %s^n\r\n%s", GET_NAME(i), ch->in_veh->name, i->player.physical_text.look_desc); found = TRUE; } } else if ((desc = find_exdesc(arg, world[ch->in_room].ex_description))) { sprintf(buf2, "a photo of %s", argument); sprintf(buf, "^c%s in %s^n\r\n%s", argument, world[ch->in_room].name, desc); found = TRUE; } if (!found) { send_to_char(ch, "You don't seem to see that here.\r\n"); return; } } else { if (ch->in_veh) ch->in_room = ch->in_veh->in_room; sprintf(buf2, "a photo of %s", world[ch->in_room].name); sprintf(buf, "^c%s^n\r\n%s", world[ch->in_room].name, world[ch->in_room].description); for (struct char_data *tch = world[ch->in_room].people; tch; tch = tch->next_in_room) if (tch != ch && !AFF_FLAGGED(tch, AFF_IMP_INVIS) && GET_INVIS_LEV(tch) < 2) { if (IS_NPC(tch) && tch->player.physical_text.room_desc && GET_POS(tch) == GET_DEFAULT_POS(tch)) { strcat(buf, tch->player.physical_text.room_desc); continue; } sprintf(buf + strlen(buf), "%s", make_desc(ch, tch, buf, 2)); if (FIGHTING(tch)) { strcat(buf, " is here, fighting "); if (FIGHTING(tch) == ch) strcat(buf, "the photographer!"); else { if (tch->in_room == FIGHTING(tch)->in_room) if (AFF_FLAGGED(FIGHTING(tch), AFF_IMP_INVIS)) { strcat(buf, "someone"); } else strcat(buf, GET_NAME(FIGHTING(tch))); else strcat(buf, "someone in the distance"); strcat(buf, "!"); } strcat(buf, "\r\n"); } else { sprintf(buf + strlen(buf), "%s\r\n", positions[(int)GET_POS(ch)]); } } for (struct obj_data *obj = world[ch->in_room].contents; obj ;obj = obj->next_content) { int num = 0; while (obj->next_content) { if (obj->item_number != obj->next_content->item_number || obj->restring) break; num++; obj = obj->next_content; } strcat(buf, "^g"); if (num) sprintf(buf + strlen(buf), "(%d)", num); sprintf(buf + strlen(buf), "%s\r\n", obj->text.room_desc); } for (struct veh_data *vehicle = world[ch->in_room].vehicles; vehicle; vehicle = vehicle->next_veh) { if (ch->in_veh != vehicle) { strcat(buf, "^y"); if (vehicle->damage >= 10) { strcat(buf, vehicle->short_description); strcat(buf, " lies here wrecked.\r\n"); } else { if (vehicle->type == VEH_BIKE && vehicle->people) sprintf(buf + strlen(buf), "%s sitting on ", GET_NAME(vehicle->people)); switch (vehicle->cspeed) { case SPEED_OFF: if (vehicle->type == VEH_BIKE && vehicle->people) { strcat(buf, vehicle->short_description); strcat(buf, " waits here.\r\n"); } else strcat(buf, vehicle->description); break; case SPEED_IDLE: strcat(buf, vehicle->short_description); strcat(buf, " idles here.\r\n"); break; case SPEED_CRUISING: strcat(buf, vehicle->short_description); strcat(buf, " cruises through here.\r\n"); break; case SPEED_SPEEDING: strcat(buf, vehicle->short_description); strcat(buf, " speeds past you.\r\n"); break; case SPEED_MAX: strcat(buf, vehicle->short_description); strcat(buf, " zooms by you.\r\n"); break; } } } } if (ch->in_veh) ch->in_room = NOWHERE; } photo = read_object(109, VIRTUAL); act("$n takes a photo with $p.", FALSE, ch, camera, NULL, TO_ROOM); send_to_char(ch, "You take a photo.\r\n"); photo->photo = str_dup(buf); photo->restring = str_dup(buf2); obj_to_char(photo, ch); } ACMD(do_boost) { int suc; extern void nonsensical_reply(struct char_data *ch); if (GET_TRADITION(ch) != TRAD_ADEPT) { nonsensical_reply(ch); return; } skip_spaces(&argument); if (is_abbrev(argument, "strength") && GET_POWER(ch, ADEPT_BOOST_STR)) { if (BOOST(ch)[0][0]) { send_to_char(ch, "You are already boosting that attribute.\r\n"); return; } suc = success_test(GET_MAG(ch) / 100, GET_REAL_STR(ch) / 2); if (suc < 1) { send_to_char(ch, "You can't get your power to bond with your lifeforce.\r\n"); return; } BOOST(ch)[0][0] = suc; BOOST(ch)[0][1] = GET_POWER(ch, ADEPT_BOOST_STR); send_to_char(ch, "You feel stronger.\r\n"); affect_total(ch); } else if (is_abbrev(argument, "quickness") && GET_POWER(ch, ADEPT_BOOST_QUI)) { if (BOOST(ch)[1][0]) { send_to_char(ch, "You are already boosting that attribute.\r\n"); return; } suc = success_test(GET_MAG(ch) / 100, GET_REAL_QUI(ch) / 2); if (suc < 1) { send_to_char(ch, "You can't get your power to bond with your lifeforce.\r\n"); return; } BOOST(ch)[1][0] = suc; BOOST(ch)[1][1] = GET_POWER(ch, ADEPT_BOOST_QUI); send_to_char(ch, "You feel quicker.\r\n"); affect_total(ch); } else if (is_abbrev(argument, "body") && GET_POWER(ch, ADEPT_BOOST_BOD)) { if (BOOST(ch)[2][0]) { send_to_char(ch, "You are already boosting that attribute.\r\n"); return; } suc = success_test(GET_MAG(ch) / 100, GET_REAL_BOD(ch) / 2); if (suc < 1) { send_to_char(ch, "You can't get your power to bond with your lifeforce.\r\n"); return; } BOOST(ch)[2][0] = suc; BOOST(ch)[2][1] = GET_POWER(ch, ADEPT_BOOST_BOD); send_to_char(ch, "You feel hardier.\r\n"); affect_total(ch); } else { send_to_char(ch, "Boost which attribute?\r\n"); return; } } void process_boost() { int power, damage; extern void resist_drain(struct char_data *ch, int force, spell_t *spell, int wound); for (struct char_data *i = character_list; i; i = i->next) if (GET_TRADITION(i) == TRAD_ADEPT) { if (BOOST(i)[0][0] > 0) { BOOST(i)[0][0]--; if (!BOOST(i)[0][0]) { send_to_char(i, "You feel weaker.\r\n"); power = GET_STR(i) / 2; if (GET_STR(i) <= racial_limits[(int)GET_RACE(i)][0][2]) damage = LIGHT; else if (GET_STR(i) < racial_limits[(int)GET_RACE(i)][1][2]) damage = MODERATE; else damage = SERIOUS; resist_drain(i, power, NULL, damage); } } if (BOOST(i)[1][0] > 0) { BOOST(i)[1][0]--; if (!BOOST(i)[1][0]) { send_to_char(i, "You feel slower.\r\n"); power = GET_QUI(i) / 2; if (GET_QUI(i) <= racial_limits[(int)GET_RACE(i)][0][1]) damage = LIGHT; else if (GET_QUI(i) < racial_limits[(int)GET_RACE(i)][1][1]) damage = MODERATE; else damage = SERIOUS; resist_drain(i, power, NULL, damage); } } if (BOOST(i)[2][0] > 0) { BOOST(i)[2][0]--; if (!BOOST(i)[2][0]) { send_to_char(i, "You feel less hardy.\r\n"); power = GET_BOD(i) / 2; if (GET_BOD(i) <= racial_limits[(int)GET_RACE(i)][0][0]) damage = LIGHT; else if (GET_BOD(i) < racial_limits[(int)GET_RACE(i)][1][0]) damage = MODERATE; else damage = SERIOUS; resist_drain(i, power, NULL, damage); } } affect_total(i); } } ACMD(do_assense) { struct char_data *vict; if (!*argument) { send_to_char(ch, "Who's aura do you wish to assense?\r\n"); return; } if (!PLR_FLAGS(ch).AreAnySet(PLR_PERCEIVE, PLR_PROJECT, ENDBIT)) { send_to_char(ch, "You have no sense of the astral plane.\r\n"); return; } skip_spaces(&argument); if (!(vict = get_char_room_vis(ch, argument))) if (ch->in_veh && !(vict = get_char_veh(ch, argument, ch->in_veh))) { ch->in_room = ch->in_veh->in_room; vict = get_char_room_vis(ch, argument); ch->in_room = NOWHERE; } if (!vict) { send_to_char(ch, "You don't see them here.\r\n"); return; } int success = success_test(GET_INT(ch), 4); if (success < 1) { send_to_char(ch, "You fail to notice anything about that aura.\r\n"); return; } success += (int)(success_test(GET_SKILL(ch, SKILL_AURA_READING), 4) / 2); strcpy(buf, make_desc(ch, vict, buf2, 2)); if (success < 3) { if (vict->cyberware) strcat(buf, " has cyberware present and"); if (GET_TRADITION(vict) != TRAD_MUNDANE) strcat(buf, " is awakened"); else strcat(buf, " is mundane"); strcat(buf, ".\r\n"); } else if (success < 5) { if (GET_ESS(vict) < GET_ESS(ch)) strcat(buf, " has less essence"); else if (GET_ESS(vict) == GET_ESS(ch)) strcat(buf, " has the same amount of essence"); else strcat(buf, " has more essence"); strcat(buf, " and "); if (GET_MAG(vict) < GET_MAG(ch)) strcat(buf, "less magic than you. "); else if (GET_MAG(vict) == GET_MAG(ch)) strcat(buf, "the same amount of magic as you. "); else strcat(buf, "more magic than you. "); strcat(buf, CAP(HSSH(vict))); if (GET_TRADITION(vict) != TRAD_MUNDANE) strcat(buf, " is awakened"); else strcat(buf, " is mundane"); if (vict->cyberware) { int locs[] = { 0, 0, 0 }; for (struct obj_data *cyber = vict->cyberware; cyber; cyber = cyber->next_content) if (GET_OBJ_VAL(cyber, 2) <= 18 || (GET_OBJ_VAL(cyber, 2) >= 31 && GET_OBJ_VAL(cyber, 2) <= 34)) locs[0] = 1; else if ((GET_OBJ_VAL(cyber, 2) >= 21 && GET_OBJ_VAL(cyber, 2) <= 22) || GET_OBJ_VAL(cyber, 2) == 27) locs[1] = 1; else if (GET_OBJ_VAL(cyber, 2) >= 23 && GET_OBJ_VAL(cyber, 2) <= 30 && GET_OBJ_VAL(cyber, 2) != 27) locs[2] = 1; strcat(buf, " and has cyberware in "); strcat(buf, HSHR(vict)); if (locs[0]) { strcat(buf, " head"); if (locs[1] && locs[2]) strcat(buf, ","); else if (locs[1] || locs[2]) strcat(buf, " and"); } if (locs[1]) { strcat(buf, " arms"); if (locs[2]) strcat(buf, " and"); } if (locs[2]) strcat(buf, " torso"); } strcat(buf, ".\r\n"); } else { sprintf(buf2, " has %.2f essence", ((float)GET_ESS(vict) / 100)); strcat(buf, buf2); if (GET_TRADITION(vict) == TRAD_MUNDANE) strcat(buf, " and is mundane. "); else { sprintf(buf2, " and %d magic. ", (int)(GET_MAG(vict) / 100)); strcat(buf, buf2); } if (vict->cyberware) { strcat(buf, CAP(HSSH(vict))); strcat(buf, " has cyberware in "); strcat(buf, HSHR(vict)); int numleft = 0; int locs[] = { 0, 0, 0, 0, 0, 0, 0 }; for (struct obj_data *cyber = vict->cyberware; cyber; cyber = cyber->next_content) if (GET_OBJ_VAL(cyber, 2) <= 18 || (GET_OBJ_VAL(cyber, 2) >= 32 && GET_OBJ_VAL(cyber, 2) <= 34) || GET_OBJ_VAL(cyber, 2) == 28) locs[0] = 1; else if (GET_OBJ_VAL(cyber, 2) == 32 || (GET_OBJ_VAL(cyber, 2) >= 8 && GET_OBJ_VAL(cyber, 2) <= 10)) locs[1] = 1; else if (GET_OBJ_VAL(cyber, 2) >= 19 && GET_OBJ_VAL(cyber, 2) <= 22) locs[2] = 1; else if (GET_OBJ_VAL(cyber, 2) == 20 || (GET_OBJ_VAL(cyber, 2) >= 24 && GET_OBJ_VAL(cyber, 2) <= 27)) locs[3] = 1; else if (GET_OBJ_VAL(cyber, 2) == 23) locs[4] = 1; else if (GET_OBJ_VAL(cyber, 2) == 29) locs[5] = 1; else if (GET_OBJ_VAL(cyber, 2) == 30) locs[6] = 1; for (int i = 0; i < 7; i++) if (locs[i]) numleft++; if (locs[0]) { strcat(buf, " head"); if (numleft > 1) strcat(buf, ","); else strcat(buf, " and"); numleft--; } if (locs[1]) { strcat(buf, " eyes"); if (numleft > 1) strcat(buf, ","); else strcat(buf, " and"); numleft--; } if (locs[2]) { strcat(buf, " hands"); if (numleft > 1) strcat(buf, ","); else strcat(buf, " and"); numleft--; } if (locs[3]) { strcat(buf, " body"); if (numleft > 1) strcat(buf, ","); else strcat(buf, " and"); numleft--; } if (locs[4]) { strcat(buf, " skin"); if (numleft > 1) strcat(buf, ","); else strcat(buf, " and"); numleft--; } if (locs[5]) { strcat(buf, " bones"); if (locs[6]) strcat(buf, " and"); } if (locs[6]) strcat(buf, " nervous system"); } strcat(buf, ".\r\n"); } send_to_char(ch, buf); } ACMD(do_unpack) { struct obj_data *shop = NULL; if (ch->in_veh) { send_to_char(ch, "You can only set up a workshop in a room.\r\n"); return; } for (shop = world[ch->in_room].contents; shop; shop = shop->next_content) if (GET_OBJ_TYPE(shop) == ITEM_WORKSHOP) if (GET_OBJ_VAL(shop, 1) || GET_OBJ_VAL(shop, 2)) { send_to_char(ch, "There is already a workshop set up here.\r\n"); return; } else break; if (!shop) send_to_char(ch, "There is no workshop here to set up.\r\n"); else { send_to_char(ch, "You begin to set up %s here.\r\n", GET_OBJ_NAME(shop)); act("$n beings to set up $O.", FALSE, ch, 0, shop, TO_ROOM); GET_OBJ_VAL(shop, 2) = 3; PLR_FLAGS(ch).SetBit(PLR_PACKING); } } ACMD(do_packup) { struct obj_data *shop = NULL; if (ch->in_veh) { send_to_char(ch, "You can only set up a workshop in a room.\r\n"); return; } for (shop = world[ch->in_room].contents; shop; shop = shop->next_content) if (GET_OBJ_TYPE(shop) == ITEM_WORKSHOP) if (GET_OBJ_VAL(shop, 2)) { send_to_char(ch, "Someone is already working on the workshop.\r\n"); return; } else if (GET_OBJ_VAL(shop, 1)) break; if (!shop) send_to_char(ch, "There is no workshop here to pack up.\r\n"); else { send_to_char(ch, "You begin to pack up %s here.\r\n", GET_OBJ_NAME(shop)); act("$n beings to pack up $O.", FALSE, ch, 0, shop, TO_ROOM); GET_OBJ_VAL(shop, 2) = 3; PLR_FLAGS(ch).SetBit(PLR_PACKING); } } ACMD(do_jack) { struct obj_data *chip = NULL, *jack; for (jack = ch->cyberware; jack; jack = jack->next_content) if (!GET_OBJ_VAL(jack, 2)) break; if (!jack) { send_to_char(ch, "You don't have a chipjack.\r\n"); return; } skip_spaces(&argument); if (GET_OBJ_VAL(jack, 3)) chip = read_object(GET_OBJ_VAL(jack, 3), VIRTUAL); if (subcmd) { if (chip) { obj_to_char(chip, ch); send_to_char(ch, "You remove %s from your chipjack.\r\n", GET_OBJ_NAME(chip)); GET_OBJ_VAL(jack, 3) = 0; ch->char_specials.saved.skills[GET_OBJ_VAL(chip, 0)][1] = 0; act("$n removes a chip from their chipjack.", FALSE, ch, 0, 0, TO_ROOM); } else send_to_char(ch, "But you don't have anything installed in it.\r\n"); return; } if (!*argument) { if (chip) { send_to_char(ch, "You currently have %s installed in your chipjack.\r\n", GET_OBJ_NAME(chip)); extract_obj(chip); } else send_to_char(ch, "Your chipjack is currently empty.\r\n"); return; } chip = get_obj_in_list_vis(ch, argument, ch->carrying); if (GET_OBJ_VAL(jack, 3)) send_to_char(ch, "You already have a chip in there.\r\n"); else if (!chip) send_to_char(ch, "But you don't have that chip.\r\n"); else if (GET_OBJ_TYPE(chip) != ITEM_CHIP) send_to_char(ch, "But that isn't a chip.\r\n"); else { int max = 0; for (struct obj_data *wires = ch->cyberware; wires; wires = wires->next_content) if (GET_OBJ_VAL(wires, 2) == 28) { max = GET_OBJ_VAL(wires, 0); break; } send_to_char(ch, "You slip %s into your chipjack", GET_OBJ_NAME(chip)); GET_OBJ_VAL(jack, 3) = GET_OBJ_VNUM(chip); ch->char_specials.saved.skills[GET_OBJ_VAL(chip, 0)][1] = MIN(max, GET_OBJ_VAL(chip, 1)); act("$n puts a chip into their chipjack.", FALSE, ch, 0, 0, TO_ROOM); extract_obj(chip); } }