/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Commands for personal player settings/statictics *
****************************************************************************/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/*
* Locals
*/
char *tiny_affect_loc_name(int location);
void do_gold(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
{
return;
}
set_char_color( AT_GOLD, ch );
ch_printf( ch, "You have %d credits with you.\n\r", ch->gold );
if ( ch->pcdata->bank != 0 )
{
ch_printf( ch, "Bank: %d.\n\r", ch->pcdata->bank );
return;
}
return;
}
/* QPBuy; another function o' raijeny goodness. To change prices, change the ZZZ_COST defines in mud.h */
void do_qpbuy( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if ( !IS_AWAKE(ch) )
{
send_to_char( "In your dreams, or what?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Enhance what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "hum" ) )
{
if( ch->pcdata->quest_curr < HUM_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Make what item hum?\n\r", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg2 ) ) )
{
send_to_char( "That item is not in your inventory.\n\r", ch );
return;
}
if ( IS_OBJ_STAT( obj, ITEM_HUM ) )
{
send_to_char( "That item is already humming.\n\r", ch );
return;
}
ch->pcdata->quest_curr -= HUM_COST;
separate_obj( obj );
SET_BIT( obj->extra_flags, ITEM_HUM );
send_to_char( "Your item begins to hum softly.\n\r", ch );
return;
}
if ( !str_cmp( arg, "glow" ) )
{
if( ch->pcdata->quest_curr < GLOW_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Make what item glow?\n\r", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg2 ) ) )
{
send_to_char( "That item is not in your inventory.\n\r", ch );
return;
}
if ( IS_OBJ_STAT( obj, ITEM_GLOW ) )
{
send_to_char( "That item is already glowing.\n\r", ch );
return;
}
ch->pcdata->quest_curr -= HUM_COST;
separate_obj( obj );
SET_BIT( obj->extra_flags, ITEM_GLOW );
send_to_char( "Your item begins to glow softly.\n\r", ch );
return;
}
if ( !str_cmp( arg, "force" ) )
{
if( ch->pcdata->quest_curr < FORCE_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
if (ch->main_ability == HUNTING_ABILITY )
{
send_to_char( "Bounty Hunters Can't Buy Force!!!.\n\r",ch );
return;
}
if(ch->race == RACE_DROID)
{
send_to_char("You got to be shitting me, you are a machine.\n\r", ch);
return;
}
if (ch->perm_frc >= 15 )
{
send_to_char( "You can't improve your force over 75 levels with questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= FORCE_COST;
ch->perm_frc += 1;
if(ch->perm_frc == 1 )
ch->max_mana = 600; /* to get them started. */
send_to_char( "You Gain 5 FORCE Levels!!!\n\r", ch );
return;
return;
}
if ( !str_cmp( arg, "old" ) )
{
if( ch->pcdata->quest_curr < OLD_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= OLD_COST;
ch->pcdata->age += 1;
send_to_char( "You age a year in an istant!!!\n\r", ch );
return;
}
if ( !str_cmp( arg, "youth" ) )
{
if( ch->pcdata->quest_curr < YOUTH_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= YOUTH_COST;
ch->pcdata->age -= 1;
send_to_char( "You de-age a year in an istant!!!\n\r", ch );
return;
}
if ( !str_cmp( arg, "hp" ) )
{
if( ch->pcdata->quest_curr < HP_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= HP_COST;
ch->max_hit += 10;
ch->hit += 10;
send_to_char( "You gain 10 hitpoints!\n\r", ch );
return;
}
if ( !str_cmp( arg, "mana" ) )
{
if( ch->pcdata->quest_curr < MANA_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= MANA_COST;
ch->max_mana += 10;
ch->mana += 10;
send_to_char( "You gain 10 points of mana!\n\r", ch );
return;
}
if ( !str_cmp( arg, "movement" ) )
{
if( ch->pcdata->quest_curr < MOVE_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= MOVE_COST;
ch->max_move += 10;
ch->move += 10;
send_to_char( "You gain 10 movement points!\n\r", ch );
return;
}
if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if( ch->pcdata->quest_curr < STR_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= STR_COST;
ch->perm_str++;
send_to_char( "You grow stronger!\n\r", ch );
return;
}
if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if( ch->pcdata->quest_curr < INT_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= INT_COST;
ch->perm_int++;
send_to_char( "You grow more intelligent!\n\r", ch );
return;
}
if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if( ch->pcdata->quest_curr < WIS_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= WIS_COST;
ch->perm_wis++;
send_to_char( "You grow wiser!\n\r", ch );
return;
}
if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if( ch->pcdata->quest_curr < DEX_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= DEX_COST;
ch->perm_dex++;
send_to_char( "Your dexterity increases!\n\r", ch );
return;
}
if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if( ch->pcdata->quest_curr < CON_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= CON_COST;
ch->perm_con++;
send_to_char( "Your constitution increases!\n\r", ch );
return;
}
if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if( ch->pcdata->quest_curr < CHA_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= CHA_COST;
ch->perm_cha++;
send_to_char( "You grow more charismatic!\n\r", ch );
return;
}
if ( !str_cmp( arg, "lck" ) || !str_cmp( arg, "luck" ) )
{
if( ch->pcdata->quest_curr < LCK_COST )
{
send_to_char( "You don't have the questpoints.\n\r",ch );
return;
}
ch->pcdata->quest_curr -= LCK_COST;
ch->perm_lck++;
send_to_char( "You feel luckier!\n\r", ch );
return;
}
if ( !str_cmp( arg, "rship" ) ) // spec - rename ship with qp
{
SHIP_DATA *ship;
if (ch->pcdata->quest_curr < RSHIP_COST ) //check for enough qp's
{ send_to_char("You dont have the questpoints.\n\r", ch );
return;
}
// argument = one_argument( argument, arg2 );
if (argument[0] == '\0' ) //check for new ship's name
{
send_to_char( "What do u want the ship name to be....?\n\r", ch );
return;
}
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) //check if the guy's in the cockpit
{
send_to_char("You must be in the cockpit of the ship to rename it!\n\r",ch);
return;
}
if ( !check_pilot( ch, ship) ) //checks for legit ownership/pilot/copilot
{
send_to_char("Hey, you can't rename another person's ship!!!\n\r", ch);
}
ch->pcdata->quest_curr -= RSHIP_COST; // subtracts qp
STRFREE( ship->name ); // frees current ship pointer value, resets to NULL
smash_tilde(argument); // Removes ~s, just in case ruins save ship.
argument = stripclr(argument); // Strips Color
argument[0] = UPPER(argument[0]); // Capitalizes First Letter
ship->name = STRALLOC( argument ); // renames the ship
send_to_char( "Your qp is my command.\n\r", ch); // feedback to spender of qp
save_ship( ship ); //saves the ship
return; //ends the function
}
else
{
send_to_char( "That cannot be enhanced. Read HELP QPBUY for details.\n\r", ch);
return;
}
}
void do_newscore(CHAR_DATA *ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int iLang, drug;
AFFECT_DATA *paf;
if (IS_NPC(ch))
{
do_oldscore(ch, argument);
}
ch_printf(ch, "\n\r&BScore for &C%s.\n\r", ch->pcdata->title);
ch_printf(ch, "&BRace&z: &C%3d year old %-10.10s &BHealth&O: &C%7d - %d\n\r", get_age(ch), capitalize(get_race(ch)), ch->hit, ch->max_hit);
if ( ch->skill_level[FORCE_ABILITY] > 1 || IS_IMMORTAL(ch) )
ch_printf(ch, "&BAlign&z: &C%-24d &BForce&O: &C%7d - %d\n\r", ch->alignment, ch->mana, ch->max_mana);
else
ch_printf(ch, "&BAlign&z: &C%-24d &BForce&O: &C????? - ?????\n\r", ch->alignment, ch->mana, ch->max_mana);
ch_printf(ch, "&BArmor&z: &C%-24d &BMove&O: &C%7d - %d\n\r", GET_AC(ch), ch->move, ch->max_move);
ch_printf(ch, "&BHitroll&z: &C%-24d &BCredits&O: &C%d\n\r", GET_HITROLL(ch), ch->gold);
ch_printf(ch, "&BDamroll&z: &C%-24d &BBank&O: &C%d\n\r", GET_DAMROLL(ch), ch->pcdata->bank);
ch_printf(ch, "&BQP&z: &C%-24d &BWimpy&O: &C%d\n\r", ch->pcdata->quest_curr, ch->wimpy);
ch_printf(ch, "&BQPA&z: &C%-24d &BSubclass&O: &C%4s\n\r", ch->pcdata->quest_accum, subclasses[ch->subclass]) ;
if ( GET_DAMAGE_RESISTANCE(ch) > 0)
{
ch_printf(ch, "&BDm. Rst&O: &C%-24d\n\r", GET_DAMAGE_RESISTANCE(ch));
}
ch_printf(ch, "&b[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][}\n\r");
ch_printf(ch, "&b[] &CStr&z: &c%2d &CDex&z: &c%2d &CCon&z: &c%2d &CInt&z: &c%2d &CWis&z: &c%2d &CCha&z: &c%2d &CLck&z: &c?? &CFrc&z: &c ?? &b[]\n\r",
get_curr_str(ch), get_curr_dex(ch), get_curr_con(ch), get_curr_int(ch),
get_curr_wis(ch), get_curr_cha(ch));
ch_printf(ch, "&b[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][}\n\r");
ch_printf(ch, "&z&w/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\\n\r");
{
int ability;
for ( ability = 0 ; ability < MAX_ABILITY ; ability++ )
if ( ability < FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
ch_printf( ch, "&B%-15s &CLevel&z:&c %-3d &C Max&z:&c %-3d &CExp&z:&c %-10ld &C Next&z:&c %-10ld\n\r",
ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
exp_level( ch->skill_level[ability]+1 ) );
else
ch_printf( ch, "&B%-15s &CLevel&z:&c %-3d &CMax&z:&c ??? &CExp&z:&c ??? &CNext&z:&c ???\n\r",
ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
}
ch_printf(ch, "&z&w/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\\n\r");
ch_printf(ch, "&BPkills&z: &c%-10.5d &BWeight&O: &c%-6.5d &BMax&O: &c %-15d &BAutoexit &z(&c%c&z)\n\r", ch->pcdata->pkills, ch->carry_weight, can_carry_w(ch), IS_SET(ch->act,
PLR_AUTOEXIT) ?
'X' : ' ');
ch_printf(ch, "&BMkills&z: &c%-10.5d &BItems&O: &c%-6.5d &BMax&O: &c %-15d &BAutoloot &z(&c%c&z)\n\r", ch->pcdata->mkills, ch->carry_number, can_carry_n(ch), IS_SET(ch->act,
PLR_AUTOLOOT) ?
'X' : ' ');
ch_printf(ch, "&BPager&z: &z(&c%c&z) &c%-42d &BAutosac &z(&c%c&z)\n\r", IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ', ch->pcdata->pagerlen, IS_SET(ch->act,
PLR_AUTOSAC) ? 'X' : ' ');
// send_to_char(buf, ch);
switch (ch->position)
{
case POS_DEAD:
sprintf(buf, "&CYou are slowly decomposing. ");
break;
case POS_MORTAL:
sprintf(buf, "&CYou are mortally wounded. ");
break;
case POS_INCAP:
sprintf(buf, "&CYou are incapacitated. ");
break;
case POS_STUNNED:
sprintf(buf, "&CYou are stunned. ");
break;
case POS_SLEEPING:
sprintf(buf, "&CYou are sleeping. ");
break;
case POS_RESTING:
sprintf(buf, "&CYou are resting. ");
break;
case POS_STANDING:
sprintf(buf, "&CYou are standing. ");
break;
case POS_FIGHTING:
sprintf(buf, "&CYou are fighting. " );
break;
case POS_MOUNTED:
sprintf(buf, "&CYou are mounted. ");
break;
case POS_SITTING:
sprintf(buf, "&CYou are sitting. ");
break;
}
send_to_char( buf, ch );
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("&RYou are drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
send_to_char("&RYou are in danger of dehydrating.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
send_to_char("&RYou are starving to death.\n\r", ch);
if ( ch->position != POS_SLEEPING )
switch( ch->mental_state / 10 )
{
default: send_to_char( "&BYou're completely messed up!&w\n\r", ch ); break;
case -10: send_to_char( "&BYou're barely conscious.&w\n\r", ch ); break;
case -9: send_to_char( "&BYou can barely keep your eyes open.&w\n\r", ch ); break;
case -8: send_to_char( "&BYou're extremely drowsy.&w\n\r", ch ); break;
case -7: send_to_char( "&BYou feel very unmotivated.&w\n\r", ch ); break;
case -6: send_to_char( "&BYou feel sedated.&w\n\r", ch ); break;
case -5: send_to_char( "&BYou feel sleepy.&w\n\r", ch ); break;
case -4: send_to_char( "&BYou feel tired.&w\n\r", ch ); break;
case -3: send_to_char( "&BYou could use a rest.&w\n\r", ch ); break;
case -2: send_to_char( "&BYou feel a little under the weather, then you curse at your boss Mr. Weather to get the hell off you. &w\n\r", ch ); break;
case -1: send_to_char( "&BYou feel fine, fine enough to rob a liquor store and blame it on Puff, The Magical Dragon&w\n\r", ch ); break;
case 0: send_to_char( "&BYou feel great.&w\n\r", ch ); break;
case 1: send_to_char( "&BYou feel energetic.&w\n\r", ch ); break;
case 2: send_to_char( "&BYour mind is racing with the monkey in your head, ahahahahaha&w\n\r", ch ); break;
case 3: send_to_char( "&BYou can't think straight, you can only think of Raijen&w\n\r", ch ); break;
case 4: send_to_char( "&BYour mind is going 100 miles an hour, into a brick wall.&w\n\r", ch ); break;
case 5: send_to_char( "&RYou're high as a kite.&w :)\n\r", ch ); break;
case 6: send_to_char( "&BYour mind and body are slipping apart.&w\n\r", ch ); break;
case 7: send_to_char( "&BReality is slipping away.&w\n\r&w", ch ); break;
case 8: send_to_char( "&BYou have no idea what is real, and what is not.&w\n\r", ch ); break;
case 9: send_to_char( "&BYou feel immortal, now go jump in front of a bus.\n\r&w", ch ); break;
case 10: send_to_char( "&BYou are a Supreme Entity, like a Big Freakin Badger!&w\n\r", ch ); break;
}
else
if ( ch->mental_state > 45 )
send_to_char( "&CYour sleep is filled with strange and vivid dreams.\n\r", ch );
else
if ( ch->mental_state >25 )
send_to_char( "&CYour sleep is uneasy.\n\r", ch );
else
if ( ch->mental_state <-35 )
send_to_char( "&CYou are deep in a much needed sleep.\n\r", ch );
else
if ( ch->mental_state <-25 )
send_to_char( "&CYou are in deep slumber.\n\r", ch );
send_to_char("&BSPICE &CLevel/Addiction: ", ch );
for ( drug = 0; drug <= 9; drug++ )
if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 )
{
ch_printf( ch, "&B%s&z(&c%d&z/&C%d&z) ", spice_table[drug],
ch->pcdata->drug_level[drug],
ch->pcdata->addiction[drug] );
}
send_to_char("\n\r\n\r&BLanguages&z: ", ch );
for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ )
if ( knows_language( ch, lang_array[iLang], ch )
|| (IS_NPC(ch) && ch->speaks == 0) )
{
if ( lang_array[iLang] & ch->speaking
|| (IS_NPC(ch) && !ch->speaking) )
set_char_color( AT_RED, ch );
send_to_char( lang_names[iLang], ch );
send_to_char( " ", ch );
set_char_color( AT_LBLUE, ch);
}
//send_to_char( "\n\r\n\r", ch );
ch_printf( ch, "\n\r&RWANTED ON&z:&W&C %s\n\r",
flag_string(ch->pcdata->wanted_flags, planet_flags) );
if ( ch->pcdata->clan )
{
ch_printf(ch, "&BORGANIZATION&z: &C%-35s &BPkills&z&w/&BDeaths&z: &C%3.3d&z&w/&C%3.3d", ch->pcdata->clan->name, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ;
send_to_char( "\n\r\n\r", ch );
}
if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
ch_printf( ch, "&BYou are bestowed with the command&z(&Bs&z)&O:&z&w %s.\n\r",
ch->pcdata->bestowments );
if(IS_IMMORTAL(ch))
{
ch_printf(ch, "&z&w/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\\n\r");
ch_printf(ch, "&CIMMORTAL DATA&C: Wizinvis [%s] Wizlevel (%d)\n\r",
IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis );
ch_printf(ch, "&W&CBamfin&C: %s\n\r", (ch->pcdata->bamfin[0] != '\0')
? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name);
ch_printf(ch, "&W&CBamfout&C: %s\n\r", (ch->pcdata->bamfout[0] != '\0')
? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name);
if (ch->pcdata->area)
{
ch_printf(ch, "&CVnums : Room (%-5.5d - %-5.5d) Object (%-5.5d - %-5.5d) Mob (%-5.5d - %-5.5d)\n\r",
ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
ch_printf(ch, "&CArea Loaded &C[%s]\n\r", (IS_SET(ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no");
}
}
if (ch->first_affect)
{
int i;
SKILLTYPE *sktmp;
i = 0;
send_to_char( "&z&w/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\\n\r", ch);
send_to_char("&CAFFECT DATA: ", ch);
for (paf = ch->first_affect; paf; paf = paf->next)
{
if ( (sktmp=get_skilltype(paf->type)) == NULL )
continue;
if (ch->top_level < 20)
{
ch_printf(ch, "[%-34.34s] ", sktmp->name);
if (i == 0)
i = 2;
if ((++i % 3) == 0)
send_to_char("\n\r", ch);
}
else
{
if (paf->modifier == 0)
ch_printf(ch, "[%-24.24s;%5d rds] ",
sktmp->name,
paf->duration);
else
if (paf->modifier > 999)
ch_printf(ch, "[%-15.15s; %7.7s;%5d rds] ",
sktmp->name,
tiny_affect_loc_name(paf->location),
paf->duration);
else
ch_printf(ch, "[%-11.11s;%+-3.3d %7.7s;%5d rds] ",
sktmp->name,
paf->modifier,
tiny_affect_loc_name(paf->location),
paf->duration);
if (i == 0)
i = 1;
if ((++i % 2) == 0)
send_to_char("\n\r", ch);
}
}
}
send_to_char("\n\r", ch);
return;
}
/* New score command by Haus. Modified by Shiro */
void do_score(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
int iLang, drug;
if (IS_NPC(ch))
{
do_oldscore(ch, argument);
return;
}
set_char_color(AT_SCORE, ch);
ch_printf(ch, "\n\rScore for %s.\n\r", ch->pcdata->title);
set_char_color(AT_SCORE, ch);
if ( get_trust( ch ) != ch->top_level )
ch_printf( ch, "You are trusted at level %d.\n\r", get_trust( ch ) );
send_to_char("----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "Race: %3d year old %-10.10s Log In: %s\r",
get_age(ch), capitalize(get_race(ch)), ctime(&(ch->logon)) );
ch_printf(ch, "Hitroll: %-2.2d Damroll: %-2.2d Armor: %-4d Saved: %s\r",
GET_HITROLL(ch), GET_DAMROLL(ch), GET_AC(ch),
ch->save_time ? ctime(&(ch->save_time)) : "no\n" );
ch_printf(ch, "Align: %-5d Wimpy: %-3d Time: %s\r",
ch->alignment, ch->wimpy , ctime(¤t_time) );
if ( ch->skill_level[FORCE_ABILITY] > 1 || IS_IMMORTAL(ch) )
ch_printf(ch, "Hit Points: %d of %d Move: %d of %d Force: %d of %d\n\r",
ch->hit, ch->max_hit, ch->move, ch->max_move, ch->mana, ch->max_mana );
else
ch_printf(ch, "Hit Points: %d of %d Move: %d of %d\n\r",
ch->hit, ch->max_hit, ch->move, ch->max_move);
ch_printf(ch, "Str: %2d Dex: %2d Con: %2d Int: %2d Wis: %2d Cha: %2d Lck: ?? Frc: ??\n\r",
get_curr_str(ch), get_curr_dex(ch),get_curr_con(ch),get_curr_int(ch),get_curr_wis(ch),get_curr_cha(ch));
/* ch_printf(ch, "&YDamcap: &R%d&C\n\r",
GET_DAMCAP(ch)); */
if (ch->subclass != SUBCLASS_NONE)
{
ch_printf(ch, "Subclass: %s\n\r", subclasses[ch->subclass]);
}
send_to_char("----------------------------------------------------------------------------\n\r", ch);
{
int ability;
for ( ability = 0 ; ability < MAX_ABILITY ; ability++ )
if ( ability < FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r",
ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
exp_level( ch->skill_level[ability]+1 ) );
else
ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\n\r",
ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
}
send_to_char("----------------------------------------------------------------------------\n\r", ch);
ch_printf( ch, "You have achieved %d glory during your life, and currently have %d.\n\r", ch->pcdata->quest_accum, ch->pcdata->quest_curr );
if (ch->pcdata->status >= 0 )
ch_printf( ch, "You have an honour score of %d.\n\r", ch->pcdata->status );
ch_printf(ch, "CREDITS: %-10d BANK: %-10d Pkills: %-5.5d Mkills: %-5.5d\n\r",
ch->gold, ch->pcdata->bank, ch->pcdata->pkills, ch->pcdata->mkills);
ch_printf(ch, "Weight: %5.5d (max %7.7d) Items: %5.5d (max %5.5d)\n\r",
ch->carry_weight, can_carry_w(ch) , ch->carry_number, can_carry_n(ch));
ch_printf(ch, "Pager: (%c) %3d AutoExit(%c) AutoLoot(%c) Autosac(%c)\n\r",
IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ',
ch->pcdata->pagerlen, IS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' ',
IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ', IS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' ');
switch (ch->position)
{
case POS_DEAD:
sprintf(buf, "You are slowly decomposing. ");
break;
case POS_MORTAL:
sprintf(buf, "You are mortally wounded. ");
break;
case POS_INCAP:
sprintf(buf, "You are incapacitated. ");
break;
case POS_STUNNED:
sprintf(buf, "You are stunned. ");
break;
case POS_SLEEPING:
sprintf(buf, "You are sleeping. ");
break;
case POS_RESTING:
sprintf(buf, "You are resting. ");
break;
case POS_STANDING:
sprintf(buf, "You are standing. ");
break;
case POS_FIGHTING:
sprintf(buf, "You are fighting. " );
break;
case POS_MOUNTED:
sprintf(buf, "You are mounted. ");
break;
case POS_SITTING:
sprintf(buf, "You are sitting. ");
break;
}
send_to_char( buf, ch );
if (!IS_NPC(ch) && ch->blood < 51 && ch->blood > 25)
send_to_char("You are bleeding.\n\r", ch);
if (!IS_NPC(ch) && ch->blood < 26 && ch->blood > 6)
send_to_char("You are bleeding heavily.\n\r", ch);
if (!IS_NPC(ch) && ch->blood < 7)
send_to_char("You are bleeding out on the ground.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You are drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
send_to_char("You are in danger of dehydrating.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
send_to_char("You are starving to death.\n\r", ch);
if ( ch->position != POS_SLEEPING )
switch( ch->mental_state / 10 )
{
default: send_to_char( "You're completely messed up!\n\r", ch ); break;
case -10: send_to_char( "You're barely conscious.\n\r", ch ); break;
case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break;
case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break;
case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break;
case -6: send_to_char( "You feel sedated.\n\r", ch ); break;
case -5: send_to_char( "You feel sleepy.\n\r", ch ); break;
case -4: send_to_char( "You feel tired.\n\r", ch ); break;
case -3: send_to_char( "You could use a rest.\n\r", ch ); break;
case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break;
case -1: send_to_char( "You feel fine.\n\r", ch ); break;
case 0: send_to_char( "You feel great.\n\r", ch ); break;
case 1: send_to_char( "You feel energetic.\n\r", ch ); break;
case 2: send_to_char( "Your mind is racing.\n\r", ch ); break;
case 3: send_to_char( "You can't think straight.\n\r", ch ); break;
case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break;
case 5: send_to_char( "You're high as a kite.\n\r", ch ); break;
case 6: send_to_char( "Your mind and body are slipping apart.\n\r", ch ); break;
case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break;
case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break;
case 9: send_to_char( "You feel immortal.\n\r", ch ); break;
case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break;
}
else
if ( ch->mental_state >45 )
send_to_char( "Your sleep is filled with strange and vivid dreams.\n\r", ch );
else
if ( ch->mental_state >25 )
send_to_char( "Your sleep is uneasy.\n\r", ch );
else
if ( ch->mental_state <-35 )
send_to_char( "You are deep in a much needed sleep.\n\r", ch );
else
if ( ch->mental_state <-25 )
send_to_char( "You are in deep slumber.\n\r", ch );
send_to_char("SPICE Level/Addiction: ", ch );
for ( drug = 0; drug <= 9; drug++ )
if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 )
{
ch_printf( ch, "%s(%d/%d) ", spice_table[drug],
ch->pcdata->drug_level[drug],
ch->pcdata->addiction[drug] );
}
send_to_char("\n\rLanguages: ", ch );
for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ )
if ( knows_language( ch, lang_array[iLang], ch )
|| (IS_NPC(ch) && ch->speaks == 0) )
{
if ( lang_array[iLang] & ch->speaking
|| (IS_NPC(ch) && !ch->speaking) )
set_char_color( AT_RED, ch );
send_to_char( lang_names[iLang], ch );
send_to_char( " ", ch );
set_char_color( AT_SCORE, ch );
}
send_to_char( "\n\r", ch );
ch_printf( ch, "WANTED ON: %s\n\r",
flag_string(ch->pcdata->wanted_flags, planet_flags) );
if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
ch_printf( ch, "You are bestowed with the command(s): %s.\n\r",
ch->pcdata->bestowments );
if ( ch->pcdata->clan )
{
send_to_char( "----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "ORGANIZATION: %-35s Pkills/Deaths: %3.3d/%3.3d",
ch->pcdata->clan->name, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ;
send_to_char( "\n\r", ch );
}
if (IS_IMMORTAL(ch))
{
send_to_char( "----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "IMMORTAL DATA: Wizinvis [%s] Wizlevel (%d)\n\r",
IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis );
ch_printf(ch, "Bamfin: %s\n\r", (ch->pcdata->bamfin[0] != '\0')
? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name);
ch_printf(ch, "Bamfout: %s\n\r", (ch->pcdata->bamfout[0] != '\0')
? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name);
/* Area Loaded info - Scryn 8/11*/
if (ch->pcdata->area)
{
ch_printf(ch, "Vnums: Room (%-5.5d - %-5.5d) Object (%-5.5d - %-5.5d) Mob (%-5.5d - %-5.5d)\n\r",
ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
ch_printf(ch, "Area Loaded [%s]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no");
}
}
if (ch->first_affect)
{
int i;
SKILLTYPE *sktmp;
i = 0;
send_to_char( "----------------------------------------------------------------------------\n\r", ch);
send_to_char("AFFECT DATA: ", ch);
for (paf = ch->first_affect; paf; paf = paf->next)
{
if ( (sktmp=get_skilltype(paf->type)) == NULL )
continue;
if (ch->top_level < 20)
{
ch_printf(ch, "[%-34.34s] ", sktmp->name);
if (i == 0)
i = 2;
if ((++i % 3) == 0)
send_to_char("\n\r", ch);
}
else
{
if (paf->modifier == 0)
ch_printf(ch, "[%-24.24s;%5d rds] ",
sktmp->name,
paf->duration);
else
if (paf->modifier > 999)
ch_printf(ch, "[%-15.15s; %7.7s;%5d rds] ",
sktmp->name,
tiny_affect_loc_name(paf->location),
paf->duration);
else
ch_printf(ch, "[%-11.11s;%+-3.3d %7.7s;%5d rds] ",
sktmp->name,
paf->modifier,
tiny_affect_loc_name(paf->location),
paf->duration);
if (i == 0)
i = 1;
if ((++i % 2) == 0)
send_to_char("\n\r", ch);
}
}
}
send_to_char("\n\r", ch);
return;
}
/*
* Return ascii name of an affect location.
*/
char *
tiny_affect_loc_name(int location)
{
switch (location) {
case APPLY_NONE: return "NIL";
case APPLY_STR: return " STR ";
case APPLY_DEX: return " DEX ";
case APPLY_INT: return " INT ";
case APPLY_WIS: return " WIS ";
case APPLY_CON: return " CON ";
case APPLY_CHA: return " CHA ";
case APPLY_LCK: return " LCK ";
case APPLY_SEX: return " SEX ";
case APPLY_LEVEL: return " LVL ";
case APPLY_AGE: return " AGE ";
case APPLY_MANA: return " MANA ";
case APPLY_HIT: return " HP ";
case APPLY_MOVE: return " MOVE ";
case APPLY_GOLD: return " GOLD ";
case APPLY_EXP: return " EXP ";
case APPLY_AC: return " AC ";
case APPLY_HITROLL: return " HITRL";
case APPLY_DAMROLL: return " DAMRL";
case APPLY_DAMCAP: return "DAMCAP REMOVE ME";
case APPLY_SAVING_POISON: return "SV POI";
case APPLY_SAVING_ROD: return "SV ROD";
case APPLY_SAVING_PARA: return "SV PARA";
case APPLY_SAVING_BREATH: return "SV BRTH";
case APPLY_SAVING_SPELL: return "SV SPLL";
case APPLY_HEIGHT: return "HEIGHT";
case APPLY_WEIGHT: return "WEIGHT";
case APPLY_AFFECT: return "AFF BY";
case APPLY_RESISTANT: return "RESIST";
case APPLY_IMMUNE: return "IMMUNE";
case APPLY_SUSCEPTIBLE: return "SUSCEPT";
case APPLY_WEAPONSPELL: return " WEAPON";
case APPLY_BACKSTAB: return "BACKSTB";
case APPLY_PICK: return " PICK ";
case APPLY_TRACK: return " TRACK ";
case APPLY_STEAL: return " STEAL ";
case APPLY_SNEAK: return " SNEAK ";
case APPLY_HIDE: return " HIDE ";
case APPLY_PALM: return " PALM ";
case APPLY_DETRAP: return " DETRAP";
case APPLY_DODGE: return " DODGE ";
case APPLY_PEEK: return " PEEK ";
case APPLY_SCAN: return " SCAN ";
case APPLY_GOUGE: return " GOUGE ";
case APPLY_SEARCH: return " SEARCH";
case APPLY_MOUNT: return " MOUNT ";
case APPLY_DISARM: return " DISARM";
case APPLY_KICK: return " KICK ";
case APPLY_NEGOTIATE: return " NEGOTIATE";
case APPLY_PARRY: return " PARRY ";
case APPLY_BASH: return " BASH ";
case APPLY_STUN: return " STUN ";
case APPLY_PUNCH: return " PUNCH ";
case APPLY_CLIMB: return " CLIMB ";
case APPLY_GRIP: return " GRIP ";
case APPLY_SCRIBE: return " SCRIBE";
case APPLY_BREW: return " BREW ";
case APPLY_WEARSPELL: return " WEAR ";
case APPLY_REMOVESPELL: return " REMOVE";
case APPLY_EMOTION: return "EMOTION";
case APPLY_MENTALSTATE: return " MENTAL";
case APPLY_STRIPSN: return " DISPEL";
case APPLY_REMOVE: return " REMOVE";
case APPLY_DIG: return " DIG ";
case APPLY_FULL: return " HUNGER";
case APPLY_THIRST: return " THIRST";
case APPLY_DRUNK: return " DRUNK ";
case APPLY_BLOOD: return " BLOOD ";
case APPLY_DAMAGE_RESISTANCE: return "DM RES.";
case APPLY_MAGIC_RESISTANCE: return "MG RES.";
case APPLY_ATTACK_SPEED: return "INITITV";
case APPLY_NUM_ATTACKS: return "ATTACKS";
}
bug("Affect_location_name: unknown location %d.", location);
return "UNKNOWN";
}
char *
get_race( CHAR_DATA *ch)
{
if ( ch->race < MAX_NPC_RACE && ch->race >= 0)
return ( npc_race[ch->race] );
return ("Unknown");
}
void do_oldscore( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA *paf;
SKILLTYPE *skill;
if ( IS_AFFECTED(ch, AFF_POSSESS) )
{
send_to_char("You can't do that in your current state of mind!\n\r", ch);
return;
}
set_char_color( AT_SCORE, ch );
ch_printf( ch,
"You are %s%s, level %d, %d years old (%d hours).\n\r",
ch->name,
IS_NPC(ch) ? "" : ch->pcdata->title,
ch->top_level,
get_age(ch),
(get_age(ch) - 17) );
if ( get_trust( ch ) != ch->top_level )
ch_printf( ch, "You are trusted at level %d.\n\r",
get_trust( ch ) );
if ( IS_SET(ch->act, ACT_MOBINVIS) )
ch_printf( ch, "You are mobinvis at level %d.\n\r",
ch->mobinvis);
ch_printf( ch,
"You have %d/%d hit, %d/%d movement.\n\r",
ch->hit, ch->max_hit,
ch->move, ch->max_move);
ch_printf( ch,
"You are carrying %d/%d items with weight %d/%d kg.\n\r",
ch->carry_number, can_carry_n(ch),
ch->carry_weight, can_carry_w(ch) );
ch_printf( ch,
"Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ?? Frc: ??\n\r",
get_curr_str(ch),
get_curr_int(ch),
get_curr_wis(ch),
get_curr_dex(ch),
get_curr_con(ch),
get_curr_cha(ch) );
ch_printf( ch,
"You have have %d credits.\n\r" , ch->gold );
if ( !IS_NPC(ch) )
ch_printf( ch, "You have achieved %d glory during your life, and currently have %d.\n\r", ch->pcdata->quest_accum, ch->pcdata->quest_curr );
ch_printf( ch,
"Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\n\r",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );
ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You are drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
send_to_char( "You are thirsty.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 )
send_to_char( "You are hungry.\n\r", ch );
switch( ch->mental_state / 10 )
{
default: send_to_char( "You're completely messed up!\n\r", ch ); break;
case -10: send_to_char( "You're barely conscious.\n\r", ch ); break;
case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break;
case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break;
case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break;
case -6: send_to_char( "You feel sedated.\n\r", ch ); break;
case -5: send_to_char( "You feel sleepy.\n\r", ch ); break;
case -4: send_to_char( "You feel tired.\n\r", ch ); break;
case -3: send_to_char( "You could use a rest.\n\r", ch ); break;
case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break;
case -1: send_to_char( "You feel fine.\n\r", ch ); break;
case 0: send_to_char( "You feel great.\n\r", ch ); break;
case 1: send_to_char( "You feel energetic.\n\r", ch ); break;
case 2: send_to_char( "Your mind is racing.\n\r", ch ); break;
case 3: send_to_char( "You can't think straight.\n\r", ch ); break;
case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break;
case 5: send_to_char( "You're high as a kite.\n\r", ch ); break;
case 6: send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break;
case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break;
case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break;
case 9: send_to_char( "You feel immortal.\n\r", ch ); break;
case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break;
}
switch ( ch->position )
{
case POS_DEAD:
send_to_char( "You are DEAD!!\n\r", ch );
break;
case POS_MORTAL:
send_to_char( "You are mortally wounded.\n\r", ch );
break;
case POS_INCAP:
send_to_char( "You are incapacitated.\n\r", ch );
break;
case POS_STUNNED:
send_to_char( "You are stunned.\n\r", ch );
break;
case POS_SLEEPING:
send_to_char( "You are sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are resting.\n\r", ch );
break;
case POS_STANDING:
send_to_char( "You are standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are fighting.\n\r", ch );
break;
case POS_MOUNTED:
send_to_char( "Mounted.\n\r", ch );
break;
case POS_SHOVE:
send_to_char( "Being shoved.\n\r", ch );
break;
case POS_DRAG:
send_to_char( "Being dragged.\n\r", ch );
break;
}
if ( ch->top_level >= 25 )
ch_printf( ch, "AC: %d. ", GET_AC(ch) );
send_to_char( "You are ", ch );
if ( GET_AC(ch) >= 101 ) send_to_char( "WORSE than naked!\n\r", ch );
else if ( GET_AC(ch) >= 80 ) send_to_char( "naked.\n\r", ch );
else if ( GET_AC(ch) >= 60 ) send_to_char( "wearing clothes.\n\r", ch );
else if ( GET_AC(ch) >= 40 ) send_to_char( "slightly armored.\n\r", ch );
else if ( GET_AC(ch) >= 20 ) send_to_char( "somewhat armored.\n\r", ch );
else if ( GET_AC(ch) >= 0 ) send_to_char( "armored.\n\r", ch );
else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r", ch );
else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch );
else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r", ch );
else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch );
else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch );
else send_to_char( "invincible!\n\r", ch );
if ( ch->top_level >= 15 )
ch_printf( ch, "Hitroll: %d Damroll: %d.\n\r",
GET_HITROLL(ch), GET_DAMROLL(ch) );
if ( ch->top_level >= 10 )
ch_printf( ch, "Alignment: %d. ", ch->alignment );
send_to_char( "You are ", ch );
if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch );
else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch );
else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch );
else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch );
else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch );
else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch );
else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch );
else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch );
else send_to_char( "satanic.\n\r", ch );
if ( ch->first_affect )
{
send_to_char( "You are affected by:\n\r", ch );
for ( paf = ch->first_affect; paf; paf = paf->next )
if ( (skill=get_skilltype(paf->type)) != NULL )
{
ch_printf( ch, "Spell: '%s'", skill->name );
if ( ch->top_level >= 20 )
ch_printf( ch,
" modifies %s by %d for %d rounds",
affect_loc_name( paf->location ),
paf->modifier,
paf->duration );
send_to_char( ".\n\r", ch );
}
}
if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
{
ch_printf( ch, "WizInvis level: %d WizInvis is %s\n\r",
ch->pcdata->wizinvis,
IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo,
ch->pcdata->r_range_hi );
if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo,
ch->pcdata->o_range_hi );
if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo,
ch->pcdata->m_range_hi );
}
return;
}
/* -Thoric
* Display your current exp, level, and surrounding level exp requirements
*/
void do_level( CHAR_DATA *ch, char *argument )
{
int ability;
for ( ability = 0 ; ability < MAX_ABILITY ; ability++ )
if ( ability < FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r",
ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
exp_level( ch->skill_level[ability]+1 ) );
else
ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\n\r",
ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
}
void do_affected ( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
AFFECT_DATA *paf;
SKILLTYPE *skill;
if ( IS_NPC(ch) )
return;
argument = one_argument( argument, arg );
if ( !str_cmp( arg, "by" ) )
{
set_char_color( AT_BLUE, ch );
send_to_char( "\n\r&Y-&G=&Y-&G=&Y-&G=&Y-&G=&Y-&G=&Y-&G=&Y-&C Affects &Y-&G=&Y-&G=&Y-&G=&Y-&G=&Y-&G=&Y-&G=&Y-\n\r", ch );
if ( IS_AFFECTED(ch, AFF_BLIND) || IS_AFFECTED(ch, AFF_WEAKEN) || IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_SLEEP) || IS_AFFECTED(ch, AFF_PARALYSIS) || IS_AFFECTED(ch, AFF_POSSESS) || IS_AFFECTED(ch, AFF_CHARM) )
send_to_char( "\n\r&Y-&G=&Y-&G=&Y-&G=&Y-&R Negative &Y-&G=&Y-&G=&Y-&G=&Y-\n\r", ch );
if ( IS_AFFECTED(ch, AFF_BLIND) )
send_to_char( "&RBlindness&Y -&W You cannot see anything!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_WEAKEN) )
send_to_char( "&RWeaken&Y -&W You feel as weak as a kitten!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_POISON) )
send_to_char( "&RPoison&Y -&W You have been infected by a poison!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_SLEEP) )
send_to_char( "&RSleep&Y -&W You are in an enchanted slumber!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_PARALYSIS) )
send_to_char( "&RStunned&Y -&W You are stunned!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_POSSESS) )
send_to_char( "&RPosessed&Y -&W You have been posessed by a spirit!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_CHARM) )
send_to_char( "&RCharmed&Y -&W You are under someone's glamour!\n\r", ch );
if ( IS_AFFECTED(ch, AFF_BERSERK) )
{
send_to_char( "\n\r&Y-&G=&Y-&G=&Y-&G=&Y-&Y Neutral &Y-&G=&Y-&G=&Y-&G=&Y-\n\r", ch );
send_to_char( "&YBerserk&Y -&W You are in a battle rage!!!\n\r", ch );
}
if ( IS_AFFECTED(ch, AFF_INVISIBLE) || IS_AFFECTED(ch, AFF_HIDE) || IS_AFFECTED(ch, AFF_SNEAK) || IS_AFFECTED(ch, AFF_AQUA_BREATH) || IS_AFFECTED(ch, AFF_REGEN) || IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_AFFECTED(ch, AFF_FLYING) || IS_AFFECTED(ch, AFF_FLOATING)
|| IS_AFFECTED(ch, AFF_SILVERTONGUE) )
send_to_char( "\n\r&Y-&G=&Y-&G=&Y-&G=&Y-&G Positive &Y-&G=&Y-&G=&Y-&G=&Y-\n\r", ch );
if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
send_to_char( "&GInvisibility&Y -&W You cannot be seen unaided.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
send_to_char( "&GHidden&Y -&W You are hidden in the shadows.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_SNEAK) )
send_to_char( "&GSneak&Y -&W You sneak from room to room.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_AQUA_BREATH) )
send_to_char( "&GAqua-Breath&Y -&W You can breathe underwater.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_REGEN) )
send_to_char( "&GRegenerating&Y -&W Your wounds are healing impossibly quickly.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_PASS_DOOR) )
send_to_char( "&GEthreal&Y -&W Your pass through doors like a ghost.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_FLYING) )
send_to_char( "&GFlying&Y -&W Your can fly through the sky with ease.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_FLOATING) )
send_to_char( "&GFloating&Y -&W Your feet float inches above the ground\n\r", ch );
if ( IS_AFFECTED(ch ,AFF_SILVERTONGUE ))
send_to_char( "&GSilvertongue&Y -&W Shopkeepers cut their prices for you.\n\r", ch);
if ( IS_AFFECTED(ch, AFF_SANCTUARY) || IS_AFFECTED(ch, AFF_PROTECT) || IS_AFFECTED(ch, AFF_DIPIMMUNITY) )
send_to_char( "\n\r&Y-&G=&Y-&G=&Y-&G=&Y-&W Shields/Defenses &Y-&G=&Y-&G=&Y-&G=&Y-\n\r", ch );
if ( IS_AFFECTED(ch, AFF_SANCTUARY) )
send_to_char( "&GSanctuary&Y -&W Take 1/2 damage from all attacks.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_PROTECT) )
send_to_char( "&GProtection&Y -&W Removes 1/4 damage from all sources.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_DIPIMMUNITY ))
send_to_char( "&GDip_Immunity&Y -&W You are protected from wanted flags.\n\r", ch);
if ( IS_AFFECTED(ch, AFF_INFRARED) || IS_AFFECTED(ch, AFF_SCRYING) || IS_AFFECTED(ch, AFF_TRUESIGHT) || IS_AFFECTED(ch, AFF_DETECT_INVIS) || IS_AFFECTED(ch, AFF_DETECT_HIDDEN) || IS_AFFECTED(ch, AFF_DETECTTRAPS) || IS_AFFECTED(ch, AFF_DETECT_MAGIC) || IS_AFFECTED(ch, AFF_DETECT_EVIL) || IS_AFFECTED(ch, AFF_SIT_AWARE) || (ch->race == RACE_DUINUOGWUIN == GET_AGE(ch) >= 75 ))
send_to_char( "\n\r&Y-&G=&Y-&G=&Y-&G=&Y-&W Detection &Y-&G=&Y-&G=&Y-&G=&Y-\n\r", ch );
if (ch->race == RACE_DUINUOGWUIN && GET_AGE(ch) >= 75 )
send_to_char( "&WDragonsight&Y -&WInvisible/Hidden things cannot hide from your vision\n\r", ch );
if ( IS_AFFECTED(ch, AFF_INFRARED) )
send_to_char( "&WInfrared&Y -&W You can see heat sources in pitch black\n\r", ch );
if ( IS_AFFECTED(ch, AFF_SCRYING) )
send_to_char( "&WScrying&Y -&W You can see into ajacent rooms with crystal clarity\n\r", ch );
if ( IS_AFFECTED(ch, AFF_TRUESIGHT) )
{
send_to_char( "&WTruesight&Y -&W You can see through disguises and illusions.\n\r", ch );
send_to_char( "&W &Y -&W Also prevents blindness and lets you see in dark rooms\n\r", ch );
}
if ( IS_AFFECTED(ch, AFF_SIT_AWARE) )
send_to_char( "&WSit. Awareness&Y -&W You are aware of things happening around you.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_DETECT_INVIS) )
send_to_char( "&WDetect Invis.&Y -&W You can see invisible people/items.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
send_to_char( "&WDetect Hidden&Y -&W You can see hidden people/items.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_DETECTTRAPS) )
send_to_char( "&WDetect Traps&Y -&W You can see unsprung traps.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_DETECT_MAGIC) )
send_to_char( "&WDetect Magic&Y -&W You can see magical auras.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_DETECT_EVIL) )
send_to_char( "&WDetect Evil&Y -&W You can see evil auras.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_MASKED_AURA) )
send_to_char( "&WMasked Aura&Y -&W You have hidden your auras.\n\r", ch);
if ( IS_AFFECTED(ch, AFF_TRACING) )
send_to_char( "&WTrace Comlink&Y -&W You detect the source of incoming tells.\n\r", ch);
set_char_color( AT_SCORE, ch );
send_to_char( "\n\r", ch );
if ( ch->resistant > 0 )
{
set_char_color ( AT_BLUE, ch );
send_to_char( "Resistances: ", ch );
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", flag_string(ch->resistant, ris_flags) );
}
if ( ch->immune > 0 )
{
set_char_color( AT_BLUE, ch );
send_to_char( "Immunities: ", ch);
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", flag_string(ch->immune, ris_flags) );
}
if ( ch->susceptible > 0 )
{
set_char_color( AT_BLUE, ch );
send_to_char( "Suscepts: ", ch );
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", flag_string(ch->susceptible, ris_flags) );
}
ch_printf(ch, "&CDamage Resistance:&Y %d\n\r",
GET_DAMAGE_RESISTANCE(ch) );
// ch_printf(ch, "&CMagic Resistance:&Y %d\n\r",
// ch->magic_resistance );
return;
}
if ( !ch->first_affect )
{
set_char_color( AT_SCORE, ch );
send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch );
}
else
{
send_to_char( "\n\r", ch );
for (paf = ch->first_affect; paf; paf = paf->next)
if ( (skill=get_skilltype(paf->type)) != NULL )
{
set_char_color( AT_BLUE, ch );
send_to_char( "Affected: ", ch );
set_char_color( AT_SCORE, ch );
if ( ch->top_level >= 20 )
{
if (paf->duration < 25 ) set_char_color( AT_WHITE, ch );
if (paf->duration < 6 ) set_char_color( AT_WHITE + AT_BLINK, ch );
ch_printf( ch, "(%5d) ", paf->duration );
}
ch_printf( ch, "%-18s\n\r", skill->name );
}
}
return;
}
void do_inventory( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_RED, ch );
send_to_char( "You are carrying:\n\r", ch );
show_list_to_char( ch->first_carrying, ch, TRUE, TRUE );
return;
}
void do_equipment( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int iWear, dam;
bool found;
char buf[MAX_STRING_LENGTH];
set_char_color( AT_RED, ch );
send_to_char( "You are using:\n\r", ch );
found = FALSE;
set_char_color( AT_OBJECT, ch );
for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
{
for ( obj = ch->first_carrying; obj; obj = obj->next_content )
if ( obj->wear_loc == iWear )
{
send_to_char( where_name[iWear], ch );
if ( can_see_obj( ch, obj ) )
{
send_to_char( format_obj_to_char( obj, ch, TRUE ), ch );
strcpy( buf , "&G" );
switch ( obj->item_type )
{
default:
break;
case ITEM_ARMOR:
if ( obj->value[1] == 0 )
obj->value[1] = obj->value[0];
if ( obj->value[1] == 0 )
obj->value[1] = 1;
dam = (sh_int) ((obj->value[0] * 10) / obj->value[1]);
strcat( buf, "&G");
if (dam >= 10) strcat( buf, " (superb) ");
else if (dam >= 7) strcat( buf, " (good) ");
else if (dam >= 5) strcat( buf, " (worn) ");
else if (dam >= 3) strcat( buf, " (poor) ");
else if (dam >= 1) strcat( buf, " (awful) ");
else if (dam == 0) strcat( buf, " (broken) ");
send_to_char( buf, ch );
break;
case ITEM_WEAPON:
dam = INIT_WEAPON_CONDITION - obj->value[0];
strcat( buf, "&G");
if (dam < 2) strcat( buf, " (superb) ");
else if (dam < 4) strcat( buf, " (good) ");
else if (dam < 7) strcat( buf, " (worn) ");
else if (dam < 10) strcat( buf, " (poor) ");
else if (dam < 12) strcat( buf, " (awful) ");
else if (dam == 12) strcat( buf, " (broken) ");
send_to_char( buf, ch );
if (obj->value[3] == WEAPON_BLASTER )
{
if (obj->blaster_setting == BLASTER_FULL)
ch_printf( ch, "FULL");
else if (obj->blaster_setting == BLASTER_HIGH)
ch_printf( ch, "HIGH");
else if (obj->blaster_setting == BLASTER_NORMAL)
ch_printf( ch, "NORMAL");
else if (obj->blaster_setting == BLASTER_HALF)
ch_printf( ch, "HALF");
else if (obj->blaster_setting == BLASTER_LOW)
ch_printf( ch, "LOW");
else if (obj->blaster_setting == BLASTER_STUN)
ch_printf( ch, "STUN");
ch_printf( ch, " %d", obj->value[4] );
}
else if ( ( obj->value[3] == WEAPON_LIGHTSABER ||
obj->value[3] == WEAPON_VIBRO_BLADE
|| obj->value[3] == WEAPON_SLUGTHROWER
|| obj->value[3] == WEAPON_FORCE_PIKE
|| obj->value[3] == WEAPON_BOWCASTER
|| obj->value[3] == WEAPON_VIBRO_AXE
|| obj->value[3] == WEAPON_FLAMETHROWER
|| obj->value[3] == WEAPON_VIBRO_SWORD ) )
{
ch_printf( ch, "%d", obj->value[4] );
}
break;
}
send_to_char( "\n\r", ch );
}
else
send_to_char( "&gsomething.\n\r", ch );
found = TRUE;
}
}
if ( !found )
send_to_char( "Nothing.\n\r", ch );
return;
}
void set_title( CHAR_DATA *ch, char *title )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
{
bug( "Set_title: NPC.", 0 );
return;
}
if ( isalpha(title[0]) || isdigit(title[0]) )
{
buf[0] = ' ';
strcpy( buf+1, title );
}
else
strcpy( buf, title );
STRFREE( ch->pcdata->title );
ch->pcdata->title = STRALLOC( buf );
return;
}
void do_title( CHAR_DATA *ch, char *argument )
{
char foo[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
{
send_to_char( "You try but the Force resists you.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Change your title to what?\n\r", ch );
return;
}
strcpy( foo, argument );
if ((get_trust(ch) <= LEVEL_IMMORTAL) && (!nifty_is_name(NAME(ch), stripclr( foo ) ) ) )
{
send_to_char("You must include your name/disguise name somewhere in your title!", ch);
return;
}
smash_tilde( argument );
set_title( ch, argument );
send_to_char( "Ok.\n\r", ch );
}
void do_homepage( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( argument[0] == '\0' )
{
if ( !ch->pcdata->homepage )
ch->pcdata->homepage = str_dup( "" );
ch_printf( ch, "Your homepage is: %s\n\r",
show_tilde( ch->pcdata->homepage ) );
return;
}
if ( !str_cmp( argument, "clear" ) )
{
if ( ch->pcdata->homepage )
DISPOSE(ch->pcdata->homepage);
ch->pcdata->homepage = str_dup("");
send_to_char( "Homepage cleared.\n\r", ch );
return;
}
if ( strstr( argument, "://" ) )
strcpy( buf, argument );
else
sprintf( buf, "http://%s", argument );
if ( strlen(buf) > 70 )
buf[70] = '\0';
hide_tilde( buf );
if ( ch->pcdata->homepage )
DISPOSE(ch->pcdata->homepage);
ch->pcdata->homepage = str_dup(buf);
send_to_char( "Homepage set.\n\r", ch );
}
/*
* Set your personal description -Thoric
*/
void do_description( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch ) )
{
send_to_char( "Monsters are too dumb to do that!\n\r", ch );
return;
}
if ( !ch->desc )
{
bug( "do_description: no descriptor", 0 );
return;
}
switch( ch->substate )
{
default:
bug( "do_description: illegal substate", 0 );
return;
case SUB_RESTRICTED:
send_to_char( "You cannot use this command from within another command.\n\r", ch );
return;
case SUB_NONE:
ch->substate = SUB_PERSONAL_DESC;
ch->dest_buf = ch;
start_editing( ch, ch->description );
return;
case SUB_PERSONAL_DESC:
STRFREE( ch->description );
ch->description = copy_buffer( ch );
stop_editing( ch );
return;
}
}
/* Ripped off do_description for whois bio's -- Scryn*/
void do_bio( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch ) )
{
send_to_char( "Mobs can't set bio's!\n\r", ch );
return;
}
if ( !ch->desc )
{
bug( "do_bio: no descriptor", 0 );
return;
}
switch( ch->substate )
{
default:
bug( "do_bio: illegal substate", 0 );
return;
case SUB_RESTRICTED:
send_to_char( "You cannot use this command from within another command.\n\r", ch );
return;
case SUB_NONE:
ch->substate = SUB_PERSONAL_BIO;
ch->dest_buf = ch;
start_editing( ch, ch->pcdata->bio );
return;
case SUB_PERSONAL_BIO:
STRFREE( ch->pcdata->bio );
ch->pcdata->bio = copy_buffer( ch );
stop_editing( ch );
return;
}
}
void do_style (CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
sh_int maxstyle;
smash_tilde( argument );
maxstyle = ch->skill_level[COMBAT_ABILITY];
if (ch->subclass == SUBCLASS_MARTIST)
maxstyle += 50;
if (ch->main_ability == COMBAT_ABILITY)
maxstyle += 25;
if ( IS_IMMORTAL(ch) )
maxstyle = 666;
one_argument( argument, arg );
if ( !str_cmp(arg, "evasive") )
{
ch->fstyle = STYLE_EVASIVE;
send_to_char( "You now are in a evasive fighting style.\n\r", ch );
return;
}
if ( !str_cmp(arg, "agressive") )
{
ch->fstyle = STYLE_AGRESSIVE;
send_to_char( "You now are in a agressive fighting style.\n\r", ch );
return;
}
if ( !str_cmp(arg, "standard") )
{
ch->fstyle = STYLE_STANDARD;
send_to_char( "You now are in a standard fighting style.\n\r", ch );
return;
}
if ( !str_cmp(arg, "offensive") )
{
ch->fstyle = STYLE_OFFENSIVE;
send_to_char( "You now are in a offensive fighting style.\n\r", ch );
return;
}
if ( !str_cmp(arg, "defensive") )
{
ch->fstyle = STYLE_DEFENSIVE;
send_to_char( "You now are in a defensive fighting style.\n\r", ch );
return;
}
ch_printf( ch, "\n\r&RFightstyles\n\r&Y-=-=-=-=-=-\n\r&GMax Ability = &Y%d\n\r\n\r&CCurrent Scores&G\n\rEvasive - &R%d\n\r&GDefensive - &R%d&G\n\rOffensive - &R%d\n\r&GAgressive - &r%d&w\n\r", maxstyle, ch->evasive_skill, ch->defensive_skill, ch->offensive_skill, ch->agressive_skill );
return;
}
void do_report( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
if ( IS_AFFECTED(ch, AFF_POSSESS) )
{
send_to_char("You can't do that in your current state of mind!\n\r", ch);
return;
}
ch_printf( ch,
"You report: %d/%d hp %d/%d mv.\n\r",
ch->hit, ch->max_hit,
ch->move, ch->max_move );
sprintf( buf, "$n reports: %d/%d hp %d/%d.",
ch->hit, ch->max_hit,
ch->move, ch->max_move );
act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM );
return;
}
void do_prompt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
if ( IS_NPC(ch) )
{
send_to_char( "NPC's can't change their prompt..\n\r", ch );
return;
}
smash_tilde( argument );
one_argument( argument, arg );
if ( !*arg )
{
// send_to_char( "Set prompt to what? (try help prompt)\n\r", ch );
if (!ch->pcdata->prompt || !str_cmp(ch->pcdata->prompt, ""))
send_to_char( "You have no custom prompt. See 'help prompt' for help on creating one.\n\r", ch);
else
ch_printf( ch, "Set prompt to what? Current prompt is\n\r%s\n\rSee 'Help Prompt' for help on creating your prompt", ch->pcdata->prompt );
return;
}
if (ch->pcdata->prompt)
STRFREE(ch->pcdata->prompt);
if ( strlen(argument) > 128 )
argument[128] = '\0';
/* Can add a list of pre-set prompts here if wanted.. perhaps
'prompt 1' brings up a different, pre-set prompt */
if ( !str_cmp(arg, "default") )
ch->pcdata->prompt = STRALLOC("");
else
ch->pcdata->prompt = STRALLOC(argument);
send_to_char( "Ok.\n\r", ch );
return;
}
void do_subclass( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if ( !IS_IMMORTAL(ch) && ch->subclass != SUBCLASS_NONE )
{
send_to_char( "You've already got a subclass.\n\r", ch );
return;
}
if ( !str_cmp( argument, "sniper" ) )
{
if ( ch->skill_level[COMBAT_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a sniper.\n\r", ch);
ch->subclass = SUBCLASS_SNIPER;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "tank" ) )
{
if ( ch->skill_level[COMBAT_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a tank.\n\r", ch);
ch->subclass = SUBCLASS_TANK;
ch->max_hit += 250;
ch->hit += 250;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "swordsman" ) )
{
if ( ch->skill_level[COMBAT_ABILITY] >= 100)
{
send_to_char("Congratulations, you are now a master swordsman.\n\r", ch);
ch->subclass = SUBCLASS_BLADEMASTER;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "martialartist" ) || !str_cmp(argument, "martial artist")
|| !str_cmp(argument, "martial_artist") )
{
if ( ch->skill_level[COMBAT_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a martial artist.\n\r", ch);
ch->subclass = SUBCLASS_MARTIST;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "fighter pilot" ) || !str_cmp(argument, "fighter_pilot")
|| !str_cmp(argument, "fighterpilot"))
{
if ( ch->skill_level[PILOTING_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a fighter pilot.\n\r", ch);
ch->subclass = SUBCLASS_WFOCUS;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "weaponsmith" ) )
{
if ( ch->skill_level[ENGINEERING_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now an elite weapons craftsman.\n\r", ch);
ch->subclass = SUBCLASS_ADVBLAST;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "tailor" ) )
{
if ( ch->skill_level[ENGINEERING_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now an elite tailor.\n\r", ch);
ch->subclass = SUBCLASS_TAILOR;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "quickworker" ) || !str_cmp(argument, "quick worker") || !str_cmp(argument, "quick_worker") )
{
if ( ch->skill_level[ENGINEERING_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a quick worker.\n\r", ch);
ch->subclass = SUBCLASS_QUICKWORK;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "thief" ) )
{
if ( ch->skill_level[SMUGGLING_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a pilfer\n\r", ch);
ch->subclass = SUBCLASS_SNEAK;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "assassin" ) )
{
if ( ch->skill_level[HUNTING_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a professional assassin.\n\r", ch);
ch->subclass = SUBCLASS_STEALTH_HUNT;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "officer" ) )
{
if ( ch->skill_level[LEADERSHIP_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now an officer.\n\r", ch);
ch->subclass = SUBCLASS_OFFICER;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp( argument, "senator" ) )
{
if ( ch->skill_level[DIPLOMACY_ABILITY] >= 100 )
{
send_to_char("Congratulations, you are now a senator.\n\r", ch);
ch->subclass = SUBCLASS_SENATOR;
return;
}
else
{
send_to_char("You don't have enough levels in the requested subclass' class.\n\rPlease attain level 100 in the appropriate ability, and try again.\n\r",ch);
return;
}
}
if ( !str_cmp(argument, "jack of all trades") || !str_cmp(argument, "jack_of_all_trades")
|| !str_cmp(argument, "jackofalltrades") )
{
if(ch->top_level >= 99)
{
send_to_char("Congradulations, you now do a little bit of everything.\n\r", ch);
ch->subclass = SUBCLASS_JACKOFTRADES;
return;
}
else
{
send_to_char("You need at least level 100, in anything to be a jack of all trades.\n\r", ch);
return;
}
}
if ( !str_cmp(argument, "medic") )
{
if( ch->skill_level[MEDICAL_ABILITY] >= 100 )
{
send_to_char("Congradulations, you are now an effective medic.\n\r", ch);
ch->subclass = SUBCLASS_MEDIC;
return;
}
else
{
send_to_char("You need at least level 100 in medical abilities.\n\r", ch);
return;
}
}
send_to_char("&WPerhaps you should choose a valid subclass?&w\n\r", ch);
ch_printf(ch, "General Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_JACKOFTRADES]);
ch_printf(ch, "Combat Subclasses are as follows.\n\r");
ch_printf(ch, " %s, %s, %s, %s\n\r", subclasses[SUBCLASS_SNIPER], subclasses[SUBCLASS_TANK],
subclasses[SUBCLASS_MARTIST], subclasses[SUBCLASS_BLADEMASTER]);
ch_printf(ch, "Piloting Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_WFOCUS]);
ch_printf(ch, "Engineering Subclasses are as follows.\n\r");
ch_printf(ch, " %s, %s, %s\n\r", subclasses[SUBCLASS_ADVBLAST], subclasses[SUBCLASS_ADVARMOR],
subclasses[SUBCLASS_QUICKWORK]);
ch_printf(ch, "Bounty Hunting Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_STEALTH_HUNT]);
ch_printf(ch, "Smuggling Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_SNEAK]);
ch_printf(ch, "Leadership Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_OFFICER]);
ch_printf(ch, "Diplomacy Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_SENATOR]);
ch_printf(ch, "Medical Subclasses are as follows.\n\r");
ch_printf(ch, " %s\n\r", subclasses[SUBCLASS_MEDIC]);
return;
}