#include <sys/types.h>
#include <stdio.h>
#include <syslog.h>
#include "define.h"
#include "struct.h"
void do_energize( char_data* ch, char* argument )
{
/*
char_data* victim;
int heal;
int mana;
double cure;
if( ch->species != NULL || ch->pcdata->clss != CLSS_MONK ) {
send( ch, "Only monks can transfer energy.\n\r" );
return;
}
if( ch->shdata->skill[SKILL_TRANSFER_ENERGY] == 0 ) {
send( ch, "You don't know that skill.\n\r" );
return;
}
if( *argument == '\0' ) {
victim = ch;
}
else {
if( ( victim = get_char_room( ch, argument ) ) == NULL ) {
send( "They aren't here.\n\r", ch );
return;
}
}
if( ch->fighting != NULL ) {
send( ch, "You can't transfer energy while fighting!\n\r" );
return;
}
if( victim->fighting != NULL ) {
send( ch,
"You can't transfer energy to someone who is fighting!\n\r" );
return;
}
if( ch->mana < 2 ) {
send( ch, "You don't have enough energy to do that.\n\r" );
return;
}
if( ( mana = victim->max_mana-victim->mana ) == 0 ) {
if( ch == victim )
send( ch, "You cannot transfer energy to yourself.\n\r" );
else
send( ch, "%s is at full mana.\n\r", victim );
return;
}
if( victim == ch ) {
send( ch, "You cannot transfer energy to yourself.\n\r" );
}
else {
send( ch, "You transfer energy to %s.\n\r", victim );
send( victim, "%s transfers energy to you.\n\r", ch );
send_seen( ch, "%s transfers energy to %s.\n\r", ch, victim );
}
cure = ch->shdata->skill[SKILL_TRANSFER_ENERGY]*0.1;
heal = number_range( 70, 120 );
if( ch->mana-heal > 0 ) {
victim->mana = victim->mana+heal*cure;
ch->mana = ch->mana-heal; }
else {
victim->mana = victim->mana+ch->mana*cure;
ch->mana = 0;
}
victim->mana = min( victim->max_mana, victim->mana );
update_pos( victim );
ch->improve_skill( SKILL_TRANSFER_ENERGY );
*/
return;
}
void do_polymorph( char_data*, char* )
{
/*
char_data* mob;
obj_data* obj;
player_data* player;
return;
if( ch->link == NULL )
return;
if( ch->link->original != NULL ) {
send_to_char( "You can only polymorph in human form.\n\r", ch );
return;
}
send_to_char( "You transform into a tiger.\n\r", ch );
mob = create_mobile( get_species( 690 ) );
char_to_room( mob, ch->in_room );
act( "The air around $n fades into a strange array of swirling colors.",
ch, NULL, NULL, TO_ROOM );
act( "$e is enveloped by the colors and when they recede you see $N.",
ch, NULL, mob, TO_ROOM );
if( ch->contents != NULL ) {
send_to_char( "You equipment clatters to the floor.\n\r", ch );
for( ; ch->contents != NULL; ) {
obj = remove( ch->contents, ch->contents->number );
put_obj( obj, ch->in_room );
}
act( "$n's equipment lies scattered on the ground.",
ch, NULL, NULL, TO_ROOM );
}
char_from_room( ch );
ch->link->character = mob;
ch->link->original = player;
mob->link = ch->link;
ch->link = NULL;
mob->pcdata = ch->pcdata;
mob->timer = 0;
SET_BIT( ch->status, STAT_POLYMORPH );
*/
return;
}
void monk_return( char_data* )
{
return;
/*
REMOVE_BIT( ch->link->original->status, STAT_POLYMORPH );
send_to_char( "You transform back to human form.\n\r", ch );
ch->link->character = ch->link->original;
ch->link->original = NULL;
ch->link->character->link = ch->link;
char_to_room( ch->link->character, ch->in_room );
ch->link = NULL;
ch->pcdata = NULL;
ch->Extract( );
*/
return;
}