#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include "mud.h"
void add_reinforcements( CHAR_DATA * ch );
ch_ret one_hit( CHAR_DATA * ch, CHAR_DATA * victim, int dt );
int xp_compute( CHAR_DATA * ch, CHAR_DATA * victim );
int ris_save( CHAR_DATA * ch, int chance, int ris );
CHAR_DATA *get_char_room_mp( CHAR_DATA * ch, char *argument );
void clear_roomtype( ROOM_INDEX_DATA * room );
extern int top_affect;
extern int top_r_vnum;
void do_makeblade( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level = 0, chance = 0, charge = 0;
OBJ_DATA *vibroblade = NULL, *toolkit = NULL, *durasteel = NULL, *battery = NULL, *oven = NULL;
OBJ_INDEX_DATA *pObjIndex = NULL;
AFFECT_DATA *paf = NULL;
AFFECT_DATA *paf2 = NULL;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeblade <name>\r\n&w", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_TOOLKIT ) )
{
send_to_char( "&RYou need toolkit to make a vibro-blade.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_METAL ) )
{
send_to_char( "&RYou need something to make it out of.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_BATTERY ) )
{
send_to_char( "&RYou need a power source for your blade.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_OVEN ) )
{
send_to_char( "&RYou need a small furnace to heat the metal.\r\n",
ch );
return;
}
chance = character_skill_level( ch, gsn_makeblade );
if( number_percent() < chance )
{
send_to_char
( "&GYou begin the long process of crafting a vibroblade.\r\n",
ch );
act( AT_PLAIN,
"$n takes $s tools and a small oven and begins to work on something.",
ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makeblade, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char
( "&RYou can't figure out how to fit the parts together.\r\n", ch );
learn_from_failure( ch, gsn_makeblade );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_makeblade );
if( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTO_BLADE ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n",
ch );
return;
}
if( !( toolkit = get_obj_type_char( ch, ITEM_TOOLKIT ) )
|| !( durasteel = get_obj_type_char( ch, ITEM_METAL ) )
|| !( battery = get_obj_type_char( ch, ITEM_BATTERY ) )
|| !( oven = get_obj_type_char( ch, ITEM_OVEN ) ) )
{
ch_printf( ch, "&RSome of your materials seem to have gone missing, and you can't finish the vibroblade.\r\n" );
return;
}
separate_obj( durasteel );
obj_from_char( durasteel );
extract_obj( durasteel );
charge = UMAX( 5, battery->value[0] );
separate_obj( battery );
obj_from_char( battery );
extract_obj( battery );
vibroblade = create_object( pObjIndex );
SET_BIT( vibroblade->wear_flags, ITEM_WIELD );
SET_BIT( vibroblade->wear_flags, ITEM_TAKE );
vibroblade->weight = 3;
STRFREE( vibroblade->name );
strcpy( buf, arg );
strcat( buf, " vibro-blade blade" );
vibroblade->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( vibroblade->short_descr );
vibroblade->short_descr = STRALLOC( buf );
STRFREE( vibroblade->description );
strcat( buf, " was left here." );
vibroblade->description = STRALLOC( buf );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = get_atype( "backstab" );
paf->modifier = level / 3;
paf->bitvector = 0;
paf->next = NULL;
LINK( paf, vibroblade->first_affect, vibroblade->last_affect, next, prev );
++top_affect;
CREATE( paf2, AFFECT_DATA, 1 );
paf2->type = -1;
paf2->duration = -1;
paf2->location = get_atype( "hitroll" );
paf2->modifier = -2;
paf2->bitvector = 0;
paf2->next = NULL;
LINK( paf2, vibroblade->first_affect, vibroblade->last_affect, next, prev );
++top_affect;
vibroblade->value[0] = INIT_WEAPON_CONDITION;
vibroblade->value[1] = ( int ) ( level / 20 + 10 ); /* min dmg */
vibroblade->value[2] = ( int ) ( level / 10 + 20 ); /* max dmg */
vibroblade->value[3] = WEAPON_VIBRO_BLADE;
vibroblade->value[4] = charge;
vibroblade->value[5] = charge;
vibroblade->cost = vibroblade->value[2] * 10;
vibroblade = obj_to_char( vibroblade, ch );
send_to_char
( "&GYou finish your work and hold up your newly created blade.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes crafting a vibro-blade.", ch, NULL, argument,
TO_ROOM );
learn_from_success( ch, gsn_makeblade );
learn_from_success( ch, gsn_makeblade );
learn_from_success( ch, gsn_makeblade );
}
void do_makeblaster( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, chance;
bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc,
checkammo;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum, power, scope, ammo;
AFFECT_DATA *paf;
AFFECT_DATA *paf2;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeblaster <name>\r\n&w", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_TOOLKIT ) )
{
send_to_char( "&RYou need toolkit to make a blaster.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_PLASTIC ) )
{
send_to_char( "&RYou need something to make it out of.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_BATTERY ) )
{
send_to_char( "&RYou need a power source for your blaster.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_OVEN ) )
{
send_to_char
( "&RYou need a small furnace to heat the plastics.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_CIRCUIT ) )
{
send_to_char
( "&RYou need a small circuit board to control the firing mechanism.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_SUPERCONDUCTOR ) )
{
send_to_char( "&RYou still need a small superconductor.\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_makeblaster );
if( number_percent() < chance )
{
send_to_char
( "&GYou begin the long process of making a blaster.\r\n", ch );
act( AT_PLAIN,
"$n takes $s tools and a small oven and begins to work on something.",
ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makeblaster, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char
( "&RYou can't figure out how to fit the parts together.\r\n", ch );
learn_from_failure( ch, gsn_makeblaster );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_makeblaster );
vnum = OBJ_VNUM_PROTO_BLASTER;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n",
ch );
return;
}
checkammo = FALSE;
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
power = 0;
scope = 0;
ammo = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_PLASTIC && checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_AMMO && checkammo == FALSE )
{
ammo = obj->value[0];
checkammo = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_LENS && scope == 0 )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
scope++;
}
if( obj->item_type == ITEM_SUPERCONDUCTOR && power < 2 )
{
power++;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcond = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
}
if( ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven )
|| ( !checkcond ) || ( !checkcirc ) )
{
send_to_char
( "&RYou hold up your new blaster and aim at a leftover piece of plastic.\r\n",
ch );
send_to_char
( "&RYou slowly squeeze the trigger hoping for the best...\r\n", ch );
send_to_char
( "&RYour blaster backfires destroying your weapon and burning your hand.\r\n",
ch );
learn_from_failure( ch, gsn_makeblaster );
return;
}
obj = create_object( pObjIndex );
obj->item_type = ITEM_WEAPON;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->weight = 2 + level / 10;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " blaster" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = get_atype( "hitroll" );
paf->modifier = URANGE( 0, 1 + scope, level / 30 );
paf->bitvector = 0;
paf->next = NULL;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
CREATE( paf2, AFFECT_DATA, 1 );
paf2->type = -1;
paf2->duration = -1;
paf2->location = get_atype( "damroll" );
paf2->modifier = URANGE( 0, power, level / 30 );
paf2->bitvector = 0;
paf2->next = NULL;
LINK( paf2, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
obj->value[0] = INIT_WEAPON_CONDITION; /* condition */
obj->value[1] = ( int ) ( level / 10 + 15 ); /* min dmg */
obj->value[2] = ( int ) ( level / 5 + 25 ); /* max dmg */
obj->value[3] = WEAPON_BLASTER;
obj->value[4] = ammo;
obj->value[5] = 2000;
obj->cost = obj->value[2] * 50;
obj = obj_to_char( obj, ch );
send_to_char
( "&GYou finish your work and hold up your newly created blaster.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes making $s new blaster.", ch, NULL, argument,
TO_ROOM );
learn_from_success( ch, gsn_makeblaster );
learn_from_success( ch, gsn_makeblaster );
learn_from_success( ch, gsn_makeblaster );
}
void do_makelightsaber( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int chance;
bool checktool, checkdura, checkbatt,
checkoven, checkcond, checkcirc, checklens, checkgems, checkmirr;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int level, gems, charge, gemtype;
AFFECT_DATA *paf;
AFFECT_DATA *paf2;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makelightsaber <name>\r\n&w", ch );
return;
}
if( !IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
send_to_char
( "&RYou need to be in a quiet peaceful place to craft a lightsaber.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_TOOLKIT ) )
{
send_to_char( "&RYou need toolkit to make a lightsaber.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_PLASTIC )
&& !get_obj_type_char( ch, ITEM_METAL ) )
{
send_to_char( "&RYou need something to make it out of.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_BATTERY ) )
{
send_to_char( "&RYou need a power source for your lightsaber.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_OVEN ) )
{
send_to_char
( "&RYou need a small furnace to heat and shape the components.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_CIRCUIT ) )
{
send_to_char( "&RYou need a small circuit board.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_SUPERCONDUCTOR ) )
{
send_to_char
( "&RYou still need a small superconductor for your lightsaber.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_LENS ) )
{
send_to_char( "&RYou still need a lens to focus the beam.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_CRYSTAL ) )
{
send_to_char
( "&RLightsabers require 1 to 3 gems to work properly.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_MIRROR ) )
{
send_to_char
( "&RYou need a high intesity reflective cup to create a lightsaber.\r\n",
ch );
return;
}
chance = character_skill_level( ch, gsn_lightsaber_crafting );
if( number_percent() < chance )
{
send_to_char
( "&GYou begin the long process of crafting a lightsaber.\r\n",
ch );
act( AT_PLAIN,
"$n takes $s tools and a small oven and begins to work on something.",
ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makelightsaber, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char
( "&RYou can't figure out how to fit the parts together.\r\n", ch );
learn_from_failure( ch, gsn_lightsaber_crafting );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_lightsaber_crafting );
if( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTO_LIGHTSABER ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n",
ch );
return;
}
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
checklens = FALSE;
checkgems = FALSE;
checkmirr = FALSE;
gems = 0;
charge = 0;
gemtype = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( ( obj->item_type == ITEM_PLASTIC || obj->item_type == ITEM_METAL )
&& checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_METAL && checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
charge = UMIN( obj->value[1], 10 );
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcond = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
if( obj->item_type == ITEM_LENS && checklens == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checklens = TRUE;
}
if( obj->item_type == ITEM_MIRROR && checkmirr == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkmirr = TRUE;
}
if( obj->item_type == ITEM_CRYSTAL && gems < 3 )
{
gems++;
if( gemtype < obj->value[0] )
gemtype = obj->value[0];
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkgems = TRUE;
}
}
if( ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven )
|| ( !checkmirr ) || ( !checklens ) || ( !checkgems ) || ( !checkcond )
|| ( !checkcirc ) )
{
send_to_char
( "&RYou hold up your new lightsaber and press the switch hoping for the best.\r\n",
ch );
send_to_char
( "&RInstead of a blade of light, smoke starts pouring from the handle.\r\n",
ch );
send_to_char
( "&RYou drop the hot handle and watch as it melts on away on the floor.\r\n",
ch );
learn_from_failure( ch, gsn_lightsaber_crafting );
return;
}
obj = create_object( pObjIndex );
obj->item_type = ITEM_WEAPON;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->weight = 5;
STRFREE( obj->name );
obj->name = STRALLOC( "lightsaber saber" );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
STRFREE( obj->action_desc );
strcpy( buf, arg );
strcat( buf, " ignites with a hum and a soft glow." );
obj->action_desc = STRALLOC( buf );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = get_atype( "hitroll" );
paf->modifier = URANGE( 0, gems, level / 30 );
paf->bitvector = 0;
paf->next = NULL;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
CREATE( paf2, AFFECT_DATA, 1 );
paf2->type = -1;
paf2->duration = -1;
paf2->location = get_atype( "parry" );
paf2->modifier = ( level / 3 );
paf2->bitvector = 0;
paf2->next = NULL;
LINK( paf2, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
obj->value[0] = INIT_WEAPON_CONDITION; /* condition */
obj->value[1] = ( int ) ( level / 10 + gemtype * 2 ); /* min dmg */
obj->value[2] = ( int ) ( level / 5 + gemtype * 6 ); /* max dmg */
obj->value[3] = WEAPON_LIGHTSABER;
obj->value[4] = charge;
obj->value[5] = charge;
obj->cost = obj->value[2] * 75;
obj = obj_to_char( obj, ch );
send_to_char
( "&GYou finish your work and hold up your newly created lightsaber.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes making $s new lightsaber.", ch, NULL, argument,
TO_ROOM );
learn_from_success( ch, gsn_lightsaber_crafting );
learn_from_success( ch, gsn_lightsaber_crafting );
learn_from_success( ch, gsn_lightsaber_crafting );
}
void do_makejewelry( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level = 0, chance = 0;
bool checktool = FALSE, checkoven = FALSE, checkmetal = FALSE;
OBJ_DATA *obj = NULL;
OBJ_DATA *metal = NULL;
int value = 0, cost = 0;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
switch ( ch->substate )
{
default:
if( str_cmp( arg, "finger" )
&& str_cmp( arg, "wrist" )
&& str_cmp( arg, "neck" ) && str_cmp( arg, "ears" ) )
{
send_to_char( "&RYou cannot make jewelry for that body part.\r\n&w",
ch );
send_to_char( "&RTry .\r\n&w", ch );
return;
}
if( arg2[0] == '\0' )
{
send_to_char( "&RUsage: Makejewelry <wearloc> <name>\r\n&w", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_TOOLKIT ) )
{
send_to_char( "&RYou need a toolkit.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_OVEN ) )
{
send_to_char( "&RYou need an oven.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_RARE_METAL ) )
{
send_to_char( "&RYou need some precious metal.\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_makejewelry );
if( number_percent() < chance )
{
send_to_char
( "&GYou begin the long process of creating some jewelry.\r\n",
ch );
act( AT_PLAIN,
"$n takes $s toolkit and some metal and begins to work.", ch,
NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makejewelry, 1 );
ch->dest_buf = str_dup( arg );
ch->dest_buf_2 = str_dup( arg2 );
return;
}
send_to_char( "&RYou can't figure out what to do.\r\n", ch );
learn_from_failure( ch, gsn_makejewelry );
return;
case 1:
if( !ch->dest_buf )
return;
if( !ch->dest_buf_2 )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
strcpy( arg2, ( const char * ) ch->dest_buf_2 );
DISPOSE( ch->dest_buf_2 );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
DISPOSE( ch->dest_buf_2 );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_makejewelry );
checkmetal = FALSE;
checkoven = FALSE;
checktool = FALSE;
value = 0;
cost = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_RARE_METAL && checkmetal == FALSE )
{
checkmetal = TRUE;
separate_obj( obj );
obj_from_char( obj );
metal = obj;
}
if( obj->item_type == ITEM_CRYSTAL )
{
cost += obj->cost;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
}
if( ( !checkoven ) || ( !checktool ) || ( !checkmetal ) )
{
send_to_char( "&RYou hold up your newly created jewelry.\r\n", ch );
send_to_char
( "&RIt suddenly dawns upon you that you have created the most useless\r\n",
ch );
send_to_char
( "&Rpiece of junk you've ever seen. You quickly hide your mistake...\r\n",
ch );
learn_from_failure( ch, gsn_makejewelry );
return;
}
obj = metal;
obj->item_type = ITEM_ARMOR;
SET_BIT( obj->wear_flags, ITEM_TAKE );
value = get_wflag( arg );
if( value < 0 || value > 31 )
SET_BIT( obj->wear_flags, ITEM_WEAR_NECK );
else
SET_BIT( obj->wear_flags, 1 << value );
STRFREE( obj->name );
strcpy( buf, arg2 );
obj->name = STRALLOC( buf );
strcpy( buf, arg2 );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was dropped here." );
obj->description = STRALLOC( buf );
obj->value[0] = obj->value[1];
obj->cost *= 10;
obj->cost += cost;
obj = obj_to_char( obj, ch );
send_to_char
( "&GYou finish your work and hold up your newly created jewelry.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes sewing some new jewelry.", ch, NULL, argument,
TO_ROOM );
learn_from_success( ch, gsn_makejewelry );
learn_from_success( ch, gsn_makejewelry );
}
void do_makearmor( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level = 0, chance = 0;
bool checksew = FALSE, checkfab = FALSE;
OBJ_DATA *obj = NULL;
OBJ_DATA *material = NULL;
int value = 0;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
switch ( ch->substate )
{
default:
if( str_cmp( arg, "body" )
&& str_cmp( arg, "head" )
&& str_cmp( arg, "legs" )
&& str_cmp( arg, "feet" )
&& str_cmp( arg, "hands" )
&& str_cmp( arg, "arms" )
&& str_cmp( arg, "about" ) && str_cmp( arg, "waist" ) )
{
send_to_char
( "&RYou cannot make clothing for that body part.\r\n&w", ch );
send_to_char
( "&RTry: body, head, legs, feet, hands, arms, about, or waist.\r\n&w",
ch );
return;
}
if( arg2[0] == '\0' )
{
send_to_char( "&RUsage: Makearmor <wearloc> <name>\r\n&w", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_FABRIC ) )
{
send_to_char( "&RYou need some sort of fabric or material.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_THREAD ) )
{
send_to_char( "&RYou need a needle and some thread.\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_makearmor );
if( number_percent() < chance )
{
send_to_char
( "&GYou begin the long process of creating some armor.\r\n",
ch );
act( AT_PLAIN,
"$n takes $s sewing kit and some material and begins to work.",
ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makearmor, 1 );
ch->dest_buf = str_dup( arg );
ch->dest_buf_2 = str_dup( arg2 );
return;
}
send_to_char( "&RYou can't figure out what to do.\r\n", ch );
learn_from_failure( ch, gsn_makearmor );
return;
case 1:
if( !ch->dest_buf )
return;
if( !ch->dest_buf_2 )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
strcpy( arg2, ( const char * ) ch->dest_buf_2 );
DISPOSE( ch->dest_buf_2 );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
DISPOSE( ch->dest_buf_2 );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_makearmor );
checksew = FALSE;
checkfab = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_THREAD )
checksew = TRUE;
if( obj->item_type == ITEM_FABRIC && checkfab == FALSE )
{
checkfab = TRUE;
separate_obj( obj );
obj_from_char( obj );
material = obj;
}
}
if( ( !checkfab ) || ( !checksew ) )
{
send_to_char( "&RYou hold up your newly created armor.\r\n", ch );
send_to_char
( "&RIt suddenly dawns upon you that you have created the most useless\r\n",
ch );
send_to_char
( "&Rgarment you've ever seen. You quickly hide your mistake...\r\n",
ch );
learn_from_failure( ch, gsn_makearmor );
return;
}
obj = material;
obj->item_type = ITEM_ARMOR;
SET_BIT( obj->wear_flags, ITEM_TAKE );
value = get_wflag( arg );
if( value < 0 || value > 31 )
SET_BIT( obj->wear_flags, ITEM_WEAR_BODY );
else
SET_BIT( obj->wear_flags, 1 << value );
STRFREE( obj->name );
strcpy( buf, arg2 );
obj->name = STRALLOC( buf );
strcpy( buf, arg2 );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was dropped here." );
obj->description = STRALLOC( buf );
obj->value[0] = obj->value[1];
obj->cost *= 10;
obj = obj_to_char( obj, ch );
send_to_char
( "&GYou finish your work and hold up your newly created garment.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes sewing some new armor.", ch, NULL, argument,
TO_ROOM );
learn_from_success( ch, gsn_makearmor );
learn_from_success( ch, gsn_makearmor );
learn_from_success( ch, gsn_makearmor );
}
void do_makeshield( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int chance = 0;
bool checktool = FALSE, checkbatt = FALSE, checkcond = FALSE, checkcirc =
FALSE, checkgems = FALSE;
OBJ_DATA *obj = NULL;
OBJ_INDEX_DATA *pObjIndex = NULL;
int vnum = 0, level = 0, charge = 0, gemtype = 0;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeshield <name>\r\n&w", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_TOOLKIT ) )
{
send_to_char( "&RYou need toolkit to make an energy shield.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_BATTERY ) )
{
send_to_char
( "&RYou need a power source for your energy shield.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_CIRCUIT ) )
{
send_to_char( "&RYou need a small circuit board.\r\n", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_SUPERCONDUCTOR ) )
{
send_to_char
( "&RYou still need a small superconductor for your energy shield.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_CRYSTAL ) )
{
send_to_char( "&RYou need a small crystal.\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_makeshield );
if( number_percent() < chance )
{
send_to_char
( "&GYou begin the long process of crafting an energy shield.\r\n",
ch );
act( AT_PLAIN, "$n takes $s tools and begins to work on something.",
ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makeshield, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char
( "&RYou can't figure out how to fit the parts together.\r\n", ch );
learn_from_failure( ch, gsn_makeshield );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_makeshield );
vnum = OBJ_VNUM_PROTO_SHIELD;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\r\nPlease inform the administration of this error.\r\n",
ch );
return;
}
checktool = FALSE;
checkbatt = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
checkgems = FALSE;
charge = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
charge = UMIN( obj->value[1], 10 );
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcond = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
if( obj->item_type == ITEM_CRYSTAL && checkgems == FALSE )
{
gemtype = obj->value[0];
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkgems = TRUE;
}
}
if( ( !checktool ) || ( !checkbatt )
|| ( !checkgems ) || ( !checkcond ) || ( !checkcirc ) )
{
send_to_char
( "&RYou hold up your new energy shield and press the switch hoping for the best.\r\n",
ch );
send_to_char
( "&RInstead of a field of energy being created, smoke starts pouring from the device.\r\n",
ch );
send_to_char
( "&RYou drop the hot device and watch as it melts on away on the floor.\r\n",
ch );
learn_from_failure( ch, gsn_makeshield );
return;
}
obj = create_object( pObjIndex );
obj->item_type = ITEM_ARMOR;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_WEAR_SHIELD );
obj->weight = 2;
STRFREE( obj->name );
obj->name = STRALLOC( "energy shield" );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
obj->value[0] = ( int ) ( level / 10 + gemtype * 2 ); /* condition */
obj->value[1] = ( int ) ( level / 10 + gemtype * 2 ); /* armor */
obj->value[4] = charge;
obj->value[5] = charge;
obj->cost = obj->value[2] * 100;
obj = obj_to_char( obj, ch );
send_to_char
( "&GYou finish your work and hold up your newly created energy shield.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes making $s new energy shield.", ch, NULL,
argument, TO_ROOM );
learn_from_success( ch, gsn_makeshield );
learn_from_success( ch, gsn_makeshield );
learn_from_success( ch, gsn_makeshield );
}
void do_makecontainer( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level = 0, chance = 0;
bool checksew = FALSE, checkfab = FALSE;
OBJ_DATA *obj = NULL;
OBJ_DATA *material = NULL;
int value = 0;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
switch ( ch->substate )
{
default:
if( str_cmp( arg, "body" )
&& str_cmp( arg, "legs" )
&& str_cmp( arg, "about" )
&& str_cmp( arg, "waist" ) && str_cmp( arg, "hold" ) )
{
send_to_char
( "&RYou cannot make a container for that body part.\r\n&w", ch );
send_to_char( "&RTry body, legs, about, waist or hold.\r\n&w", ch );
return;
}
if( arg2[0] == '\0' )
{
send_to_char( "&RUsage: Makecontainer <wearloc> <name>\r\n&w", ch );
return;
}
if( !get_obj_type_char( ch, ITEM_FABRIC ) )
{
send_to_char( "&RYou need some sort of fabric or material.\r\n",
ch );
return;
}
if( !get_obj_type_char( ch, ITEM_THREAD ) )
{
send_to_char( "&RYou need a needle and some thread.\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_makecontainer );
if( number_percent() < chance )
{
send_to_char( "&GYou begin the long process of creating a bag.\r\n",
ch );
act( AT_PLAIN,
"$n takes $s sewing kit and some material and begins to work.",
ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makecontainer, 1 );
ch->dest_buf = str_dup( arg );
ch->dest_buf_2 = str_dup( arg2 );
return;
}
send_to_char( "&RYou can't figure out what to do.\r\n", ch );
learn_from_failure( ch, gsn_makecontainer );
return;
case 1:
if( !ch->dest_buf )
return;
if( !ch->dest_buf_2 )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
strcpy( arg2, ( const char * ) ch->dest_buf_2 );
DISPOSE( ch->dest_buf_2 );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
DISPOSE( ch->dest_buf_2 );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\r\n",
ch );
return;
}
ch->substate = SUB_NONE;
level = character_skill_level( ch, gsn_makecontainer );
checksew = FALSE;
checkfab = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_THREAD )
checksew = TRUE;
if( obj->item_type == ITEM_FABRIC && checkfab == FALSE )
{
checkfab = TRUE;
separate_obj( obj );
obj_from_char( obj );
material = obj;
}
}
if( ( !checkfab ) || ( !checksew ) )
{
send_to_char( "&RYou hold up your newly created container.\r\n", ch );
send_to_char
( "&RIt suddenly dawns upon you that you have created the most useless\r\n",
ch );
send_to_char
( "&Rcontainer you've ever seen. You quickly hide your mistake...\r\n",
ch );
learn_from_failure( ch, gsn_makecontainer );
return;
}
obj = material;
obj->item_type = ITEM_CONTAINER;
SET_BIT( obj->wear_flags, ITEM_TAKE );
value = get_wflag( arg );
if( value < 0 || value > 31 )
SET_BIT( obj->wear_flags, ITEM_HOLD );
else
SET_BIT( obj->wear_flags, 1 << value );
STRFREE( obj->name );
strcpy( buf, arg2 );
obj->name = STRALLOC( buf );
strcpy( buf, arg2 );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was dropped here." );
obj->description = STRALLOC( buf );
obj->value[0] = level;
obj->value[1] = 0;
obj->value[2] = 0;
obj->value[3] = 10;
obj->cost *= 2;
obj = obj_to_char( obj, ch );
send_to_char
( "&GYou finish your work and hold up your newly created container.&w\r\n",
ch );
act( AT_PLAIN, "$n finishes sewing a new container.", ch, NULL, argument,
TO_ROOM );
learn_from_success( ch, gsn_makecontainer );
learn_from_success( ch, gsn_makecontainer );
learn_from_success( ch, gsn_makecontainer );
}
void do_reinforcements( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance, credits;
if( IS_NPC( ch ) || !ch->pcdata )
return;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( ch->backup_wait )
{
send_to_char( "&RYour reinforcements are already on the way.\r\n",
ch );
return;
}
if( !ch->pcdata->clan )
{
send_to_char
( "&RYou need to be a member of an organization before you can call for reinforcements.\r\n",
ch );
return;
}
if( ch->gold < 5000 )
{
ch_printf( ch,
"&RYou dont have enough credits to send for reinforcements.\r\n" );
return;
}
chance = character_skill_level( ch, gsn_reinforcements );
if( number_percent() < chance )
{
send_to_char( "&GYou begin making the call for reinforcements.\r\n",
ch );
act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL,
argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 1, do_reinforcements, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou call for reinforcements but nobody answers.\r\n",
ch );
learn_from_failure( ch, gsn_reinforcements );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char
( "&RYou are interupted before you can finish your call.\r\n", ch );
return;
}
ch->substate = SUB_NONE;
send_to_char( "&GYour reinforcements are on the way.\r\n", ch );
credits = 5000;
ch_printf( ch, "It cost you %d credits.\r\n", credits );
ch->gold -= UMIN( credits, ch->gold );
learn_from_success( ch, gsn_reinforcements );
learn_from_success( ch, gsn_reinforcements );
ch->backup_mob = MOB_VNUM_SOLDIER;
ch->backup_wait = 1;
}
void do_postguard( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance, credits;
if( IS_NPC( ch ) || !ch->pcdata )
return;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( ch->backup_wait )
{
send_to_char( "&RYou already have backup coming.\r\n", ch );
return;
}
if( !ch->pcdata->clan )
{
send_to_char
( "&RYou need to be a member of an organization before you can call for a guard.\r\n",
ch );
return;
}
if( !ch->in_room || !ch->in_room->area ||
( ch->in_room->area->planet
&& ch->in_room->area->planet->governed_by != ch->pcdata->clan ) )
{
send_to_char
( "&RYou cannot post guards on enemy planets. Try calling for reinforcements instead.\r\n",
ch );
return;
}
if( ch->gold < 5000 )
{
ch_printf( ch, "&RYou dont have enough credits.\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_postguard );
if( number_percent() < chance )
{
send_to_char( "&GYou begin making the call for reinforcements.\r\n",
ch );
act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL,
argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 1, do_postguard, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou call for a guard but nobody answers.\r\n", ch );
learn_from_failure( ch, gsn_postguard );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ( const char * ) ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char
( "&RYou are interupted before you can finish your call.\r\n", ch );
return;
}
ch->substate = SUB_NONE;
send_to_char( "&GYour guard is on the way.\r\n", ch );
credits = 5000;
ch_printf( ch, "It cost you %d credits.\r\n", credits );
ch->gold -= UMIN( credits, ch->gold );
learn_from_success( ch, gsn_postguard );
learn_from_success( ch, gsn_postguard );
ch->backup_mob = MOB_VNUM_GUARD;
ch->backup_wait = 1;
}
void add_reinforcements( CHAR_DATA * ch )
{
MOB_INDEX_DATA *pMobIndex = NULL;
OBJ_DATA *blaster = NULL;
OBJ_INDEX_DATA *pObjIndex = NULL;
if( !ch->in_room )
return;
if( ( pMobIndex = get_mob_index( ch->backup_mob ) ) == NULL )
return;
if( ch->backup_mob == MOB_VNUM_SOLDIER )
{
CHAR_DATA *mob[3];
int mob_cnt = 0;
send_to_char( "Your reinforcements have arrived.\r\n", ch );
for( mob_cnt = 0; mob_cnt < 3; mob_cnt++ )
{
mob[mob_cnt] = create_mobile( pMobIndex );
if( !mob[mob_cnt] )
return;
char_to_room( mob[mob_cnt], ch->in_room );
act( AT_IMMORT, "$N has arrived.", ch, NULL, mob[mob_cnt],
TO_ROOM );
mob[mob_cnt]->top_level = 50;
mob[mob_cnt]->hit = 100;
mob[mob_cnt]->max_hit = 100;
mob[mob_cnt]->armor = 50;
mob[mob_cnt]->damroll = 0;
mob[mob_cnt]->hitroll = 10;
if( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTER ) ) != NULL )
{
blaster = create_object( pObjIndex );
obj_to_char( blaster, mob[mob_cnt] );
equip_char( mob[mob_cnt], blaster, WEAR_WIELD );
}
if( mob[mob_cnt]->master )
stop_follower( mob[mob_cnt] );
add_follower( mob[mob_cnt], ch );
SET_BIT( mob[mob_cnt]->affected_by, AFF_CHARM );
do_setblaster( mob[mob_cnt], STRLIT_FULL );
if( ch->pcdata && ch->pcdata->clan )
mob[mob_cnt]->mob_clan = ch->pcdata->clan;
}
}
else
{
CHAR_DATA *mob = create_mobile( pMobIndex );
char_to_room( mob, ch->in_room );
if( ch->pcdata && ch->pcdata->clan )
{
char tmpbuf[MAX_STRING_LENGTH];
sprintf( tmpbuf, "A guard stands at attention. (%s)\r\n",
ch->pcdata->clan->name );
STRFREE( mob->long_descr );
mob->long_descr = STRALLOC( tmpbuf );
}
act( AT_IMMORT, "$N has arrived.", ch, NULL, mob, TO_ROOM );
send_to_char( "Your guard has arrived.\r\n", ch );
mob->top_level = 75;
mob->hit = 200;
mob->max_hit = 200;
mob->armor = 0;
mob->damroll = 5;
mob->hitroll = 20;
if( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTER ) ) != NULL )
{
blaster = create_object( pObjIndex );
obj_to_char( blaster, mob );
equip_char( mob, blaster, WEAR_WIELD );
}
do_setblaster( mob, STRLIT_FULL );
if( ch->pcdata && ch->pcdata->clan )
mob->mob_clan = ch->pcdata->clan;
}
}
void do_torture( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
int chance = 0, dam = 0;
bool fail = FALSE;
if( !IS_NPC( ch ) && character_skill_level( ch, gsn_torture ) <= 0 )
{
send_to_char
( "Your mind races as you realize you have no idea how to do that.\r\n",
ch );
return;
}
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't do that right now.\r\n", ch );
return;
}
one_argument( argument, arg );
if( ch->mount )
{
send_to_char( "You can't get close enough while mounted.\r\n", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Torture whom?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "Are you masacistic or what...\r\n", ch );
return;
}
if( !IS_AWAKE( victim ) )
{
send_to_char( "You need to wake them first.\r\n", ch );
return;
}
if( is_safe( ch, victim ) )
return;
if( victim->fighting )
{
send_to_char( "You can't torture someone whos in combat.\r\n", ch );
return;
}
ch->alignment -= 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
WAIT_STATE( ch, skill_table[gsn_torture]->beats );
fail = FALSE;
chance =
ris_save( victim, character_skill_level( ch, gsn_torture ),
RIS_PARALYSIS );
if( chance == 1000 )
fail = TRUE;
else
fail = saves_para_petri( chance, victim );
chance = 5;
if( !fail
&& ( IS_NPC( ch )
|| ( number_percent() + chance ) < character_skill_level( ch,
gsn_torture ) ) )
{
learn_from_success( ch, gsn_torture );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, PULSE_VIOLENCE );
act( AT_SKILL, "$N slowly tortures you. The pain is excruciating.",
victim, NULL, ch, TO_CHAR );
act( AT_SKILL, "You torture $N, leaving $M screaming in pain.", ch,
NULL, victim, TO_CHAR );
act( AT_SKILL, "$n tortures $N, leaving $M screaming in agony!", ch,
NULL, victim, TO_NOTVICT );
dam = dice( character_skill_level( ch, gsn_torture ) / 10, 4 );
dam = URANGE( 0, victim->max_hit - 10, dam );
victim->hit -= dam;
victim->max_hit -= dam;
ch_printf( victim, "You lose %d permanent hit points.", dam );
ch_printf( ch, "They lose %d permanent hit points.", dam );
}
else
{
act( AT_SKILL, "$N tries to cut off your finger!", victim, NULL, ch,
TO_CHAR );
act( AT_SKILL, "You mess up big time.", ch, NULL, victim, TO_CHAR );
act( AT_SKILL, "$n tries to painfully torture $N.", ch, NULL, victim,
TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
}
return;
}
void do_disguise( CHAR_DATA * ch, char *argument )
{
int chance;
if( IS_NPC( ch ) )
return;
if( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ) )
{
send_to_char( "You try but the Force resists you.\r\n", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "Change your title to what?\r\n", ch );
return;
}
chance = character_skill_level( ch, gsn_disguise );
if( number_percent() > chance )
{
send_to_char( "You try to disguise yourself but fail.\r\n", ch );
return;
}
if( strlen( argument ) > 50 )
argument[50] = '\0';
smash_tilde( argument );
set_title( ch, argument );
learn_from_success( ch, gsn_disguise );
send_to_char( "Ok.\r\n", ch );
}
void do_first_aid( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *medpac;
CHAR_DATA *victim;
int heal;
char buf[MAX_STRING_LENGTH];
if( ch->position == POS_FIGHTING )
{
send_to_char( "You can't do that while fighting!\r\n", ch );
return;
}
medpac = get_eq_char( ch, WEAR_HOLD );
if( !medpac || medpac->item_type != ITEM_MEDPAC )
{
send_to_char( "You need to be holding a medpac.\r\n", ch );
return;
}
if( medpac->value[0] <= 0 )
{
send_to_char( "Your medpac seems to be empty.\r\n", ch );
return;
}
if( argument[0] == '\0' )
victim = ch;
else
victim = get_char_room( ch, argument );
if( !victim )
{
ch_printf( ch, "I don't see any %s here...\r\n", argument );
return;
}
heal = number_range( 1, 150 );
if( heal > character_skill_level( ch, gsn_first_aid ) * 2 )
{
ch_printf( ch, "You fail in your attempt at first aid.\r\n" );
learn_from_failure( ch, gsn_first_aid );
return;
}
if( victim == ch )
{
ch_printf( ch, "You tend to your wounds.\r\n" );
sprintf( buf, "$n uses %s to help heal $s wounds.",
medpac->short_descr );
act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM );
}
else
{
sprintf( buf, "You tend to $N's wounds." );
act( AT_ACTION, buf, ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n uses %s to help heal $N's wounds.",
medpac->short_descr );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
sprintf( buf, "$n uses %s to help heal your wounds.",
medpac->short_descr );
act( AT_ACTION, buf, ch, NULL, victim, TO_VICT );
}
--medpac->value[0];
victim->hit += URANGE( 0, heal, victim->max_hit - victim->hit );
learn_from_success( ch, gsn_first_aid );
}
void do_snipe( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *wield = NULL;
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
short dir = 0, dist = 0;
short max_dist = 3;
EXIT_DATA *pexit = NULL;
ROOM_INDEX_DATA *was_in_room = NULL;
ROOM_INDEX_DATA *to_room = NULL;
CHAR_DATA *victim = NULL;
char buf[MAX_STRING_LENGTH];
bool pfound = FALSE;
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You'll have to do that elsewhere.\r\n", ch );
return;
}
if( get_eq_char( ch, WEAR_DUAL_WIELD ) != NULL )
{
send_to_char( "You can't do that while wielding two weapons.", ch );
return;
}
wield = get_eq_char( ch, WEAR_WIELD );
if( !wield || wield->item_type != ITEM_WEAPON
|| wield->value[3] != WEAPON_BLASTER )
{
send_to_char( "You don't seem to be holding a blaster", ch );
return;
}
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if( ( dir = get_door( arg ) ) == -1 || arg2[0] == '\0' )
{
send_to_char( "Usage: snipe <dir> <target>\r\n", ch );
return;
}
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
{
send_to_char( "Are you expecting to fire through a wall!?\r\n", ch );
return;
}
if( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Are you expecting to fire through a door!?\r\n", ch );
return;
}
was_in_room = ch->in_room;
for( dist = 0; dist <= max_dist; dist++ )
{
if( IS_SET( pexit->exit_info, EX_CLOSED ) )
break;
if( !pexit->to_room )
break;
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
if( IS_NPC( ch ) && ( victim = get_char_room_mp( ch, arg2 ) ) != NULL )
{
pfound = TRUE;
break;
}
else if( !IS_NPC( ch )
&& ( victim = get_char_room( ch, arg2 ) ) != NULL )
{
pfound = TRUE;
break;
}
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
break;
}
char_from_room( ch );
char_to_room( ch, was_in_room );
if( !pfound )
{
ch_printf( ch, "You don't see that person to the %s!\r\n",
dir_name[dir] );
char_from_room( ch );
char_to_room( ch, was_in_room );
return;
}
if( victim == ch )
{
send_to_char( "Shoot yourself ... really?\r\n", ch );
return;
}
if( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You can't shoot them there.\r\n", ch );
return;
}
if( is_safe( ch, victim ) )
return;
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim,
TO_CHAR );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\r\n", ch );
return;
}
if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) )
{
send_to_char( "You feel too nice to do that!\r\n", ch );
return;
}
switch ( dir )
{
case DIR_NORTH:
case DIR_EAST:
dir += 2;
break;
case DIR_SOUTH:
case DIR_WEST:
dir -= 2;
break;
case DIR_UP:
case DIR_NORTHWEST:
dir += 1;
break;
case DIR_DOWN:
case DIR_SOUTHEAST:
dir -= 1;
break;
case DIR_NORTHEAST:
dir += 3;
break;
case DIR_SOUTHWEST:
dir -= 3;
break;
}
char_from_room( ch );
char_to_room( ch, victim->in_room );
sprintf( buf, "A blaster shot fires at you from the %s.", dir_name[dir] );
act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR );
act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "A blaster shot fires at $N from the %s.", dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
one_hit( ch, victim, TYPE_UNDEFINED );
if( char_died( ch ) )
return;
stop_fighting( ch, TRUE );
char_from_room( ch );
char_to_room( ch, was_in_room );
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if( IS_NPC( victim ) && !char_died( victim ) )
{
if( IS_SET( victim->act, ACT_SENTINEL ) )
{
victim->was_sentinel = victim->in_room;
REMOVE_BIT( victim->act, ACT_SENTINEL );
}
start_hating( victim, ch );
start_hunting( victim, ch );
}
}
/* syntax throw <obj> [direction] [target] */
void do_throw( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *tmpobj;
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
short dir;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *was_in_room;
ROOM_INDEX_DATA *to_room;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
was_in_room = ch->in_room;
if( arg[0] == '\0' )
{
send_to_char( "Usage: throw <object> [direction] [target]\r\n", ch );
return;
}
obj = get_eq_char( ch, WEAR_MISSILE_WIELD );
if( !obj || !nifty_is_name( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_HOLD );
if( !obj || !nifty_is_name( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_WIELD );
if( !obj || !nifty_is_name( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if( !obj || !nifty_is_name( arg, obj->name ) )
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_HOLD );
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_WIELD );
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
{
ch_printf( ch, "You don't seem to be holding or wielding %s.\r\n",
arg );
return;
}
if( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) )
{
act( AT_PLAIN, "You can't throw $p.", ch, obj, NULL, TO_CHAR );
return;
}
if( ch->position == POS_FIGHTING )
{
victim = who_fighting( ch );
if( char_died( victim ) )
return;
act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR );
act( AT_ACTION, "$n throws $p at $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n throw $p at you.", ch, obj, victim, TO_VICT );
}
else if( arg2[0] == '\0' )
{
sprintf( buf, "$n throws %s at the floor.", obj->short_descr );
act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM );
ch_printf( ch, "You throw %s at the floor.\r\n", obj->short_descr );
victim = NULL;
}
else if( ( dir = get_door( arg2 ) ) != -1 )
{
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
{
send_to_char( "Are you expecting to throw it through a wall!?\r\n",
ch );
return;
}
if( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Are you expecting to throw it through a door!?\r\n",
ch );
return;
}
switch ( dir )
{
case DIR_NORTH:
case DIR_EAST:
dir += 2;
break;
case DIR_SOUTH:
case DIR_WEST:
dir -= 2;
break;
case DIR_UP:
case DIR_NORTHWEST:
dir += 1;
break;
case DIR_DOWN:
case DIR_SOUTHEAST:
dir -= 1;
break;
case DIR_NORTHEAST:
dir += 3;
break;
case DIR_SOUTHWEST:
dir -= 3;
break;
}
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
victim = get_char_room( ch, arg3 );
if( victim )
{
if( is_safe( ch, victim ) )
return;
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim,
TO_CHAR );
return;
}
if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) )
{
send_to_char( "You feel too nice to do that!\r\n", ch );
return;
}
char_from_room( ch );
char_to_room( ch, was_in_room );
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You'll have to do that elsewhere.\r\n", ch );
return;
}
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
sprintf( buf, "Someone throws %s at you from the %s.",
obj->short_descr, dir_name[dir] );
act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR );
act( AT_ACTION, "You throw %p at $N.", ch, obj, victim, TO_CHAR );
sprintf( buf, "%s is thrown at $N from the %s.", obj->short_descr,
dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
}
else
{
ch_printf( ch, "You throw %s %s.\r\n", obj->short_descr,
dir_name[get_dir( arg2 )] );
sprintf( buf, "%s is thrown from the %s.", obj->short_descr,
dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM );
}
}
else if( ( victim = get_char_room( ch, arg2 ) ) != NULL )
{
if( is_safe( ch, victim ) )
return;
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim,
TO_CHAR );
return;
}
if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) )
{
send_to_char( "You feel too nice to do that!\r\n", ch );
return;
}
}
else
{
ch_printf( ch, "They don't seem to be here!\r\n" );
return;
}
if( obj == get_eq_char( ch, WEAR_WIELD )
&& ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD ) ) != NULL )
tmpobj->wear_loc = WEAR_WIELD;
unequip_char( ch, obj );
separate_obj( obj );
obj_from_char( obj );
obj = obj_to_room( obj, ch->in_room );
damage_obj( obj );
/* NOT NEEDED UNLESS REFERING TO OBJECT AGAIN
if( obj_extracted(obj) )
return;
*/
if( ch->in_room != was_in_room )
{
char_from_room( ch );
char_to_room( ch, was_in_room );
}
if( !victim || char_died( victim ) )
learn_from_failure( ch, gsn_throw );
else
{
WAIT_STATE( ch, skill_table[gsn_throw]->beats );
if( IS_NPC( ch )
|| number_percent() < character_skill_level( ch, gsn_throw ) )
{
learn_from_success( ch, gsn_throw );
global_retcode =
damage( ch, victim,
number_range( obj->weight * 2,
( obj->weight * 2 + ch->perm_str ) ),
TYPE_HIT );
}
else
{
learn_from_failure( ch, gsn_throw );
global_retcode = damage( ch, victim, 0, TYPE_HIT );
}
if( IS_NPC( victim ) && !char_died( victim ) )
{
if( IS_SET( victim->act, ACT_SENTINEL ) )
{
victim->was_sentinel = victim->in_room;
REMOVE_BIT( victim->act, ACT_SENTINEL );
}
start_hating( victim, ch );
start_hunting( victim, ch );
}
}
}
void do_pickshiplock( CHAR_DATA * ch, char *argument )
{
do_pick( ch, argument );
}
void do_hijack( CHAR_DATA * ch, char *argument )
{
int chance;
SHIP_DATA *ship;
char buf[MAX_STRING_LENGTH];
bool uhoh = FALSE;
CHAR_DATA *guard;
ROOM_INDEX_DATA *room;
if( ( ship = ship_from_cockpit( ch->in_room ) ) == NULL )
{
send_to_char( "&RYou must be in the cockpit of a ship to do that!\r\n",
ch );
return;
}
if( ship->ship_class > SPACE_STATION )
{
send_to_char( "&RThis isn't a spacecraft!\r\n", ch );
return;
}
if( check_pilot( ch, ship ) )
{
send_to_char( "&RWhat would be the point of that!\r\n", ch );
return;
}
if( ship->type == MOB_SHIP && get_trust( ch ) < 102 )
{
send_to_char
( "&RThis ship isn't pilotable by mortals at this point in time...\r\n",
ch );
return;
}
if( ship->ship_class == SPACE_STATION )
{
send_to_char( "You can't do that here.\r\n", ch );
return;
}
if( ship->lastdoc != ship->location )
{
send_to_char( "&rYou don't seem to be docked right now.\r\n", ch );
return;
}
if( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char( "The ship is not docked right now.\r\n", ch );
return;
}
if( ship->shipstate == SHIP_DISABLED )
{
send_to_char( "The ships drive is disabled .\r\n", ch );
return;
}
for( room = ship->first_room; room; room = room->next_in_ship )
{
for( guard = room->first_person; guard; guard = guard->next_in_room )
if( IS_NPC( guard ) && guard->pIndexData
&& guard->pIndexData->vnum == MOB_VNUM_SHIP_GUARD
&& guard->position > POS_SLEEPING && !guard->fighting )
{
start_hating( guard, ch );
start_hunting( guard, ch );
uhoh = TRUE;
}
}
if( uhoh )
{
send_to_char( "Uh oh....\r\n", ch );
return;
}
chance = IS_NPC( ch ) ? 0 : character_skill_level( ch, gsn_hijack );
if( number_percent() > chance )
{
send_to_char( "You fail to figure out the correct launch code.\r\n",
ch );
return;
}
chance = IS_NPC( ch ) ? 0 : character_skill_level( ch, gsn_spacecraft );
if( number_percent() < chance )
{
if( ship->hatchopen )
{
ship->hatchopen = FALSE;
sprintf( buf, "The hatch on %s closes.", ship->name );
echo_to_room( AT_YELLOW, get_room_index( ship->location ), buf );
echo_to_room( AT_YELLOW, ship->entrance, "The hatch slides shut." );
}
set_char_color( AT_GREEN, ch );
send_to_char( "Launch sequence initiated.\r\n", ch );
act( AT_PLAIN, "$n starts up the ship and begins the launch sequence.",
ch, NULL, argument, TO_ROOM );
echo_to_ship( AT_YELLOW, ship,
"The ship hums as it lifts off the ground." );
sprintf( buf, "%s begins to launch.", ship->name );
echo_to_room( AT_YELLOW, get_room_index( ship->location ), buf );
ship->shipstate = SHIP_LAUNCH;
ship->currspeed = ship->realspeed;
learn_from_success( ch, gsn_spacecraft );
learn_from_success( ch, gsn_hijack );
sprintf( buf, "%s has been hijacked!", ship->name );
echo_to_all( AT_RED, buf, 0 );
return;
}
set_char_color( AT_RED, ch );
send_to_char( "You fail to work the controls properly!\r\n", ch );
}
void do_propeganda( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
PLANET_DATA *planet = NULL;
CLAN_DATA *clan = NULL;
int percent = 0;
if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area
|| !ch->in_room->area->planet )
{
send_to_char( "What would be the point of that.\r\n", ch );
return;
}
argument = one_argument( argument, arg1 );
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
if( arg1[0] == '\0' )
{
send_to_char( "Spread propeganda to who?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\r\n", ch );
return;
}
if( !IS_SET( victim->act, ACT_CITIZEN ) )
{
send_to_char( "I don't think diplomacy will work on them...\r\n", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\r\n", ch );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "Interesting combat technique.\r\n", ch );
return;
}
if( victim->position == POS_FIGHTING )
{
send_to_char( "They're a little busy right now.\r\n", ch );
return;
}
if( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\r\n", ch );
return;
}
if( victim->position <= POS_SLEEPING )
{
send_to_char( "You might want to wake them first...\r\n", ch );
return;
}
clan = ch->pcdata->clan;
planet = ch->in_room->area->planet;
sprintf( buf, ", and the evils of %s",
planet->governed_by ? planet->governed_by->
name : "their current leaders" );
ch_printf( ch, "You speak to them about the benefits of the %s%s.\r\n",
ch->pcdata->clan->name, planet->governed_by == clan ? "" : buf );
act( AT_ACTION, "$n speaks about his organization.\r\n", ch, NULL, victim,
TO_VICT );
act( AT_ACTION, "$n tells $N about their organization.\r\n", ch, NULL,
victim, TO_NOTVICT );
WAIT_STATE( ch, skill_table[gsn_propeganda]->beats );
if( percent - get_curr_cha( ch ) + victim->top_level >
character_skill_level( ch, gsn_propeganda ) )
{
if( planet->governed_by != clan )
{
sprintf( buf, "%s is a traitor!", ch->name );
do_yell( victim, buf );
global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
}
return;
}
if( planet->governed_by == clan )
{
planet->pop_support += 1;
send_to_char( "Popular support for your organization increases.\r\n",
ch );
}
else
{
planet->pop_support -= ( float ) .1;
send_to_char
( "Popular support for the current government decreases.\r\n", ch );
}
if( number_percent() == 23 )
{
send_to_char( "You feel a bit more charming than you used to...\r\n",
ch );
ch->perm_cha++;
ch->perm_cha = UMIN( ch->perm_cha, 25 );
}
learn_from_success( ch, gsn_propeganda );
if( planet->pop_support > 100 )
planet->pop_support = 100;
if( planet->pop_support < -100 )
planet->pop_support = -100;
save_planet( planet );
}
void do_quicktalk( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *rch;
int chance;
if( ch->position != POS_FIGHTING )
{
send_to_char
( "You can't talk your way out of a fight that hasn't started yet...\r\n",
ch );
return;
}
act( AT_ACTION, "$n attempts to stop the fight.", ch, NULL, NULL, TO_ROOM );
chance = character_skill_level( ch, gsn_quicktalk );
chance = UMIN( chance, 95 );
if( number_percent() > chance )
{
send_to_char( "You fail to calm your attackers.\r\n", ch );
return;
}
for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
{
if( rch->fighting )
stop_fighting( rch, TRUE );
stop_hating( rch );
stop_hunting( rch );
stop_fearing( rch );
}
learn_from_success( ch, gsn_quicktalk );
send_to_char
( "You successfully talk your way out of a sticky situation.\r\n", ch );
}