/***************************************************************************
* 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 )
{
set_char_color( AT_GOLD, ch );
ch_printf( ch, "You have %d credits.\r\n", ch->gold );
return;
}
/*
* New score command by Haus
*/
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, "\r\nScore for %s the %s.\r\n", ch->name, 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.\r\n", get_trust( ch ) );
send_to_char( "----------------------------------------------------------------------------\r\n", 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\r\n",
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\r\n", 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: ??\r\n",
get_curr_str( ch ), get_curr_dex( ch ), get_curr_con( ch ), get_curr_int( ch ), get_curr_wis( ch ),
get_curr_cha( ch ) );
send_to_char( "----------------------------------------------------------------------------\r\n", 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\r\n",
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: ???\r\n",
ability_name[ability], ch->skill_level[ability], ch->experience[ability] );
}
send_to_char( "----------------------------------------------------------------------------\r\n", ch );
ch_printf( ch, "CREDITS: %-10d BANK: %-10d Pkills: %-5.5d Mkills: %-5.5d\r\n",
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)\r\n",
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)\r\n",
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;
default:
sprintf( buf, "Unknown " );
}
send_to_char( buf, ch );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You are drunk.\r\n", ch );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] == 0 )
send_to_char( "You are in danger of dehydrating.\r\n", ch );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] == 0 )
send_to_char( "You are starving to death.\r\n", ch );
if( ch->position != POS_SLEEPING )
switch ( ch->mental_state / 10 )
{
default:
send_to_char( "You're completely messed up!\r\n", ch );
break;
case -10:
send_to_char( "You're barely conscious.\r\n", ch );
break;
case -9:
send_to_char( "You can barely keep your eyes open.\r\n", ch );
break;
case -8:
send_to_char( "You're extremely drowsy.\r\n", ch );
break;
case -7:
send_to_char( "You feel very unmotivated.\r\n", ch );
break;
case -6:
send_to_char( "You feel sedated.\r\n", ch );
break;
case -5:
send_to_char( "You feel sleepy.\r\n", ch );
break;
case -4:
send_to_char( "You feel tired.\r\n", ch );
break;
case -3:
send_to_char( "You could use a rest.\r\n", ch );
break;
case -2:
send_to_char( "You feel a little under the weather.\r\n", ch );
break;
case -1:
send_to_char( "You feel fine.\r\n", ch );
break;
case 0:
send_to_char( "You feel great.\r\n", ch );
break;
case 1:
send_to_char( "You feel energetic.\r\n", ch );
break;
case 2:
send_to_char( "Your mind is racing.\r\n", ch );
break;
case 3:
send_to_char( "You can't think straight.\r\n", ch );
break;
case 4:
send_to_char( "Your mind is going 100 miles an hour.\r\n", ch );
break;
case 5:
send_to_char( "You're high as a kite.\r\n", ch );
break;
case 6:
send_to_char( "Your mind and body are slipping apart.\r\n", ch );
break;
case 7:
send_to_char( "Reality is slipping away.\r\n", ch );
break;
case 8:
send_to_char( "You have no idea what is real, and what is not.\r\n", ch );
break;
case 9:
send_to_char( "You feel immortal.\r\n", ch );
break;
case 10:
send_to_char( "You are a Supreme Entity.\r\n", ch );
break;
}
else if( ch->mental_state > 45 )
send_to_char( "Your sleep is filled with strange and vivid dreams.\r\n", ch );
else if( ch->mental_state > 25 )
send_to_char( "Your sleep is uneasy.\r\n", ch );
else if( ch->mental_state < -35 )
send_to_char( "You are deep in a much needed sleep.\r\n", ch );
else if( ch->mental_state < -25 )
send_to_char( "You are in deep slumber.\r\n", 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( "\r\nLanguages: ", 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( "\r\n", ch );
ch_printf( ch, "WANTED ON: %s\r\n", 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.\r\n", ch->pcdata->bestowments );
if( ch->pcdata->clan )
{
send_to_char( "----------------------------------------------------------------------------\r\n", 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( "\r\n", ch );
}
if( IS_IMMORTAL( ch ) )
{
send_to_char( "----------------------------------------------------------------------------\r\n", ch );
ch_printf( ch, "IMMORTAL DATA: Wizinvis [%s] Wizlevel (%d)\r\n",
IS_SET( ch->act, PLR_WIZINVIS ) ? "X" : " ", ch->pcdata->wizinvis );
ch_printf( ch, "Bamfin: %s\r\n", ( ch->pcdata->bamfin[0] != '\0' )
? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name );
ch_printf( ch, "Bamfout: %s\r\n", ( 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)\r\n",
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]\r\n", ( IS_SET( ch->pcdata->area->status, AREA_LOADED ) ) ? "yes" : "no" );
}
}
if( ch->first_affect )
{
int i;
SKILLTYPE *sktmp;
i = 0;
send_to_char( "----------------------------------------------------------------------------\r\n", 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 = 1;
if( ( ++i % 3 ) == 0 )
send_to_char( "\r\n", 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( "\r\n", ch );
}
}
}
send_to_char( "\r\n", 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 " HV ";
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_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_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 ";
}
bug( "Affect_location_name: unknown location %d.", location );
return "(?)";
}
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!\r\n", ch );
return;
}
set_char_color( AT_SCORE, ch );
ch_printf( ch,
"You are %s%s, level %d, %d years old (%d hours).\r\n",
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.\r\n", get_trust( ch ) );
if( IS_SET( ch->act, ACT_MOBINVIS ) )
ch_printf( ch, "You are mobinvis at level %d.\r\n", ch->mobinvis );
ch_printf( ch, "You have %d/%d hit, %d/%d movement.\r\n", ch->hit, ch->max_hit, ch->move, ch->max_move );
ch_printf( ch,
"You are carrying %d/%d items with weight %d/%d kg.\r\n",
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: ??\r\n",
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.\r\n", ch->gold );
if( !IS_NPC( ch ) )
ch_printf( ch,
"You have achieved %d glory during your life, and currently have %d.\r\n",
ch->pcdata->quest_accum, ch->pcdata->quest_curr );
ch_printf( ch,
"Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\r\n",
( !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.\r\n", ch->wimpy );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You are drunk.\r\n", ch );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] == 0 )
send_to_char( "You are thirsty.\r\n", ch );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] == 0 )
send_to_char( "You are hungry.\r\n", ch );
switch ( ch->mental_state / 10 )
{
default:
send_to_char( "You're completely messed up!\r\n", ch );
break;
case -10:
send_to_char( "You're barely conscious.\r\n", ch );
break;
case -9:
send_to_char( "You can barely keep your eyes open.\r\n", ch );
break;
case -8:
send_to_char( "You're extremely drowsy.\r\n", ch );
break;
case -7:
send_to_char( "You feel very unmotivated.\r\n", ch );
break;
case -6:
send_to_char( "You feel sedated.\r\n", ch );
break;
case -5:
send_to_char( "You feel sleepy.\r\n", ch );
break;
case -4:
send_to_char( "You feel tired.\r\n", ch );
break;
case -3:
send_to_char( "You could use a rest.\r\n", ch );
break;
case -2:
send_to_char( "You feel a little under the weather.\r\n", ch );
break;
case -1:
send_to_char( "You feel fine.\r\n", ch );
break;
case 0:
send_to_char( "You feel great.\r\n", ch );
break;
case 1:
send_to_char( "You feel energetic.\r\n", ch );
break;
case 2:
send_to_char( "Your mind is racing.\r\n", ch );
break;
case 3:
send_to_char( "You can't think straight.\r\n", ch );
break;
case 4:
send_to_char( "Your mind is going 100 miles an hour.\r\n", ch );
break;
case 5:
send_to_char( "You're high as a kite.\r\n", ch );
break;
case 6:
send_to_char( "Your mind and body are slipping appart.\r\n", ch );
break;
case 7:
send_to_char( "Reality is slipping away.\r\n", ch );
break;
case 8:
send_to_char( "You have no idea what is real, and what is not.\r\n", ch );
break;
case 9:
send_to_char( "You feel immortal.\r\n", ch );
break;
case 10:
send_to_char( "You are a Supreme Entity.\r\n", ch );
break;
}
switch ( ch->position )
{
case POS_DEAD:
send_to_char( "You are DEAD!!\r\n", ch );
break;
case POS_MORTAL:
send_to_char( "You are mortally wounded.\r\n", ch );
break;
case POS_INCAP:
send_to_char( "You are incapacitated.\r\n", ch );
break;
case POS_STUNNED:
send_to_char( "You are stunned.\r\n", ch );
break;
case POS_SLEEPING:
send_to_char( "You are sleeping.\r\n", ch );
break;
case POS_RESTING:
send_to_char( "You are resting.\r\n", ch );
break;
case POS_STANDING:
send_to_char( "You are standing.\r\n", ch );
break;
case POS_FIGHTING:
send_to_char( "You are fighting.\r\n", ch );
break;
case POS_MOUNTED:
send_to_char( "Mounted.\r\n", ch );
break;
case POS_SHOVE:
send_to_char( "Being shoved.\r\n", ch );
break;
case POS_DRAG:
send_to_char( "Being dragged.\r\n", 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!\r\n", ch );
else if( GET_AC( ch ) >= 80 )
send_to_char( "naked.\r\n", ch );
else if( GET_AC( ch ) >= 60 )
send_to_char( "wearing clothes.\r\n", ch );
else if( GET_AC( ch ) >= 40 )
send_to_char( "slightly armored.\r\n", ch );
else if( GET_AC( ch ) >= 20 )
send_to_char( "somewhat armored.\r\n", ch );
else if( GET_AC( ch ) >= 0 )
send_to_char( "armored.\r\n", ch );
else if( GET_AC( ch ) >= -20 )
send_to_char( "well armored.\r\n", ch );
else if( GET_AC( ch ) >= -40 )
send_to_char( "strongly armored.\r\n", ch );
else if( GET_AC( ch ) >= -60 )
send_to_char( "heavily armored.\r\n", ch );
else if( GET_AC( ch ) >= -80 )
send_to_char( "superbly armored.\r\n", ch );
else if( GET_AC( ch ) >= -100 )
send_to_char( "divinely armored.\r\n", ch );
else
send_to_char( "invincible!\r\n", ch );
if( ch->top_level >= 15 )
ch_printf( ch, "Hitroll: %d Damroll: %d.\r\n", 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.\r\n", ch );
else if( ch->alignment > 700 )
send_to_char( "saintly.\r\n", ch );
else if( ch->alignment > 350 )
send_to_char( "good.\r\n", ch );
else if( ch->alignment > 100 )
send_to_char( "kind.\r\n", ch );
else if( ch->alignment > -100 )
send_to_char( "neutral.\r\n", ch );
else if( ch->alignment > -350 )
send_to_char( "mean.\r\n", ch );
else if( ch->alignment > -700 )
send_to_char( "evil.\r\n", ch );
else if( ch->alignment > -900 )
send_to_char( "demonic.\r\n", ch );
else
send_to_char( "satanic.\r\n", ch );
if( ch->first_affect )
{
send_to_char( "You are affected by:\r\n", 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( ".\r\n", ch );
}
}
if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
{
ch_printf( ch, "WizInvis level: %d WizInvis is %s\r\n",
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\r\n", 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\r\n", 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\r\n", 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\r\n",
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: ???\r\n",
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( "\r\nImbued with:\r\n", ch );
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\r\n", affect_bit_name( ch->affected_by ) );
if( ch->top_level >= 20 )
{
send_to_char( "\r\n", 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\r\n", 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\r\n", 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\r\n", flag_string( ch->susceptible, ris_flags ) );
}
}
return;
}
if( !ch->first_affect )
{
set_char_color( AT_SCORE, ch );
send_to_char( "\r\nNo cantrip or skill affects you.\r\n", ch );
}
else
{
send_to_char( "\r\n", 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\r\n", skill->name );
}
}
return;
}
void do_inventory( CHAR_DATA * ch, char *argument )
{
set_char_color( AT_RED, ch );
send_to_char( "You are carrying:\r\n", 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:\r\n", 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, "" );
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 = ( short )( ( obj->value[0] * 10 ) / obj->value[1] );
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];
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_FORCE_PIKE || obj->value[3] == WEAPON_BOWCASTER ) )
{
ch_printf( ch, "%d", obj->value[4] );
}
break;
}
send_to_char( "\r\n", ch );
}
else
send_to_char( "something.\r\n", ch );
found = TRUE;
}
}
if( !found )
send_to_char( "Nothing.\r\n", 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 )
{
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;
}
if( ( get_trust( ch ) <= LEVEL_IMMORTAL ) && ( !nifty_is_name( ch->name, argument ) ) )
{
send_to_char( "You must include your name somewhere in your title!", ch );
return;
}
smash_tilde( argument );
set_title( ch, argument );
send_to_char( "Ok.\r\n", 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\r\n", 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.\r\n", 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.\r\n", 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!\r\n", 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.\r\n", 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!\r\n", 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.\r\n", 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_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!\r\n", ch );
return;
}
ch_printf( ch, "You report: %d/%d hp %d/%d mv.\r\n", 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..\r\n", ch );
return;
}
smash_tilde( argument );
one_argument( argument, arg );
if( !*arg )
{
send_to_char( "Set prompt to what? (try help prompt)\r\n", ch );
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.\r\n", ch );
return;
}