/* ************************************************************************
* File: act.other.c Part of CircleMUD *
* Usage: Miscellaneous player-level commands *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
#include <sys/types.h>
#include <sys/stat.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "house.h"
#include "newmagic.h"
#include "ident.h"
#include "olc.h"
#include "boards.h"
#include "screen.h"
#include "memory.h"
#include "awake.h"
/* extern variables */
extern const struct str_app_type str_app[];
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct room_data *world;
extern struct player_special_data dummy_mob;
//extern struct dex_skill_type dex_app_skill[];
extern struct spell_info_type spell_info[];
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern struct zone_data *zone_table;
extern int max_obj_save;
extern int top_of_zone_table;
extern int auto_save;
extern const char *spells[];
extern const char *wound_name[];
extern const char *ctypes[];
extern char *short_object(int virt, int where);
extern bool save_etext(struct char_data *ch);
extern bool read_extratext(struct char_data * ch);
extern int House_can_enter(struct char_data * ch, sh_int house);
extern int return_general(int skill_num);
extern int belongs_to(struct char_data *ch, struct obj_data *obj);
extern int reverse_web(struct char_data *ch, int &skill, int &target);
extern bool check_lar( char_data *ch, char *str, int channel );
extern class memoryClass *Mem;
/* extern procedures */
SPECIAL(shop_keeper);
extern char *how_good(int percent);
extern void perform_tell(struct char_data *, struct char_data *, char *);
extern void obj_to_cyberware(struct obj_data * object, struct char_data * ch);
extern void obj_to_bioware(struct obj_data * object, struct char_data * ch);
extern void obj_magic(struct char_data * ch, struct obj_data * obj, char *argument);
extern void end_quest(struct char_data *ch);
extern void save_fixers(void);
ACMD(do_quit)
{
void die(struct char_data * ch);
void Crash_rentsave(struct char_data * ch, int cost);
extern int free_rent;
int i, numitems = 0;
struct obj_data *obj, *temp;
struct descriptor_data *d, *next_d;
if (IS_NPC(ch) || !ch->desc)
return;
if (subcmd != SCMD_QUIT && GET_LEVEL(ch) < LVL_LEGEND)
send_to_char("You have to type quit - no less, to quit!\r\n", ch);
else if (GET_POS(ch) == POS_FIGHTING)
send_to_char("No way! You're fighting for your life!\r\n", ch);
else if (ROOM_FLAGGED(ch->in_room, ROOM_NOQUIT))
send_to_char("You can't quit here!\r\n", ch);
else if (GET_POS(ch) < POS_STUNNED) {
send_to_char("You die before your time...\r\n", ch);
act("$n gives up the struggle to live...", TRUE, ch, 0, 0, TO_ROOM);
die(ch);
} else if (GET_POS(ch) == POS_STUNNED) {
send_to_char("You're unconscious! You can't leave now!\r\n", ch);
return;
} else if (!PLR_FLAGGED(ch, PLR_LOADROOM) && (GET_LOADROOM(ch) < 2000 || GET_LOADROOM(ch) == 8039
|| ( GET_LOADROOM(ch) >= 700 && GET_LOADROOM(ch) <=799) ) &&
GET_LEVEL(ch) < LVL_LEGEND && !PLR_FLAGGED(ch, PLR_NEWBIE)) {
send_to_char("You can't quit -- you have never rented!\r\n", ch);
return;
} else {
for (i = 0; i < (NUM_WEARS - 1); i++)
if (GET_EQ(ch, i)) {
numitems++;
for (obj = GET_EQ(ch, i)->contains; obj; obj = obj->next_content)
numitems++;
}
for (obj = ch->carrying; obj; obj = obj->next_content) {
numitems++;
for (temp = obj->contains; temp; temp = temp->next_content)
numitems++;
}
if (numitems > max_obj_save) {
send_to_char(ch, "You are only allowed to quit with %d items.\r\n", max_obj_save);
return;
}
act("$n has left the game.", TRUE, ch, 0, 0, TO_ROOM);
sprintf(buf, "%s has quit the game.", GET_NAME(ch));
mudlog(buf, ch, LOG_CONNLOG, FALSE);
send_to_char("Later, chummer.\r\n", ch);
save_fixers();
/*
* kill off all sockets connected to the same player as the one who is
* trying to quit. Helps to maintain sanity as well as prevent duping.
*/
for (d = descriptor_list; d; d = next_d) {
next_d = d->next;
if (d == ch->desc)
continue;
if (d->character && (GET_IDNUM(d->character) == GET_IDNUM(ch)))
close_socket(d);
}
int save_room = ch->in_room;
if (GET_QUEST(ch))
end_quest(ch);
// if (free_rent)
Crash_rentsave(ch, 0);
/* If someone is quitting in their house, let them load back here */
if (ROOM_FLAGGED(save_room, ROOM_HOUSE) && House_can_enter(ch, world[save_room].number)) {
GET_LOADROOM(ch) = world[save_room].number;
save_char(ch, GET_LOADROOM(ch));
}
if (ch->desc && GET_LEVEL(ch) < LVL_LEGEND)
STATE(ch->desc) = CON_QMENU;
extract_char(ch); /* Char is saved in extract char */
}
}
ACMD(do_save)
{
if (IS_NPC(ch) || !ch->desc)
return;
if (cmd) {
if (auto_save) {
send_to_char("There is no need to save manually.\r\n", ch);
return;
}
sprintf(buf, "Saving %s.\r\n", GET_NAME(ch));
send_to_char(buf, ch);
}
save_char(ch, NOWHERE);
write_spells(ch);
save_etext(ch);
Crash_crashsave(ch);
if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH))
House_crashsave(world[ch->in_room].number);
}
/* generic function for commands which are normally overridden by
special procedures - i.e., shop commands, mail commands, etc. */
ACMD(do_not_here)
{
send_to_char("Sorry, but you cannot do that here!\r\n", ch);
}
ACMD(do_sneak)
{
struct affected_type af;
bool has_sneak = FALSE;
if (IS_AFFECTED(ch, AFF_SNEAK)) {
REMOVE_BIT(AFF_FLAGS(ch), AFF_SNEAK);
send_to_char("You stop sneaking around.\r\n", ch);
return;
}
if (GET_SKILL(ch, SKILL_STEALTH) > 0)
has_sneak = TRUE;
if (has_sneak)
send_to_char("You begin to move with stealth.\r\n", ch);
else send_to_char("You attempt to move with stealth.\r\n", ch);
}
ACMD(do_hide)
{
byte percent;
send_to_char("You attempt to hide yourself.\r\n", ch);
if (IS_AFFECTED(ch, AFF_HIDE))
REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE);
percent = number(1, 101); /* 101% is a complete failure */
if (percent > GET_SKILL(ch, SKILL_HIDE)) // + dex_app_skill[GET_QUI(ch)].hide)
return;
SET_BIT(AFF_FLAGS(ch), AFF_HIDE);
}
ACMD(do_steal)
{
struct char_data *vict;
struct obj_data *obj;
char vict_name[240];
char obj_name[240];
int percent, gold, eq_pos, pcsteal = 0;
extern int pt_allowed;
bool ohoh = FALSE;
ACMD(do_gen_comm);
if (IS_ASTRAL(ch) || IS_PERSONA(ch)) {
send_to_char("Heh...whatever.\r\n", ch);
return;
}
argument = one_argument(argument, obj_name);
one_argument(argument, vict_name);
if (!(vict = get_char_room_vis(ch, vict_name))) {
send_to_char("Steal what from who?\r\n", ch);
return;
} else if (vict == ch) {
send_to_char("Come on now, that's rather stupid!\r\n", ch);
return;
}
if (!pt_allowed) {
if (!IS_NPC(vict) && !PLR_FLAGGED(vict, PLR_THIEF) &&
!PLR_FLAGGED(vict, PLR_KILLER) && !PLR_FLAGGED(ch, PLR_THIEF)) {
/*
* SET_BIT(ch->specials.act, PLR_THIEF); send_to_char("Okay, you're the
* boss... you're now a THIEF!\r\n",ch); sprintf(buf, "PC Thief bit set
* on %s", GET_NAME(ch)); log(buf);
*/
pcsteal = 1;
}
if (PLR_FLAGGED(ch, PLR_THIEF))
pcsteal = 1;
/*
* We'll try something different... instead of having a thief flag, just
* have PC Steals fail all the time.
*/
}
/* 101% is a complete failure */
percent = number(1, 101); // - dex_app_skill[GET_QUI(ch)].p_pocket;
if (GET_POS(vict) < POS_SLEEPING)
percent = -1; /* ALWAYS SUCCESS */
/* NO NO With Imp's and Shopkeepers! */
if ((GET_LEVEL(vict) >= LVL_LEGEND) || pcsteal || GET_MOB_SPEC(vict) == shop_keeper)
percent = 101; /* Failure */
if (str_cmp(obj_name, "credits") && str_cmp(obj_name, "credstick")) {
if (!(obj = get_obj_in_list_vis(vict, obj_name, vict->carrying))) {
for (eq_pos = 0; eq_pos < NUM_WEARS; eq_pos++)
if (GET_EQ(vict, eq_pos) &&
(isname(obj_name, GET_EQ(vict, eq_pos)->name)) &&
CAN_SEE_OBJ(ch, GET_EQ(vict, eq_pos))) {
obj = GET_EQ(vict, eq_pos);
break;
}
if (!obj) {
act("$E hasn't got that item.", FALSE, ch, 0, vict, TO_CHAR);
return;
} else { /* It is equipment */
if ((GET_POS(vict) > POS_STUNNED)) {
send_to_char("Steal the equipment now? Impossible!\r\n", ch);
return;
} else {
act("You unequip $p and steal it.", FALSE, ch, obj, 0, TO_CHAR);
act("$n steals $p from $N.", FALSE, ch, obj, vict, TO_NOTVICT);
obj_to_char(unequip_char(vict, eq_pos), ch);
}
}
} else { /* obj found in inventory */
percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */
if (AWAKE(vict) && (percent > GET_SKILL(ch, SKILL_STEAL))) {
ohoh = TRUE;
act("Oops..", FALSE, ch, 0, 0, TO_CHAR);
act("$n tried to steal something from you!", FALSE, ch, 0, vict, TO_VICT);
act("$n tries to steal something from $N.", TRUE, ch, 0, vict, TO_NOTVICT);
} else { /* Steal the item */
if ((IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch))) {
if ((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) < CAN_CARRY_W(ch)) {
obj_from_char(obj);
obj_to_char(obj, ch);
send_to_char("Got it!\r\n", ch);
}
} else
send_to_char("You cannot carry that much.\r\n", ch);
}
}
} else { /* Steal some credits, probably an impossible task */
if (AWAKE(vict) && (percent > GET_SKILL(ch, SKILL_STEAL))) {
ohoh = TRUE;
act("Oops..", FALSE, ch, 0, 0, TO_CHAR);
act("You discover that $n has $s hands on your credstick.", FALSE, ch, 0, vict, TO_VICT);
act("$n tries to steal a credstick from $N.", TRUE, ch, 0, vict, TO_NOTVICT);
} else {
/* Steal some credits */
gold = (int) ((GET_NUYEN(vict) * number(1, 10)) / 100);
gold = MIN(1782, gold);
if (gold > 0) {
GET_NUYEN(ch) += gold;
GET_NUYEN(vict) -= gold;
sprintf(buf, "Bingo! You got %d credits.\r\n", gold);
send_to_char(buf, ch);
} else {
send_to_char("You couldn't get any credits...\r\n", ch);
}
}
}
if (ohoh && IS_NPC(vict) && AWAKE(vict))
set_fighting(vict, ch);
// hit(vict, ch, TYPE_UNDEFINED);
}
ACMD(do_practice)
{
send_to_char("You can only practice skills through a teacher. (Use the 'skills' command\r\nto see which skills you know)\r\n", ch);
}
ACMD(do_train)
{
send_to_char("You can only train with a trainer.\r\n", ch);
}
ACMD(do_visible)
{
void appear(struct char_data * ch);
if (IS_AFFECTED(ch, AFF_INVISIBLE) || IS_AFFECTED(ch, AFF_IMP_INVIS)) {
appear(ch);
send_to_char("You break the spell of invisibility.\r\n", ch);
} else
send_to_char("You are already visible.\r\n", ch);
}
ACMD(do_title)
{
skip_spaces(&argument);
delete_doubledollar(argument);
if (IS_NPC(ch))
send_to_char("Your title is fine... go away.\r\n", ch);
else if (PLR_FLAGGED(ch, PLR_NOTITLE))
send_to_char("You can't title yourself.\r\n", ch);
else if (strstr((const char *)argument, "(") || strstr((const char *)argument, ")"))
send_to_char("Titles can't contain the ( or ) characters.\r\n", ch);
else if (strlen(argument) > (MAX_TITLE_LENGTH - 2)) {
sprintf(buf, "Sorry, titles can't be longer than %d characters.\r\n",
MAX_TITLE_LENGTH - 2);
send_to_char(buf, ch);
} else {
/* Twink check */
if ( check_lar( ch, argument, CHAN_TITLE ) )
return;
skip_spaces(&argument);
strcat(argument, "^n");
set_title(ch, argument);
sprintf(buf, "Okay, you're now %s %s.\r\n", GET_NAME(ch), GET_TITLE(ch));
send_to_char(buf, ch);
}
}
int perform_group(struct char_data *ch, struct char_data *vict)
{
if (IS_AFFECTED(vict, AFF_GROUP) || !CAN_SEE(ch, vict) || (GET_LEVEL(ch) < LVL_LEGEND &&
GET_LEVEL(vict) >= LVL_LEGEND))
return 0;
SET_BIT(AFF_FLAGS(vict), AFF_GROUP);
if (ch != vict)
act("$N is now a member of your group.", FALSE, ch, 0, vict, TO_CHAR);
act("You are now a member of $n's group.", FALSE, ch, 0, vict, TO_VICT);
act("$N is now a member of $n's group.", FALSE, ch, 0, vict, TO_NOTVICT);
return 1;
}
void print_group(struct char_data *ch)
{
struct char_data *k;
struct follow_type *f;
if (!IS_AFFECTED(ch, AFF_GROUP))
send_to_char("But you are not the member of a group!\r\n", ch);
else {
send_to_char("Your group consists of:\r\n", ch);
k = (ch->master ? ch->master : ch);
if (IS_AFFECTED(k, AFF_GROUP)) {
sprintf(buf, " [%3dP %3dM] %-20s (Head of group)\r\n",
(int)(GET_PHYSICAL(k) / 100), (int)(GET_MENTAL(k) / 100), GET_NAME(k));
send_to_char(buf, ch);
}
for (f = k->followers; f; f = f->next) {
if (!IS_AFFECTED(f->follower, AFF_GROUP))
continue;
sprintf(buf, " [%3dP %3dM] $N",
(int)(GET_PHYSICAL(f->follower) / 100),
(int)(GET_MENTAL(f->follower) / 100));
act(buf, FALSE, ch, 0, f->follower, TO_CHAR);
}
}
}
ACMD(do_group)
{
struct char_data *vict;
struct follow_type *f;
int found;
one_argument(argument, buf);
if (!*buf) {
print_group(ch);
return;
}
if (ch->master) {
act("You can not enroll group members without being head of a group.",
FALSE, ch, 0, 0, TO_CHAR);
return;
}
if (!str_cmp(buf, "all")) {
perform_group(ch, ch);
for (found = 0, f = ch->followers; f; f = f->next)
found += perform_group(ch, f->follower);
if (!found)
send_to_char("Everyone following you is already in your group.\r\n", ch);
return;
}
if (!(vict = get_char_room_vis(ch, buf)))
send_to_char(NOPERSON, ch);
else if ((vict->master != ch) && (vict != ch))
act("$N must follow you to enter your group.", FALSE, ch, 0, vict, TO_CHAR);
else {
if (!IS_AFFECTED(vict, AFF_GROUP))
perform_group(ch, vict);
else {
if (ch != vict) {
act("$N is no longer a member of your group.", FALSE, ch, 0, vict, TO_CHAR);
if (ch->player_specials->gname) {
delete [] ch->player_specials->gname;
ch->player_specials->gname = NULL;
}
}
act("You have been kicked out of $n's group!", FALSE, ch, 0, vict, TO_VICT);
act("$N has been kicked out of $n's group!", FALSE, ch, 0, vict, TO_NOTVICT);
REMOVE_BIT(AFF_FLAGS(vict), AFF_GROUP);
}
}
}
ACMD(do_gname)
{
if (ch->master) {
send_to_char(ch, "You must be the head of %s group to name it.\r\n",
IS_AFFECTED(ch, AFF_GROUP) ? "the" : "a");
return;
}
skip_spaces(&argument);
if (!*argument) {
send_to_char(ch, "Current group name: %s\r\n", ch->player_specials->gname);
return;
} else if (strlen(argument) > MAX_NAME_LENGTH) {
send_to_char(ch, "Group names are limited to %d characters.\r\n", MAX_NAME_LENGTH);
return;
}
if (ch->player_specials->gname)
delete [] ch->player_specials->gname;
ch->player_specials->gname = str_dup(argument);
send_to_char(ch, "Group name set to: %s\r\n", argument);
}
ACMD(do_ungroup)
{
struct follow_type *f, *next_fol;
struct char_data *tch;
void stop_follower(struct char_data * ch);
one_argument(argument, buf);
if (!*buf) {
if (ch->master || !(IS_AFFECTED(ch, AFF_GROUP))) {
send_to_char("But you lead no group!\r\n", ch);
return;
}
sprintf(buf2, "%s has disbanded the group.\r\n", GET_NAME(ch));
for (f = ch->followers; f; f = next_fol) {
next_fol = f->next;
if (IS_AFFECTED(f->follower, AFF_GROUP)) {
REMOVE_BIT(AFF_FLAGS(f->follower), AFF_GROUP);
send_to_char(buf2, f->follower);
if (!IS_AFFECTED(f->follower, AFF_CHARM))
stop_follower(f->follower);
}
}
if (ch->player_specials->gname) {
delete [] ch->player_specials->gname;
ch->player_specials->gname = NULL;
}
REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP);
send_to_char("You disband the group.\r\n", ch);
return;
}
if (!(tch = get_char_room_vis(ch, buf))) {
send_to_char("There is no such person!\r\n", ch);
return;
}
if (tch->master != ch) {
send_to_char("That person is not following you!\r\n", ch);
return;
}
if (!IS_AFFECTED(tch, AFF_GROUP)) {
send_to_char("That person isn't in your group.\r\n", ch);
return;
}
REMOVE_BIT(AFF_FLAGS(tch), AFF_GROUP);
act("$N is no longer a member of your group.", FALSE, ch, 0, tch, TO_CHAR);
act("You have been kicked out of $n's group!", FALSE, ch, 0, tch, TO_VICT);
act("$N has been kicked out of $n's group!", FALSE, ch, 0, tch, TO_NOTVICT);
if (!IS_AFFECTED(tch, AFF_CHARM))
stop_follower(tch);
}
ACMD(do_report)
{
struct char_data *k;
struct follow_type *f;
if (!IS_AFFECTED(ch, AFF_GROUP)) {
send_to_char("But you are not a member of any group!\r\n", ch);
return;
}
sprintf(buf, "%s reports: %d/%dP, %d/%dM\r\n", GET_NAME(ch),
(int)(GET_PHYSICAL(ch) / 100), (int)(GET_MAX_PHYSICAL(ch) / 100),
(int)(GET_MENTAL(ch) / 100), (int)(GET_MAX_MENTAL(ch) / 100));
CAP(buf);
k = (ch->master ? ch->master : ch);
for (f = k->followers; f; f = f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP) && f->follower != ch)
send_to_char(buf, f->follower);
if (k != ch)
send_to_char(buf, k);
send_to_char("You report to the group.\r\n", ch);
}
ACMD(do_split)
{
int amount, num, share;
struct char_data *k;
struct follow_type *f;
if (IS_NPC(ch))
return;
one_argument(argument, buf);
if (is_number(buf)) {
amount = atoi(buf);
if (amount <= 0) {
send_to_char("Sorry, you can't do that.\r\n", ch);
return;
}
if (amount > GET_NUYEN(ch)) {
send_to_char("You don't seem to have that much gold to split.\r\n", ch);
return;
}
k = (ch->master ? ch->master : ch);
if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room))
num = 1;
else
num = 0;
for (f = k->followers; f; f = f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP) &&
(!IS_NPC(f->follower)) &&
(f->follower->in_room == ch->in_room))
num++;
if (num && IS_AFFECTED(ch, AFF_GROUP))
share = amount / num;
else {
send_to_char("With whom do you wish to share your nuyen?\r\n", ch);
return;
}
GET_NUYEN(ch) -= share * (num - 1);
if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room)
&& !(IS_NPC(k)) && k != ch) {
GET_NUYEN(k) += share;
sprintf(buf, "%s splits %d nuyen; you receive %d.\r\n", GET_NAME(ch),
amount, share);
send_to_char(buf, k);
}
for (f = k->followers; f; f = f->next) {
if (IS_AFFECTED(f->follower, AFF_GROUP) &&
(!IS_NPC(f->follower)) &&
(f->follower->in_room == ch->in_room) &&
f->follower != ch) {
GET_NUYEN(f->follower) += share;
sprintf(buf, "%s splits %d nuyen; you receive %d.\r\n", GET_NAME(ch),
amount, share);
send_to_char(buf, f->follower);
}
}
sprintf(buf, "You split %d nuyen among %d members -- %d nuyen each.\r\n",
amount, num, share);
send_to_char(buf, ch);
} else {
send_to_char("How much nuyen do you wish to split with your group?\r\n", ch);
return;
}
}
ACMD(do_patch)
{
struct char_data *vict;
struct obj_data *patch;
half_chop(argument, arg, buf);
if (!*arg || !*buf) {
send_to_char("Who do you want to patch and with what?\r\n", ch);
return;
}
if (!(patch = get_obj_in_list_vis(ch, arg, ch->carrying))) {
send_to_char(ch, "You don't seem to have a '%s'.\r\n", arg);
return;
}
if (!(vict = get_char_room_vis(ch, buf))) {
send_to_char(ch, "There doesn't seem to be a '%s' here.\r\n", buf);
return;
}
if (GET_EQ(vict, WEAR_PATCH)) {
act("$N already has a patch applied.", FALSE, ch, 0, vict, TO_CHAR);
return;
}
if (GET_OBJ_VAL(patch, 1) < 1) {
send_to_char("That patch seems to be defective...\r\n", ch);
return;
}
switch (GET_OBJ_VAL(patch, 0)) {
case 0: // antidote
if (!AFF_FLAGGED(vict, AFF_POISON)) {
act("But $N is not even poisoned!", FALSE, ch, 0, vict, TO_CHAR);
return;
}
if (vict == ch)
act("You slap $p on your shoulder.", FALSE, ch, patch, 0, TO_CHAR);
else {
act("You slap $p on $N's shoulder.", FALSE, ch, patch, vict, TO_CHAR);
act("$n slaps $p on your shoulder.", FALSE, ch, patch, vict, TO_VICT);
act("$n slaps $p on $N's shoulder.", FALSE, ch, patch, vict, TO_NOTVICT);
}
obj_from_char(patch);
GET_EQ(vict, WEAR_PATCH) = patch;
patch->worn_by = vict;
patch->worn_on = WEAR_PATCH;
break;
case 1: // stim
if (vict != ch) {
send_to_char("You can only use stim patches on yourself.\r\n", ch);
return;
}
act("You slap $p on your shoulder and feel more aware.", FALSE, ch, patch, 0, TO_CHAR);
act("$n slaps $p on $s shoulder and appears more aware.", FALSE, ch, patch, 0, TO_ROOM);
GET_MENTAL(ch) = MIN(GET_MAX_MENTAL(ch), GET_MENTAL(ch) + (GET_OBJ_VAL(patch, 1) * 100));
obj_from_char(patch);
GET_EQ(vict, WEAR_PATCH) = patch;
patch->worn_by = vict;
patch->worn_on = WEAR_PATCH;
break;
case 2: // tranq
if (GET_POS(vict) == POS_FIGHTING) {
send_to_char("You can't put a tranq patch on a fighting person!\r\n", ch);
return;
}
if (vict == ch) {
send_to_char("Now why would you do that?\r\n", ch);
return;
}
if (GET_POS(vict) > POS_SLEEPING) {
if (resisted_test(GET_QUI(ch), GET_QUI(vict) - GET_POS(vict) + POS_STANDING, GET_QUI(vict),
GET_QUI(ch) - GET_POS(ch) + POS_STANDING) <= 0) {
act("$N nimbly dodges your attempt to put $p on $M.", FALSE, ch, patch, vict, TO_CHAR);
act("You nimbly dodge $n's attempt to put $p on you.", FALSE, ch, patch, vict, TO_VICT);
act("$N nimbly dodges $n's attempt to put $p on $M.", FALSE, ch, patch, vict, TO_NOTVICT);
if (IS_NPC(vict) || (IS_NPC(ch) && !IS_NPC(vict))) {
set_fighting(vict, ch);
set_fighting(ch, vict);
}
return;
} else {
act("You slap $p on $N before $E has a chance to move!", FALSE, ch, patch, vict, TO_CHAR);
act("$n slaps $p on you before you can get out of the way!", FALSE, ch, patch, vict, TO_VICT);
act("$n slaps $p on $N before $E has a chance to move!", FALSE, ch, patch, vict, TO_NOTVICT);
if (IS_NPC(vict) || (IS_NPC(ch) && !IS_NPC(vict))) {
set_fighting(vict, ch);
set_fighting(ch, vict);
}
}
}
obj_from_char(patch);
GET_EQ(vict, WEAR_PATCH) = patch;
patch->worn_by = vict;
patch->worn_on = WEAR_PATCH;
break;
case 3: // trauma
if (GET_POS(vict) >= POS_STUNNED) {
send_to_char("Now where's the sense in that?\r\n", ch);
return;
}
act("You slap $p over $N's heart.", FALSE, ch, patch, vict, TO_CHAR);
act("$n slaps $p over $N's heart.", FALSE, ch, patch, vict, TO_NOTVICT);
obj_from_char(patch);
GET_EQ(vict, WEAR_PATCH) = patch;
patch->worn_by = vict;
patch->worn_on = WEAR_PATCH;
break;
default:
act("$p seems to be defective.", FALSE, ch, patch, 0, TO_CHAR);
sprintf(buf, "Illegal patch type - object #%d", GET_OBJ_VNUM(patch));
mudlog(buf, ch, LOG_SYSLOG, FALSE);
break;
}
}
ACMD(do_use)
{
SPECIAL(anticoagulant);
struct obj_data *mag_item, *obj, *corpse;
struct char_data *tmp_char;
int equipped = 1;
half_chop(argument, arg, buf);
if (!*arg) {
sprintf(buf2, "What do you want to %s?\r\n", CMD_NAME);
send_to_char(buf2, ch);
return;
}
for (obj = ch->carrying; obj; obj = obj->next_content)
if (GET_OBJ_TYPE(obj) == ITEM_MONEY && GET_OBJ_VAL(obj, 1) && isname(arg, obj->name))
break;
if (obj) {
generic_find(buf, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &tmp_char, &corpse);
if (!corpse)
act("Use $p on what?", FALSE, ch, obj, 0, TO_CHAR);
else if (GET_OBJ_VAL(obj, 2) == 1)
send_to_char("You can't use that type of credstick.\r\n", ch);
else if (!GET_OBJ_VAL(obj, 4) || belongs_to(ch, obj))
send_to_char("And why would you need to do that?\r\n", ch);
else if (!IS_SET(GET_OBJ_EXTRA(corpse), ITEM_CORPSE))
send_to_char("And how, praytell, would that work?\r\n", ch);
else if (GET_OBJ_VAL(obj, 3) || GET_OBJ_VAL(obj, 4) != GET_OBJ_VAL(corpse, 5)) {
if (GET_OBJ_VAL(obj, 2) == 2) {
act("You press $p against its thumb, but the diplay flashes red.",
FALSE, ch, obj, 0, TO_CHAR);
act("$n holds $p against $P's thumb.", TRUE, ch, obj, corpse, TO_ROOM);
} else {
act("After scanning the retina, $p's display flashes red.", FALSE,
ch, obj, 0, TO_CHAR);
act("$n scans $P's retina with $p.", TRUE, ch, obj, corpse, TO_ROOM);
}
} else {
if (GET_OBJ_VAL(obj, 2) == 2) {
act("You press $p against its thumb, and the diplay flashes green.", FALSE,
ch, obj, 0, TO_CHAR);
act("$n holds $p against $P's thumb.", TRUE, ch, obj, corpse, TO_ROOM);
} else {
act("After scanning the retina, $p's display flashes green.", FALSE,
ch, obj, 0, TO_CHAR);
act("$n scans $P's retina with $p.", TRUE, ch, obj, corpse, TO_ROOM);
}
GET_OBJ_VAL(obj, 3) = 0;
GET_OBJ_VAL(obj, 4) = 0;
}
return;
}
mag_item = GET_EQ(ch, WEAR_HOLD);
if (ROOM_FLAGGED(ch->in_room, ROOM_NOMAGIC)) {
send_to_char("You can't do that here.\r\n", ch);
return;
}
if (!mag_item || !isname(arg, mag_item->name)) {
switch (subcmd) {
case SCMD_RECITE:
case SCMD_QUAFF:
equipped = 0;
if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) {
sprintf(buf2, "You don't seem to have %s %s.\r\n", AN(arg), arg);
send_to_char(buf2, ch);
return;
}
break;
case SCMD_USE:
sprintf(buf2, "You don't seem to be holding %s %s.\r\n", AN(arg), arg);
send_to_char(buf2, ch);
return;
break;
default:
log("SYSERR: Unknown subcmd passed to do_use");
return;
break;
}
}
switch (subcmd) {
case SCMD_QUAFF:
if (GET_OBJ_TYPE(mag_item) != ITEM_POTION) {
send_to_char("You can only quaff potions.\r\n", ch);
return;
}
if (GET_OBJ_SPEC(mag_item) && GET_OBJ_SPEC(mag_item) == anticoagulant) {
act("You quaff $p.", FALSE, ch, mag_item, 0, TO_CHAR);
act("$n quaffs $p.", FALSE, ch, mag_item, 0, TO_ROOM);
for (obj = ch->bioware; obj; obj = obj->next_content)
if (GET_OBJ_VAL(obj, 2) == 0)
break;
if (obj) {
GET_OBJ_VAL(obj, 5) = 36;
GET_OBJ_VAL(obj, 6) = 0;
}
extract_obj(mag_item);
}
break;
case SCMD_RECITE:
if (GET_OBJ_TYPE(mag_item) != ITEM_SCROLL) {
send_to_char("You can only recite scrolls.\r\n", ch);
return;
}
break;
case SCMD_USE:
if ((GET_OBJ_TYPE(mag_item) != ITEM_WAND) && (GET_OBJ_TYPE(mag_item) != ITEM_STAFF)) {
send_to_char("You can't seem to figure out how to use it.\r\n", ch);
return;
}
break;
}
obj_magic(ch, mag_item, buf);
}
ACMD(do_wimpy)
{
int wimp_lev;
one_argument(argument, arg);
if (!*arg) {
if (GET_WIMP_LEV(ch)) {
sprintf(buf, "Your current wimp level is %d hit points.\r\n",
GET_WIMP_LEV(ch));
send_to_char(buf, ch);
return;
} else {
send_to_char("At the moment, you're not a wimp. (sure, sure...)\r\n", ch);
return;
}
}
if (isdigit(*arg)) {
if ((wimp_lev = atoi(arg))) {
if (wimp_lev < 0)
send_to_char("Heh, heh, heh.. we are jolly funny today, eh?\r\n", ch);
else if (wimp_lev > (int)(GET_MAX_PHYSICAL(ch) / 100))
send_to_char("That doesn't make much sense, now does it?\r\n", ch);
else if (wimp_lev > ((int)(GET_MAX_PHYSICAL(ch) / 100) >> 1))
send_to_char("You can't set your wimp level above half your hit points.\r\n", ch);
else {
sprintf(buf, "Okay, you'll wimp out if you drop below %d hit points.\r\n",
wimp_lev);
send_to_char(buf, ch);
GET_WIMP_LEV(ch) = wimp_lev;
}
} else {
send_to_char("Okay, you'll now tough out fights to the bitter end.\r\n", ch);
GET_WIMP_LEV(ch) = 0;
}
} else
send_to_char("Specify at how many hit points you want to wimp out at. (0 to disable)\r\n", ch);
return;
}
ACMD(do_display)
{
struct char_data *tch;
unsigned int i;
if (IS_NPC(ch) && !ch->desc->original) {
send_to_char("Monsters don't need displays. Go away.\r\n", ch);
return;
} else tch = (ch->desc->original ? ch->desc->original : ch);
skip_spaces(&argument);
delete_doubledollar(argument);
if (!*argument) {
send_to_char(ch, "Current prompt:\r\n%s\r\n", GET_PROMPT(tch));
return;
} else if (strlen(argument) > LINE_LENGTH - 1) {
send_to_char(ch, "Customized prompts are limited to %d characters.\r\n",
LINE_LENGTH - 1);
return;
} else {
for (i = 0; i < strlen(argument); i++)
if (argument[i] == '\\' && argument[i+1] == 'n') {
argument[i] = '\r';
i++;
argument[i] = '\n';
}
delete [] GET_PROMPT(tch);
GET_PROMPT(tch) = str_dup(argument);
send_to_char(OK, ch);
}
}
ACMD(do_gen_write)
{
FILE *fl;
char *tmp, *filename;
struct stat fbuf;
extern int max_filesize;
time_t ct;
switch (subcmd) {
case SCMD_BUG:
filename = BUG_FILE;
break;
case SCMD_TYPO:
filename = TYPO_FILE;
break;
case SCMD_IDEA:
filename = IDEA_FILE;
break;
default:
return;
}
ct = time(0);
tmp = asctime(localtime(&ct));
if (IS_NPC(ch) && !ch->desc) {
send_to_char("Monsters can't have ideas - Go away.\r\n", ch);
return;
}
skip_spaces(&argument);
delete_doubledollar(argument);
if (!*argument) {
send_to_char("That must be a mistake...\r\n", ch);
return;
}
sprintf(buf, "%s %s: %s", (ch->desc->original ? GET_NAME(ch->desc->original) : GET_NAME(ch)),
CMD_NAME, argument);
mudlog(buf, ch, LOG_MISCLOG, FALSE);
if (stat(filename, &fbuf) < 0) {
perror("Error statting file");
return;
}
if (fbuf.st_size >= max_filesize) {
send_to_char("Sorry, the file is full right now.. try again later.\r\n", ch);
return;
}
if (!(fl = fopen(filename, "a"))) {
perror("do_gen_write");
send_to_char("Could not open the file. Sorry.\r\n", ch);
return;
}
fprintf(fl, "%-8s (%6.6s) [%5d] %s\n", (ch->desc->original ? GET_NAME(ch->desc->original) : GET_NAME(ch)),
(tmp + 4), world[ch->in_room].number, argument);
fclose(fl);
send_to_char("Okay. Thanks!\r\n", ch);
}
#define PRF_TOG_CHK(ch,flag) ((TOGGLE_BIT(PRF_FLAGS(ch), (flag))) & (flag))
char *tog_messages[][2] = {
{"You should never see this. Use the \"bug\" command to report!\r\n",
"You are afk.\r\n"},
{"Autoexits disabled.\r\n",
"Autoexits enabled.\r\n"},
{"Brief mode off.\r\n",
"Brief mode on.\r\n"},
{"Compact mode off.\r\n",
"Compact mode on.\r\n"},
{"You will now have your communication repeated.\r\n",
"You will no longer have your communication repeated.\r\n"},
{"Fightgag off.\r\n",
"Fightgag on.\r\n"}, // 5
{"HolyLight mode off.\r\n",
"HolyLight mode on.\r\n"},
{"Movegag off.\r\n",
"Movegag on.\r\n"},
{"You can now hear radio communications.\r\n",
"You are now deaf to radio communications.\r\n"},
{"Nohassle disabled.\r\n",
"Nohassle enabled.\r\n"}, // 10
{"You can now hear the newbie channel again.\r\n",
"You are now deaf to the newbie channel.\r\n"},
{"You can now hear shouts.\r\n",
"You are now deaf to shouts.\r\n"},
{"You can now hear tells.\r\n",
"You are now deaf to tells.\r\n"},
{"You can now hear the Wiz-channel.\r\n",
"You are now deaf to the Wiz-channel.\r\n"}, // 15
{"But you are already a pk'er!\r\n",
"You're now a pk'er...better watch your back!\r\n"},
{"You are no longer part of the Quest.\r\n",
"Okay, you are part of the Quest!\r\n"},
{"You will no longer see the room flags.\r\n",
"You will now see the room flags.\r\n"},
{"Mud Sound Protocol triggers disabled.\r\n",
"Mud Sound Protocol triggers enabled.\r\n"},
{"Details on rolls disabled.\r\n",
"Details on rolls enabled.\r\n"},
{"You can now hear the OOC channel.\r\n",
"You are now deaf to the OOC channel.\r\n"},
{"Auto-invisibility disabled.\r\n",
"Auto-invisibility enabled.\r\n"}
};
ACMD(do_toggle)
{
long result = 0;
int mode = 0;
if (IS_NPC(ch)) {
send_to_char("You cannot view or change your preferences in your current form.\r\n", ch);
return;
}
skip_spaces(&argument);
if (!*argument) {
if (GET_WIMP_LEV(ch) == 0)
strcpy(buf2, "OFF");
else sprintf(buf2, "%-3d", GET_WIMP_LEV(ch));
if (GET_LEVEL(ch) < LVL_LEGEND)
sprintf(buf, " Fightgag: %-3s Brief: %-3s Quest: %-3s\r\n"
" Movegag: %-3s Compact: %-3s AutoExits: %-3s\r\n"
" NoTell: %-3s NoShout: %-3s Echo: %-3s\r\n"
" Pker: %-3s MSP: %-3s Wimp Level: %-3s\r\n"
" Color Level: %-3s NoOOC: %-3s\r\n",
ONOFF(PRF_FLAGGED(ch, PRF_FIGHTGAG)), ONOFF(PRF_FLAGGED(ch, PRF_BRIEF)),
YESNO(PRF_FLAGGED(ch, PRF_QUEST)), ONOFF(PRF_FLAGGED(ch, PRF_MOVEGAG)),
ONOFF(PRF_FLAGGED(ch, PRF_COMPACT)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOEXIT)),
ONOFF(PRF_FLAGGED(ch, PRF_NOTELL)), ONOFF(PRF_FLAGGED(ch, PRF_DEAF)),
ONOFF(!PRF_FLAGGED(ch, PRF_NOREPEAT)), YESNO(PRF_FLAGGED(ch, PRF_PKER)),
ONOFF(PRF_FLAGGED(ch, PRF_MSP)), buf2, ctypes[COLOR_LEV(ch)],ONOFF(PRF_FLAGGED(ch,PRF_NOOOC)));
else
sprintf(buf, " Fightgag: %-3s Brief: %-3s Quest: %-3s\r\n"
" Movegag: %-3s Compact: %-3s AutoExits: %-3s\r\n"
" NoTell: %-3s NoShout: %-3s Echo: %-3s\r\n"
" Wiz: %-3s Newbie: %-3s Nohassle: %-3s\r\n"
" Holylight: %-3s Roomflags: %-3s Pker: %-3s\r\n"
" Radio: %-3s MSP: %-3s Wimp Level: %-3s\r\n"
" Color Level: %-3s NoOOC: %-3s Autoinvis: %-3s\r\n",
ONOFF(PRF_FLAGGED(ch, PRF_FIGHTGAG)), ONOFF(PRF_FLAGGED(ch, PRF_BRIEF)),
YESNO(PRF_FLAGGED(ch, PRF_QUEST)), ONOFF(PRF_FLAGGED(ch, PRF_MOVEGAG)),
ONOFF(PRF_FLAGGED(ch, PRF_COMPACT)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOEXIT)),
ONOFF(PRF_FLAGGED(ch, PRF_NOTELL)), ONOFF(PRF_FLAGGED(ch, PRF_DEAF)),
ONOFF(!PRF_FLAGGED(ch, PRF_NOREPEAT)), ONOFF(!PRF_FLAGGED(ch, PRF_NOWIZ)),
ONOFF(!PRF_FLAGGED(ch, PRF_NONEWBIE)), ONOFF(PRF_FLAGGED(ch, PRF_NOHASSLE)),
ONOFF(PRF_FLAGGED(ch, PRF_HOLYLIGHT)), ONOFF(PRF_FLAGGED(ch, PRF_ROOMFLAGS)),
YESNO(PRF_FLAGGED(ch, PRF_PKER)), ONOFF(PRF_FLAGGED(ch, PRF_NORADIO)),
ONOFF(PRF_FLAGGED(ch, PRF_MSP)), buf2, ctypes[COLOR_LEV(ch)],ONOFF(PRF_FLAGGED(ch,PRF_NOOOC)),
ONOFF(PRF_FLAGGED(ch, PRF_AUTOINVIS)));
send_to_char(buf, ch);
} else {
if (is_abbrev(argument, "afk"))
result = PRF_TOG_CHK(ch, PRF_AFK);
else if (is_abbrev(argument, "autoexits")) {
result = PRF_TOG_CHK(ch, PRF_AUTOEXIT);
mode = 1;
} else if (is_abbrev(argument, "brief")) {
result = PRF_TOG_CHK(ch, PRF_BRIEF);
mode = 2;
} else if (is_abbrev(argument, "compact")) {
result = PRF_TOG_CHK(ch, PRF_COMPACT);
mode = 3;
} else if (is_abbrev(argument, "echo")) {
result = PRF_TOG_CHK(ch, PRF_NOREPEAT);
mode = 4;
} else if (is_abbrev(argument, "fightgag")) {
result = PRF_TOG_CHK(ch, PRF_FIGHTGAG);
mode = 5;
} else if (is_abbrev(argument, "holylight") && GET_LEVEL(ch) >= LVL_LEGEND) {
result = PRF_TOG_CHK(ch, PRF_HOLYLIGHT);
mode = 6;
} else if (is_abbrev(argument, "movegag")) {
result = PRF_TOG_CHK(ch, PRF_MOVEGAG);
mode = 7;
} else if (is_abbrev(argument, "noradio") && GET_LEVEL(ch) >= LVL_LEGEND) {
result = PRF_TOG_CHK(ch, PRF_NORADIO);
mode = 8;
} else if (is_abbrev(argument, "nohassle") && GET_LEVEL(ch) >= LVL_LEGEND) {
result = PRF_TOG_CHK(ch, PRF_NOHASSLE);
mode = 9;
} else if (is_abbrev(argument, "nonewbie") && GET_LEVEL(ch) >= LVL_LEGEND) {
result = PRF_TOG_CHK(ch, PRF_NONEWBIE);
mode = 10;
} else if (is_abbrev(argument, "noshout")) {
result = PRF_TOG_CHK(ch, PRF_DEAF);
mode = 11;
} else if (is_abbrev(argument, "notell")) {
result = PRF_TOG_CHK(ch, PRF_NOTELL);
mode = 12;
} else if (is_abbrev(argument, "nowiz") && GET_LEVEL(ch) >= LVL_LEGEND) {
result = PRF_TOG_CHK(ch, PRF_NOWIZ);
mode = 13;
} else if (is_abbrev(argument, "ooc")) {
result = PRF_TOG_CHK(ch, PRF_NOOOC);
mode = 19;
} else if (is_abbrev(argument, "pk")) {
if (PLR_FLAGGED(ch, PLR_NEWBIE)) {
send_to_char("You are not yet able to become a pk'er.\r\n", ch);
return;
}
if (PRF_FLAGGED(ch, PRF_PKER)) {
send_to_char("You are already a pk'er!\r\n", ch);
return;
}
if (!PRF_FLAGGED(ch, PRF_PKER))
SET_BIT(PRF_FLAGS(ch), PRF_PKER);
mode = 14;
result = 1;
} else if (is_abbrev(argument, "quest")) {
result = PRF_TOG_CHK(ch, PRF_QUEST);
mode = 15;
} else if (is_abbrev(argument, "rolls")) {
result = PRF_TOG_CHK(ch, PRF_ROLLS);
mode = 18;
} else if (is_abbrev(argument, "roomflags") && GET_LEVEL(ch) >= LVL_BUILDER) {
result = PRF_TOG_CHK(ch, PRF_ROOMFLAGS);
mode = 16;
} else if (is_abbrev(argument, "msp")) {
result = PRF_TOG_CHK(ch, PRF_MSP);
mode = 17;
} else if (is_abbrev(argument, "autoinvis")) {
result = PRF_TOG_CHK(ch, PRF_AUTOINVIS);
mode = 20;
} else {
send_to_char("That is not a valid toggle option.\r\n", ch);
return;
}
if (result)
send_to_char(tog_messages[mode][1], ch);
else send_to_char(tog_messages[mode][0], ch);
}
}
ACMD(do_slowns)
{
extern int nameserver_is_slow;
int result = (nameserver_is_slow = !nameserver_is_slow);
if (result)
send_to_char("Nameserver_is_slow changed to YES; sitenames will no longer be resolved.\r\n", ch);
else send_to_char("Nameserver_is_slow changed to NO; IP addresses will now be resolved.\r\n", ch);
}
ACMD(do_ident)
{
int result = (ident = !ident);
if (result)
send_to_char("Ident changed to YES; remote usernames lookups will be attempted.\r\n", ch);
else send_to_char("Ident changed to NO; remote username lookups will not be attempted.\r\n", ch);
}
/* Assumes that *argument does start with first letter of chopped string */
ACMD(do_skills)
{
int i;
if (subcmd == SCMD_SKILLS) {
sprintf(buf, "You know the following skills:\r\n");
for (i = SKILL_STEALTH; i < SKILL_PERCEPTION; i++)
if ((GET_SKILL(ch, i)) > 0) {
sprintf(buf2, "%-20s %-17s\r\n", spells[i], how_good(GET_SKILL(ch, i)));
strcat(buf, buf2);
}
} else {
if (!IS_NPC(ch) && GET_TRADITION(ch) != TRAD_ADEPT) {
send_to_char("You do not have any abilities.\r\n", ch);
return;
}
sprintf(buf, "You know the following abilities:\r\n");
for (i = SKILL_PERCEPTION; i <= SKILL_RESISTANCE; i++)
if (GET_SKILL(ch, i) > 0) {
sprintf(buf2, "%-20s", spells[i]);
if (i == SKILL_COMBAT_SENSE || i == SKILL_REFLEXES || i == SKILL_RESISTANCE)
sprintf(buf2, "%s +%d\r\n", buf2, GET_SKILL(ch, i));
else if (i == SKILL_PERCEPTION)
strcat(buf2, "\r\n");
else if (i == SKILL_KILL_HANDS)
sprintf(buf2, "%s %-8s\r\n", buf2, wound_name[MIN(4, GET_SKILL(ch, i))]);
strcat(buf, buf2);
}
}
page_string(ch->desc, buf, 1);
}
extern char *spell_category[];
extern char *wound_arr[];
ACMD(do_spells)
{
if (GET_LEVEL(ch) < LVL_LEGEND && (GET_MAG(ch) == 0
|| GET_TRADITION(ch) == TRAD_MUNDANE) ) {
send_to_char("You are but a mundane, sorry.\r\n", ch);
return;
}
if (!ch->spells) {
send_to_char("You don't know any spells.\r\n", ch);
return;
}
sprintf(buf, "Spell Force Drain Category\r\n");
for (register spell_t *temp = ch->spells; temp; temp = temp->next)
{
check_spell_drain( ch, temp );
sprintf(buf2, "%-30s %2d %2d%s %s\r\n",
temp->name,
temp->force,
MAX(2, (temp->force >> 1) + DRAIN_POWER(temp->drain)),
(DRAIN_LEVEL(temp->drain) == 0
? "V"
: wound_arr[DRAIN_LEVEL(temp->drain)]),
spell_category[temp->category]);
strcat(buf, buf2);
}
strcat(buf, "\r\n");
page_string(ch->desc, buf, 1);
}
ACMD(do_operate)
{
struct char_data *vict;
struct obj_data *cyber, *check;
if ((!IS_NPC(ch) && !access_level(ch, LVL_PRESIDENT)) || IS_NPC(ch) ||
GET_SKILL(ch, SKILL_CYBERSURGERY) < 1) {
send_to_char("You'd better call a REAL doctor to do that!\r\n", ch);
return;
}
half_chop(argument, buf1, buf2);
if (!*buf1) {
send_to_char("Who do you want to operate on?\r\n", ch);
return;
}
if (!(vict = get_char_room_vis(ch, buf1))) {
send_to_char("You can't seem to find that person here.\r\n", ch);
return;
}
if (IS_NPC(vict) && (!access_level(ch, LVL_OWNER))) {
send_to_char("You can't operate on a mob!\r\n", ch);
return;
}
if ((ch == vict) && (!access_level(ch, LVL_OWNER))) {
send_to_char("You can't operate on yourself!\r\n", ch);
return;
}
if (!*buf2) {
send_to_char("You have to surgically install something!\r\n", ch);
return;
} else if (!(cyber = get_obj_in_list_vis(ch, buf2, ch->carrying))) {
send_to_char("You don't seem to have that item.\r\n", ch);
return;
}
if (GET_OBJ_TYPE(cyber) != ITEM_CYBERWARE && GET_OBJ_TYPE(cyber) != ITEM_BIOWARE) {
send_to_char("That's not cyber- or bioware!\r\n", ch);
return;
}
if (GET_OBJ_TYPE(cyber) == ITEM_CYBERWARE) {
if ((vict->real_abils.ess - ((GET_TOTEM(vict) == TOTEM_EAGLE) ?
GET_OBJ_VAL(cyber, 1) << 1 : GET_OBJ_VAL(cyber, 1))) < 0) {
act("$n refuses to perform cybersurgery when $e realizes it would kill you.", FALSE, ch, 0, vict, TO_VICT);
act("You realize performing cybersurgery on $N would kill $M!", FALSE, ch, 0, vict, TO_CHAR);
return;
}
for (check = vict->cyberware; check != NULL; check = check->next_content) {
if ((GET_OBJ_VNUM(check) == GET_OBJ_VNUM(cyber))) {
act("$n already has that installed!", FALSE, vict, 0, ch, TO_VICT);
return;
}
if (GET_OBJ_VAL(check, 2) == GET_OBJ_VAL(cyber, 2)) {
act("$n already has a similar piece of cyberware!", FALSE, vict, 0, ch, TO_VICT);
return;
}
}
if (GET_OBJ_VAL(cyber, 2) == 23 || GET_OBJ_VAL(cyber, 2) == 30 || GET_OBJ_VAL(cyber, 2) == 20)
for (check = vict->bioware; check; check = check->next_content) {
if (GET_OBJ_VAL(check, 2) == 2 && GET_OBJ_VAL(cyber, 2) == 23) {
act("$p is not compatible with orthoskin!", FALSE, ch, cyber, 0, TO_CHAR);
return;
}
if (GET_OBJ_VAL(check, 2) == 8 && GET_OBJ_VAL(cyber, 2) == 30) {
act("$p is not compatible with synaptic accelerators!", FALSE, ch, cyber, 0, TO_CHAR);
return;
}
if (GET_OBJ_VAL(check, 2) == 10 && GET_OBJ_VAL(cyber, 2) == 20) {
act("$p is not compatible with muscle augmentation!", FALSE, ch, cyber, 0, TO_CHAR);
return;
}
}
obj_from_char(cyber);
obj_to_cyberware(cyber, vict);
} else {
if (GET_INDEX(vict) < GET_OBJ_VAL(cyber, 1)) {
act("$N does not have enough body index for $p.", FALSE, ch, cyber, vict, TO_CHAR);
return;
}
for (check = vict->bioware; check != NULL; check = check->next_content) {
if ((GET_OBJ_VNUM(check) == GET_OBJ_VNUM(cyber))) {
act("$n already has that piece of bioware!", FALSE, vict, 0, ch, TO_VICT);
return;
}
if (GET_OBJ_VAL(check, 2) == GET_OBJ_VAL(cyber, 2)) {
act("$n already has a similar piece of bioware!", FALSE, vict, 0, ch, TO_VICT);
return;
}
}
if (GET_OBJ_VAL(cyber, 2) == 2 || GET_OBJ_VAL(cyber, 2) == 8 || GET_OBJ_VAL(cyber, 2) == 10)
for (check = vict->cyberware; check; check = check->next_content) {
if (GET_OBJ_VAL(check, 2) == 23 && GET_OBJ_VAL(cyber, 2) == 2) {
send_to_char("Orthoskin is not compatible with any form of dermal plating!\r\n", ch);
return;
}
if (GET_OBJ_VAL(check, 2) == 30 && GET_OBJ_VAL(cyber, 2) == 8) {
send_to_char("Synaptic accelerators are not compatible with boosted/wired reflexes!\r\n", ch);
return;
}
if (GET_OBJ_VAL(check, 2) == 20 && GET_OBJ_VAL(cyber, 2) == 10) {
send_to_char("Muscle augmentation is not compatible with muscle replacement!\r\n", ch);
return;
}
}
if (GET_OBJ_VAL(cyber, 2) == 0) {
GET_OBJ_VAL(cyber, 5) = 12;
GET_OBJ_VAL(cyber, 6) = 0;
}
obj_from_char(cyber);
obj_to_bioware(cyber, vict);
}
act("You delicately install $p into $N's body.", FALSE, ch, cyber, vict, TO_CHAR);
act("$n performs a delicate procedure on $N.", FALSE, ch, 0, vict, TO_NOTVICT);
act("$n delicately installs $p into your body.", FALSE, ch, cyber, vict, TO_VICT);
}
struct obj_data * find_clip(struct obj_data *gun, struct obj_data *i)
{
for (; i; i = i->next_content)
{
if ((GET_OBJ_TYPE(i) == ITEM_GUN_CLIP)
&& (GET_OBJ_VAL(i, 0) == GET_OBJ_VAL(gun, 5))
&& (GET_OBJ_VAL(i, 1) == (GET_OBJ_VAL(gun, 3) - TYPE_HIT)))
{
return i;
}
if (i->contains)
{
struct obj_data *found;
found = find_clip(gun, i->contains);
if ( found )
return found;
}
}
return NULL;
}
ACMD(do_reload)
{
struct obj_data *i, *gun = NULL;
bool found = FALSE;
int n, def = 0;
any_one_arg(argument, buf);
if (!*buf) {
if ((i = GET_EQ(ch, WEAR_WIELD)) && GET_OBJ_TYPE(i) == ITEM_WEAPON &&
GET_OBJ_VAL(i, 5) > 0 && GET_WIELDED(ch, 0) && !GET_OBJ_VAL(i, 6))
gun = i;
else if ((i = GET_EQ(ch, WEAR_HOLD)) && GET_OBJ_TYPE(i) == ITEM_WEAPON &&
GET_OBJ_VAL(i, 5) > 0 && GET_WIELDED(ch, 1) && !GET_OBJ_VAL(i, 6))
gun = i;
else {
for (n = 0; n < (NUM_WEARS - 1) && !gun; n++)
if (GET_EQ(ch, n) && GET_OBJ_TYPE(GET_EQ(ch, n)) == ITEM_WEAPON &&
GET_OBJ_VAL(GET_EQ(ch, n), 5) > 0 && !GET_OBJ_VAL(GET_EQ(ch, n), 6))
gun = GET_EQ(ch, n);
for (i = ch->carrying; i && !gun; i = i->next_content)
if (GET_OBJ_TYPE(i) == ITEM_WEAPON && GET_OBJ_VAL(i, 5) > 0 &&
!GET_OBJ_VAL(i, 6))
gun = i;
}
if (!gun) {
send_to_char("No weapons in need of reloading found.\r\n", ch);
return;
}
def = 1;
} else if (!(gun = get_object_in_equip_vis(ch, buf, ch->equipment, &n)))
if (!(gun = get_obj_in_list_vis(ch, buf, ch->carrying))) {
send_to_char(ch, "You don't have a '%s'.\r\n", buf);
return;
}
if (GET_OBJ_TYPE(gun) != ITEM_WEAPON
|| GET_OBJ_VAL(gun, 3) <= TYPE_HAND_GRENADE
|| GET_OBJ_VAL(gun, 5) < 1) {
send_to_char("That's not a reloadable weapon!\r\n", ch);
return;
}
if (GET_OBJ_VAL(gun, 6) == GET_OBJ_VAL(gun, 5))
{
act("$p is already loaded to maximum capacity!", FALSE, ch, gun, 0, TO_CHAR);
return;
}
#if RELOAD_FROM_INV_ONLY
for (i = ch->carrying; i; i = i->next_content)
{
if ((GET_OBJ_TYPE(i) == ITEM_GUN_CLIP)
&& (GET_OBJ_VAL(i, 0) == GET_OBJ_VAL(gun, 5))
&& (GET_OBJ_VAL(i, 1) == (GET_OBJ_VAL(gun, 3) - TYPE_HIT)))
{
found = TRUE;
break;
}
}
if (!found) {
act("You can't find a clip that would work in $p.", FALSE, ch, gun, 0, TO_CHAR);
return;
}
#else
i = find_clip( gun, ch->carrying );
if (!i) {
act("You can't find a clip that would work in $p.",
FALSE, ch, gun, 0, TO_CHAR);
return;
}
#endif
/* remove the object from inventory and mud, then reset ammo on weapon */
extract_obj(i);
#if 0
GET_OBJ_VAL(gun, 6) = GET_OBJ_VAL(gun, 5) + (FIGHTING(ch) ? 1 : 0);
#else
GET_OBJ_VAL(gun, 6) = GET_OBJ_VAL(gun, 5);
#endif
if (def)
act("Reloaded $p.", FALSE, ch, gun, 0, TO_CHAR);
else
send_to_char("Reloaded.\r\n", ch);
return;
}
ACMD(do_attach) {
struct obj_data *item = NULL, *item2 = NULL;
int where, j;
bool modified = FALSE;
argument = any_one_arg(argument, buf1);
argument = one_argument(argument, buf2);
if (!*buf1 || !*buf2) {
send_to_char("You need to attach something to something else.\r\n", ch);
return;
}
if (!(item = get_obj_in_list_vis(ch, buf1, ch->carrying)) ||
!(item2 = get_obj_in_list_vis(ch, buf2, ch->carrying))) {
send_to_char("You don't seem to have that item.\r\n", ch);
return;
}
if ((GET_OBJ_TYPE(item) != ITEM_GUN_ACCESSORY) || (GET_OBJ_TYPE(item2) != ITEM_WEAPON)) {
send_to_char("You can only attach gun accessories to a gun.\r\n", ch);
return;
}
if (((GET_OBJ_VAL(item, 0) == 0) && (GET_OBJ_VAL(item2, 7) > 0)) ||
((GET_OBJ_VAL(item, 0) == 1) && (GET_OBJ_VAL(item2, 8) > 0)) ||
((GET_OBJ_VAL(item, 0) == 2) && (GET_OBJ_VAL(item2, 9) > 0))) {
send_to_char("You cannot mount more than one accessory to the same place.\r\n", ch);
return;
}
if (((GET_OBJ_VAL(item, 0) == 0) && (GET_OBJ_VAL(item2, 7) == -1)) ||
((GET_OBJ_VAL(item, 0) == 1) && (GET_OBJ_VAL(item2, 8) == -1)) ||
((GET_OBJ_VAL(item, 0) == 2) && (GET_OBJ_VAL(item2, 9) == -1))) {
sprintf(buf, "%s doesn't seem to fit on %s.\r\n", CAP(item->short_description), item2->short_description);
send_to_char(buf, ch);
return;
}
for (j = 0; (j < MAX_OBJ_AFFECT) && !modified; ++j) {
if (!(item2->affected[j].modifier)) {
item2->affected[j].location = item->affected[0].location;
item2->affected[j].modifier = item->affected[0].modifier;
modified = TRUE;
}
}
if (!modified) {
sprintf(buf, "You seem unable to connect %s to %s.\r\n", item->short_description,
item2->short_description);
send_to_char(buf, ch);
return;
}
if (GET_OBJ_VAL(item, 0) == 0)
GET_OBJ_VAL(item2, 7) = GET_OBJ_VNUM(item);
else if (GET_OBJ_VAL(item, 0) == 1)
GET_OBJ_VAL(item2, 8) = GET_OBJ_VNUM(item);
else if (GET_OBJ_VAL(item, 0) == 2)
GET_OBJ_VAL(item2, 9) = GET_OBJ_VNUM(item);
GET_OBJ_WEIGHT(item2) += GET_OBJ_WEIGHT(item);
GET_OBJ_COST(item2) += GET_OBJ_COST(item);
if (IS_SET(item->obj_flags.bitvector, AFF_LASER_SIGHT))
SET_BIT(item2->obj_flags.bitvector, AFF_LASER_SIGHT);
if (IS_SET(item->obj_flags.bitvector, AFF_VISION_MAG_1))
SET_BIT(item2->obj_flags.bitvector, AFF_VISION_MAG_1);
if (IS_SET(item->obj_flags.bitvector, AFF_VISION_MAG_2))
SET_BIT(item2->obj_flags.bitvector, AFF_VISION_MAG_2);
if (IS_SET(item->obj_flags.bitvector, AFF_VISION_MAG_3))
SET_BIT(item2->obj_flags.bitvector, AFF_VISION_MAG_3);
where = GET_OBJ_VAL(item, 0);
sprintf(buf, "You attach $p to the %s of $P.",
(where == 0 ? "top" : (where == 1 ? "barrel" : "bottom")));
act(buf, TRUE, ch, item, item2, TO_CHAR);
sprintf(buf, "$n attaches $p to the %s of $P.",
(where == 0 ? "top" : (where == 1 ? "barrel" : "bottom")));
act(buf, TRUE, ch, item, item2, TO_ROOM);
obj_from_char(item);
extract_obj(item);
return;
}
ACMD(do_unattach) {
struct obj_data *item, *gun;
int i, j, r_num;
bool found = FALSE, modified = FALSE;
argument = any_one_arg(argument, buf1);
argument = one_argument(argument, buf2);
if (!*buf1 || !*buf2) {
send_to_char("You need to unattach something from something else.\r\n", ch);
return;
}
if (!(gun = get_obj_in_list_vis(ch, buf2, ch->carrying))) {
send_to_char("You don't seem to have that item.\r\n", ch);
return;
}
if (GET_OBJ_TYPE(gun) != ITEM_WEAPON) {
send_to_char("You can only unattach accessories from weapons.\r\n", ch);
return;
}
for (i = 7;i < 10 && !found;++i)
if (GET_OBJ_VAL(gun, i) > 0 && isname(buf1, short_object(GET_OBJ_VAL(gun, i), 1)))
found = TRUE;
/* subtract one from i to make it point to correct value */
i--;
if (!found) {
act("That doesn't seem to be attached to $p.", FALSE, ch, gun, 0, TO_CHAR);
return;
}
if ((r_num = real_object(GET_OBJ_VAL(gun, i))) < 0) {
send_to_char("You accidentally break it as you remove it!\r\n", ch);
log("SYSERR: Trying to unattach nonexistant object from weapon");
GET_OBJ_VAL(gun, i) = 0;
return;
}
item = read_object(GET_OBJ_VAL(gun, i), VIRTUAL);
if (GET_OBJ_VAL(item, 1) == 3) {
act("You can't remove $p from $P!", FALSE, ch, item, gun, TO_CHAR);
extract_obj(item);
return;
}
obj_to_char(item, ch);
GET_OBJ_VAL(gun, i) = 0;
GET_OBJ_WEIGHT(gun) -= GET_OBJ_WEIGHT(item);
GET_OBJ_COST(gun) = MAX(GET_OBJ_COST(gun) - GET_OBJ_COST(item), 50);
if (IS_SET(gun->obj_flags.bitvector, AFF_LASER_SIGHT) && IS_SET(item->obj_flags.bitvector, AFF_LASER_SIGHT))
REMOVE_BIT(gun->obj_flags.bitvector, AFF_LASER_SIGHT);
if (IS_SET(gun->obj_flags.bitvector, AFF_VISION_MAG_1) && IS_SET(item->obj_flags.bitvector, AFF_VISION_MAG_1))
REMOVE_BIT(gun->obj_flags.bitvector, AFF_VISION_MAG_1);
if (IS_SET(gun->obj_flags.bitvector, AFF_VISION_MAG_2) && IS_SET(item->obj_flags.bitvector, AFF_VISION_MAG_2))
REMOVE_BIT(gun->obj_flags.bitvector, AFF_VISION_MAG_2);
if (IS_SET(gun->obj_flags.bitvector, AFF_VISION_MAG_3) && IS_SET(item->obj_flags.bitvector, AFF_VISION_MAG_3))
REMOVE_BIT(gun->obj_flags.bitvector, AFF_VISION_MAG_3);
for (j = 0;(j < MAX_OBJ_AFFECT) && !modified;++j) {
if ((gun->affected[j].location == item->affected[0].location) &&
(gun->affected[j].modifier == item->affected[0].modifier)) {
gun->affected[j].location = APPLY_NONE;
gun->affected[j].modifier = 0;
modified = TRUE;
}
}
act("You unattach $p from $P.", TRUE, ch, item, gun, TO_CHAR);
act("$n unattaches $p from $P.", TRUE, ch, item, gun, TO_ROOM);
}
ACMD(do_defense)
{
int val, low, high;
struct obj_data *one, *two;
one_argument(argument, buf);
val = atoi(buf);
one = (GET_WIELDED(ch, 0) ? GET_EQ(ch, WEAR_WIELD) :
(struct obj_data *) NULL);
two = (GET_WIELDED(ch, 1) ? GET_EQ(ch, WEAR_HOLD) :
(struct obj_data *) NULL);
if (!one && !two)
low = MAX(0, GET_COMBAT(ch) - GET_SKILL(ch, SKILL_UNARMED_COMBAT));
else if (one) {
if (!GET_SKILL(ch, GET_OBJ_VAL(one, 4)))
low = GET_SKILL(ch, return_general(GET_OBJ_VAL(one, 4)));
else low = GET_SKILL(ch, GET_OBJ_VAL(one, 4));
low = MAX(0, GET_COMBAT(ch) - low);
} else if (two) {
if (!GET_SKILL(ch, GET_OBJ_VAL(two, 4)))
low = GET_SKILL(ch, return_general(GET_OBJ_VAL(two, 4)));
else low = GET_SKILL(ch, GET_OBJ_VAL(two, 4));
low = MAX(0, GET_COMBAT(ch) - low);
} else {
if (GET_SKILL(ch, GET_OBJ_VAL(one, 4)) <= GET_SKILL(ch, GET_OBJ_VAL(two, 4))) {
if (!GET_SKILL(ch, GET_OBJ_VAL(one, 4)))
low = GET_SKILL(ch, return_general(GET_OBJ_VAL(one, 4)));
else low = GET_SKILL(ch, GET_OBJ_VAL(one, 4));
} else {
if (!GET_SKILL(ch, GET_OBJ_VAL(two, 4)))
low = GET_SKILL(ch, return_general(GET_OBJ_VAL(two, 4)));
else low = GET_SKILL(ch, GET_OBJ_VAL(two, 4));
}
low = MAX(0, GET_COMBAT(ch) - low);
}
high = GET_COMBAT(ch);
if ((val < low) || (val > high)) {
send_to_char(ch, "The value must be from %d to %d.\r\n", low, high);
return;
}
GET_DEFENSE(ch) = val;
ch->real_abils.defense_pool = val;
GET_OFFENSE(ch) = GET_COMBAT(ch) - GET_DEFENSE(ch);
sprintf(buf1, "Defense is now at %d, offense is now at %d.\r\n", val, GET_OFFENSE(ch));
send_to_char(buf1, ch);
return;
}
ACMD(do_learn)
{
extern spell_t *find_spell(struct char_data *, char *);
spell_t *spell;
int counter;
char spell_name[100];
if (GET_MAG(ch) < 1) {
send_to_char("You must have magical ability to learn spells.\r\n", ch);
return;
}
half_chop(argument, buf1, buf2);
// first, find out if they named the spell or not
if (!*buf1) {
send_to_char("You must specify the name of the spell you wish to learn.\r\n", ch);
return;
}
// then find the item named in their inventory
struct obj_data *formula;
if (!(formula = get_obj_in_list_vis(ch, buf1, ch->carrying))) {
send_to_char("You can't seem to find that spell formula.\r\n", ch);
return;
}
// now, make sure it's a spell formula
if (GET_OBJ_TYPE(formula) != ITEM_SPELL_FORMULA) {
send_to_char("That's not a spell formula!\r\n", ch);
return;
}
#if 0
if (access_level(ch, LVL_PRESIDENT)) {
send_to_char("You have no need to learn standard spells.\r\n", ch);
return;
}
#endif
if (GET_TRADITION(ch) != TRAD_HERMETIC && GET_TRADITION(ch) != TRAD_SHAMANIC) {
send_to_char("You can't learn spells!\r\n", ch);
return;
}
// here we make sure they are learning from the correct formula tradition
if ((GET_OBJ_VAL(formula, 7) == 0) && (GET_TRADITION(ch) != TRAD_HERMETIC)) {
send_to_char("You can only learn shaman spells.\r\n", ch);
return;
} else if ((GET_OBJ_VAL(formula, 7) == 1) && (GET_TRADITION(ch) != TRAD_SHAMANIC)) {
send_to_char("You can only learn mage spells.\r\n", ch);
return;
}
if (GET_LEVEL(ch) < LVL_LEGEND && (from_ip_zone(GET_OBJ_VNUM(formula)) ||
IS_OBJ_STAT(formula, ITEM_VOLATILE))) {
act("You cannot decrypt the words on $p.", FALSE, ch, formula, 0, TO_CHAR);
return;
}
if (GET_KARMA(ch) < (GET_OBJ_VAL(formula, 2) * 100)) {
send_to_char("You don't have enough karma to learn the spell.\r\n", ch);
return;
}
if (GET_OBJ_RNUM(formula) == 1) {
int i = strlen(formula->name) - 14;
if (i < 1) {
send_to_char("The spell formula is blank.\r\n", ch);
return;
}
strcpy(spell_name, formula->name+14);
} else {
strcpy(spell_name, spells[GET_OBJ_VAL(formula, 6)]);
}
spell = find_spell(ch, spell_name);
if ( !spell )
{
spell = new spell_t;
// now add to the player's spell list
if (!ch->spells) {
ch->spells = spell;
spell->next = NULL;
} else {
spell->next = ch->spells;
ch->spells = spell;
}
int i = strlen(spell_name);
spell->name = new char[i+1];
strcpy(spell->name, spell_name);
}
else
{
if ( GET_OBJ_VAL(formula,2) <= spell->force )
{
send_to_char("You can only learn a higher force of a spell you already know.\r\n", ch);
return;
}
}
// and copy over the values
spell->physical = GET_OBJ_VAL(formula, 0);
spell->category = GET_OBJ_VAL(formula, 1);
spell->force = GET_OBJ_VAL(formula, 2);
spell->target = GET_OBJ_VAL(formula, 3);
spell->drain = GET_OBJ_VAL(formula, 4);
spell->damage = GET_OBJ_VAL(formula, 5);
spell->type = GET_OBJ_VAL(formula, 6);
spell->effect = GET_OBJ_VAL(formula, 8);
GET_KARMA(ch) -= GET_OBJ_VAL(formula, 2) * 100;
send_to_char(ch, "You use up %s as you learn %s.\r\n",
formula->short_description, spell->name);
obj_from_char(formula);
extract_obj(formula);
}
ACMD(do_treat)
{
struct char_data *vict;
struct obj_data *obj;
int target = 0, i, found = 0, skill = SKILL_BIOTECH;
if (subcmd && (!IS_NPC(ch) || !GET_MOB_SPEC(ch)))
return;
if (FIGHTING(ch)) {
send_to_char("Administer first aid while fighting?!?\r\n", ch);
return;
}
if (!*argument) {
send_to_char("Treat who?!\r\n", ch);
return;
}
any_one_arg(argument, arg);
if (!(vict = get_char_room_vis(ch, arg))) {
send_to_char(ch, "You can't seem to find a '%s' here.\r\n", arg);
return;
}
if (vict == ch) {
send_to_char("You can't treat yourself!\r\n", ch);
return;
} else if (FIGHTING(vict)) {
act("Not while $E's fighting!", FALSE, ch, 0, vict, TO_CHAR);
return;
} else if (GET_POS(vict) > POS_SITTING && !subcmd) {
act("$N must at least be sitting to receive first aid.", FALSE, ch, 0, vict, TO_CHAR);
return;
} else if (LAST_HEAL(vict) != 0 || (!IS_NPC(vict) && GET_LEVEL(vict) < LVL_LEGEND &&
GET_REAL_LEVEL(ch) >= LVL_LEGEND && !access_level(ch, LVL_DIRECTOR))) {
act("Treating $N will not do $M any good.", FALSE, ch, 0, vict, TO_CHAR);
return;
}
if (GET_PHYSICAL(vict) < 100)
target = 10;
else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 2/5))
target = 8;
else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 7/10))
target = 6;
else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 9/10))
target = 4;
else {
act("$N doesn't need to be treated.", FALSE, ch, 0, vict, TO_CHAR);
if (subcmd)
perform_tell(ch, vict, "Treatment will do you no good.");
return;
}
if (!GET_SKILL(ch, skill)) {
i = reverse_web(ch, skill, target);
skill = i;
} else skill = GET_SKILL(ch, skill);
for (obj = ch->carrying; obj && !found; obj = obj->next_content)
if (GET_OBJ_TYPE(obj) == ITEM_WORKING_GEAR && !GET_OBJ_VAL(obj, 0))
found = 1;
for (i = 0; !found && i < (NUM_WEARS - 1); i++)
if ((obj = GET_EQ(ch, i)) && GET_OBJ_TYPE(obj) == ITEM_WORKING_GEAR && !GET_OBJ_VAL(obj, 0))
found = 1;
if (!found && !subcmd)
target += 4;
if (vict->real_abils.bod >= 10)
target -= 3;
else if (vict->real_abils.bod >= 7)
target -= 2;
else if (vict->real_abils.bod >= 4)
target--;
if (vict->real_abils.mag > 0)
target += 2;
act("$n begins to treat $N.", TRUE, ch, 0, vict, TO_NOTVICT);
if (success_test(GET_SKILL(ch, SKILL_BIOTECH), target)) {
act("$N appears better.", FALSE, ch, 0, vict, TO_CHAR);
act("The pain seems significantly less after $n's treatment.",
FALSE, ch, 0, vict, TO_VICT);
if (GET_PHYSICAL(vict) < 100) {
GET_PHYSICAL(vict) = MIN(GET_MAX_PHYSICAL(vict), 100);
GET_MENTAL(vict) = 0;
GET_POS(vict) = POS_STUNNED;
LAST_HEAL(vict) = MAX(1, (int)(GET_MAX_PHYSICAL(vict) / 100));
} else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 2/5)) {
GET_PHYSICAL(vict) += (int)(GET_MAX_PHYSICAL(vict) * 3/1000);
LAST_HEAL(vict) = (int)(GET_MAX_PHYSICAL(vict) * 3/1000);
} else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 7/10)) {
GET_PHYSICAL(vict) += (int)(GET_MAX_PHYSICAL(vict) / 500);
LAST_HEAL(vict) = (int)(GET_MAX_PHYSICAL(vict) / 500);
} else if (GET_PHYSICAL(vict) <= (GET_MAX_PHYSICAL(vict) * 9/10)) {
GET_PHYSICAL(vict) += (int)(GET_MAX_PHYSICAL(vict) / 1000);
LAST_HEAL(vict) = (int)(GET_MAX_PHYSICAL(vict) / 1000);
}
} else {
act("Your treatment does nothing for $N.", FALSE, ch, 0, vict, TO_CHAR);
act("$n's treatment doesn't help your wounds.", FALSE, ch, 0, vict, TO_VICT);
LAST_HEAL(vict) = 3;
}
}
ACMD(do_prequel)
{
time_t remaining = 927608400 - time(0);
int days, hours, mins, secs;
days = (int)remaining / 86400;
hours = (int)(remaining / 3600) % 24;
mins = (int)(remaining / 60) % 60;
secs = (int)remaining % 60;
send_to_char(ch, "Time remaining until the release of 'Star Wars: Episode One':\r\n"
"%d days, %d hours, %d minutes, %d seconds.\r\n", days, hours, mins, secs);
}
ACMD(do_astral)
{
struct char_data *astral;
struct obj_data *foci, *new_foci;
int r_num, i;
one_argument(argument, arg);
if (GET_TRADITION(ch) != TRAD_SHAMANIC && GET_TRADITION(ch) != TRAD_HERMETIC &&
!access_level(ch, LVL_PRESIDENT) && !(GET_TRADITION(ch) == TRAD_ADEPT &&
GET_SKILL(ch, SKILL_PERCEPTION) > 0 && subcmd == SCMD_PERCEIVE)) {
send_to_char("You can't do that!\r\n", ch);
return;
} else if (IS_NPC(ch))
return;
if (IS_PROJECT(ch)) {
send_to_char("But you are already projecting!\r\n", ch);
return;
}
if (subcmd == SCMD_PERCEIVE) {
if (PLR_FLAGGED(ch, PLR_PERCEIVE)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_PERCEIVE);
send_to_char("You return to your physical senses.\r\n", ch);
} else {
SET_BIT(PLR_FLAGS(ch), PLR_PERCEIVE);
send_to_char("Your physical body seems distant, as the astral plane slides into view.\r\n", ch);
}
return;
}
if (ch->desc->original) {
send_to_char("You can't project now.\r\n", ch);
return;
} else if (FIGHTING(ch)) {
send_to_char("You can't project while fighting!\r\n", ch);
return;
} else if (!ch->player_specials || ch->player_specials == &dummy_mob) {
send_to_char("That won't work, for some reason.\r\n", ch);
return;
}
if ((r_num = real_mobile(22)) < 0) {
log("No astral mob");
send_to_char("The astral plane is strangely inaccessible...\r\n", ch);
return;
}
if (PLR_FLAGGED(ch, PLR_PERCEIVE)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_PERCEIVE);
send_to_char("You briefly return your perception to your physical senses.\r\n", ch);
}
if (!ch->player.aname)
ch->player.aname = str_dup("reflection");
if (!ch->player.asdesc)
ch->player.asdesc = str_dup("a reflection");
if (!ch->player.adesc)
ch->player.adesc = str_dup("The reflection of some physical being stands here.\r\n");
GET_POS(ch) = POS_SITTING;
astral = read_mobile(r_num, REAL);
astral->player.name = ch->player.aname;
astral->player.short_descr = ch->player.asdesc;
astral->player.long_descr = ch->player.adesc;
astral->player.description = ch->player.aldesc;
GET_PHYSICAL(astral) = GET_PHYSICAL(ch);
GET_MENTAL(astral) = GET_MENTAL(ch);
astral->real_abils.str = GET_CHA(ch); GET_STR(astral) = GET_CHA(ch);
astral->real_abils.qui = GET_INT(ch); GET_QUI(astral) = GET_INT(ch);
astral->real_abils.bod = GET_WIL(ch); GET_BOD(astral) = GET_WIL(ch);
astral->real_abils.rea = 2 * GET_INT(ch); GET_REA(astral) = 2 * GET_INT(ch);
astral->real_abils.mag = GET_MAG(ch); GET_MAG(astral) = GET_MAG(ch);
astral->real_abils.intel = GET_INT(ch); GET_INT(astral) = GET_INT(ch);
astral->real_abils.wil = GET_WIL(ch); GET_WIL(astral) = GET_WIL(ch);
astral->real_abils.cha = GET_CHA(ch); GET_CHA(astral) = GET_CHA(ch);
astral->real_abils.ess = GET_ESS(ch); GET_ESS(astral) = GET_ESS(ch);
astral->char_specials.saved.skills = ch->char_specials.saved.skills;
astral->spells = ch->spells;
GET_ASTRAL(astral) = GET_ASTRAL(ch);
GET_COMBAT(astral) = GET_ASTRAL(ch);
GET_MAGIC(astral) = GET_MAGIC(ch);
char_to_room(astral, ch->in_room);
foci = GET_EQ(ch, WEAR_WIELD);
if (foci && GET_OBJ_TYPE(foci) == ITEM_WEAPON && GET_OBJ_VAL(foci, 3) < TYPE_TASER &&
GET_OBJ_VAL(foci, 7) && GET_OBJ_VAL(foci, 8) && GET_OBJ_VAL(foci, 9) == GET_IDNUM(ch)) {
new_foci = read_object(foci->item_number, REAL);
GET_OBJ_VAL(new_foci, 7) = GET_OBJ_VAL(foci, 7);
GET_OBJ_VAL(new_foci, 8) = GET_OBJ_VAL(foci, 8);
GET_OBJ_VAL(new_foci, 9) = GET_OBJ_VAL(foci, 9);
equip_char(astral, new_foci, WEAR_WIELD);
}
ch->desc->character = astral;
ch->desc->original = ch;
astral->desc = ch->desc;
ch->desc = NULL;
act("$n leaves his body behind, entering a deep trance.", TRUE, ch, 0, astral, TO_NOTVICT);
act("You enter the Astral Plane.", FALSE, astral, 0, 0, TO_CHAR);
act("$n swirls into view.", TRUE, astral, 0, 0, TO_ROOM);
SET_BIT(PLR_FLAGS(ch), PLR_PROJECT);
look_at_room(astral, 1);
}
ACMD(do_customize)
{
struct obj_data *cyber;
int found = 0;
if (FIGHTING(ch)) {
send_to_char("You can't customize your descriptions while fighting!\r\n", ch);
return;
}
if (IS_NPC(ch)) {
send_to_char("You can't right now.\r\n", ch);
return;
}
skip_spaces(&argument);
if (!*argument) {
send_to_char("Usage: customize <persona/reflection>\r\n", ch);
return;
}
if (is_abbrev(argument, "persona")) {
for (cyber = ch->cyberware; !found && cyber; cyber = cyber->next_content)
if (GET_OBJ_VAL(cyber, 2) == CYB_DATAJACK)
found = 1;
if (!found) {
send_to_char("But you don't even have a datajack?!\r\n", ch);
return;
}
STATE(ch->desc) = CON_PCUSTOMIZE;
} else if (is_abbrev(argument, "reflection")) {
if (GET_LEVEL(ch) < LVL_LEGEND && GET_TRADITION(ch) != TRAD_SHAMANIC &&
GET_TRADITION(ch) != TRAD_HERMETIC) {
send_to_char("And just why would you need to do that?!\r\n", ch);
return;
}
STATE(ch->desc) = CON_ACUSTOMIZE;
} else {
send_to_char("Usage: customize <persona/reflection>\r\n", ch);
return;
}
SET_BIT(PLR_FLAGS(ch), PLR_CUSTOMIZE);
send_to_char("Do you wish to customize your descriptions?\r\n", ch);
ch->desc->edit_mode = CEDIT_CONFIRM_EDIT;
}
void cedit_disp_menu(struct descriptor_data *d, int mode)
{
CLS(CH);
send_to_char(CH, "1) Alias: %s%s%s\r\n", CCCYN(CH, C_CMP),
d->edit_mob->player.name, CCNRM(CH, C_CMP));
send_to_char(CH, "2) Short Description: %s%s%s\r\n", CCCYN(CH, C_CMP),
d->edit_mob->player.short_descr, CCNRM(CH, C_CMP));
send_to_char(CH, "3) Description: %s%s%s\r\n", CCCYN(CH, C_CMP),
d->edit_mob->player.long_descr, CCNRM(CH, C_CMP));
send_to_char(CH, "4) Long Descrption: %s%s%s\r\n", CCCYN(CH, C_CMP),
d->edit_mob->player.description, CCNRM(CH, C_CMP));
if (mode)
send_to_char(CH, "q) Quit\r\nLine too long (max %d characters); function aborted.\r\n"
"Enter your choice:\r\n", LINE_LENGTH - 1);
else send_to_char("q) Quit\r\nEnter your choice:\r\n", CH);
d->edit_mode = CEDIT_MAIN_MENU;
}
void cedit_parse(struct descriptor_data *d, char *arg)
{
char tmp_name[MAX_INPUT_LENGTH];
struct char_file_u tmp_store;
int player_i;
int load_char(char *name, struct char_file_u * char_element);
switch (d->edit_mode) {
case CEDIT_CONFIRM_EDIT:
switch (*arg) {
case 'y':
case 'Y':
d->edit_mob = Mem->GetCh();
d->edit_mob->player_specials = &dummy_mob;
if (STATE(d) == CON_PCUSTOMIZE) {
d->edit_mob->player.name = str_dup(CH->player.mname);
d->edit_mob->player.short_descr = str_dup(CH->player.msdesc);
d->edit_mob->player.long_descr = str_dup(CH->player.mdesc);
d->edit_mob->player.description = str_dup(CH->player.mldesc);
} else {
d->edit_mob->player.name = str_dup(CH->player.aname);
d->edit_mob->player.short_descr = str_dup(CH->player.asdesc);
d->edit_mob->player.long_descr = str_dup(CH->player.adesc);
d->edit_mob->player.description = str_dup(CH->player.aldesc);
}
cedit_disp_menu(d, 0);
break;
case 'n':
case 'N':
STATE(d) = CON_PLAYING;
d->edit_mode = 0;
REMOVE_BIT(PLR_FLAGS(CH), PLR_CUSTOMIZE);
break;
default:
send_to_char("That's not a valid choice.\r\n", CH);
send_to_char("Do you wish to customize your descriptions? (y/n)\r\n", CH);
break;
}
break;
case CEDIT_CONFIRM_SAVESTRING:
switch (*arg) {
case 'y':
case 'Y':
REMOVE_BIT(PLR_FLAGS(CH), PLR_CUSTOMIZE);
if (STATE(d) == CON_PCUSTOMIZE) {
if (CH->player.mname)
delete [] CH->player.mname;
CH->player.mname = str_dup(d->edit_mob->player.name);
if (CH->player.msdesc)
delete [] CH->player.msdesc;
CH->player.msdesc = str_dup(d->edit_mob->player.short_descr);
if (CH->player.mdesc)
delete [] CH->player.mdesc;
CH->player.mdesc = str_dup(d->edit_mob->player.long_descr);
if (CH->player.mldesc)
delete [] CH->player.mldesc;
CH->player.mldesc = str_dup(d->edit_mob->player.description);
} else {
if (CH->player.aname)
delete [] CH->player.aname;
CH->player.aname = str_dup(d->edit_mob->player.name);
if (CH->player.asdesc)
delete [] CH->player.asdesc;
CH->player.asdesc = str_dup(d->edit_mob->player.short_descr);
if (CH->player.adesc)
delete [] CH->player.adesc;
CH->player.adesc = str_dup(d->edit_mob->player.long_descr);
if (CH->player.aldesc)
delete [] CH->player.aldesc;
CH->player.aldesc = str_dup(d->edit_mob->player.description);
}
if (d->edit_mob)
Mem->DeleteCh(d->edit_mob);
d->edit_mob = NULL;
d->edit_mode = 0;
STATE(d) = CON_PLAYING;
save_char(CH, GET_LOADROOM(CH));
break;
case 'n':
case 'N':
REMOVE_BIT(PLR_FLAGS(CH), PLR_CUSTOMIZE);
if (d->edit_mob)
Mem->DeleteCh(d->edit_mob);
d->edit_mob = NULL;
d->edit_mode = 0;
STATE(d) = CON_PLAYING;
break;
default:
send_to_char("Invalid choice, please enter yes or no.\r\n"
"Do you wish to save the changes?\r\n", CH);
break;
}
break;
case CEDIT_MAIN_MENU:
switch (*arg) {
case 'q':
case 'Q':
send_to_char("Do you wish to save the changes?\r\n", CH);
d->edit_mode = CEDIT_CONFIRM_SAVESTRING;
break;
case '1':
if (STATE(d) == CON_PCUSTOMIZE)
send_to_char("Enter persona aliases: ", CH);
else send_to_char("Enter reflection aliases: ", CH);
d->edit_mode = CEDIT_ALIAS;
break;
case '2':
send_to_char("Enter short description: ", CH);
d->edit_mode = CEDIT_SHORT_DESC;
break;
case '3':
if (STATE(d) == CON_PCUSTOMIZE)
send_to_char("Enter persona description: ", CH);
else send_to_char("Enter reflection description: ", CH);
d->edit_mode = CEDIT_DESC;
d->str = new (char *);
if (!d->str) {
mudlog("Malloc failed!", NULL, LOG_SYSLOG, TRUE);
exit(1);
}
*(d->str) = NULL;
d->max_str = EXDSCR_LENGTH;
d->mail_to = 0;
break;
case '4':
send_to_char("Enter long (active) description:\r\n", CH);
d->edit_mode = CEDIT_LONG_DESC;
d->str = new (char *);
if (!d->str) {
mudlog("Malloc failed!", NULL, LOG_SYSLOG, TRUE);
exit(1);
}
*(d->str) = NULL;
d->max_str = EXDSCR_LENGTH;
d->mail_to = 0;
break;
default:
cedit_disp_menu(d, 0);
break;
}
break;
case CEDIT_ALIAS:
if (strlen(arg) >= LINE_LENGTH) {
cedit_disp_menu(d, 1);
return;
} else if (STATE(d) == CON_PCUSTOMIZE && !isname("persona", arg))
strcat(arg, " persona");
else if (!isname("reflection", arg))
strcat(arg, " reflection");
if (d->edit_mob->player.name)
delete [] d->edit_mob->player.name;
d->edit_mob->player.name = str_dup(arg);
cedit_disp_menu(d, 0);
break;
case CEDIT_SHORT_DESC:
if (strlen(arg) >= LINE_LENGTH) {
cedit_disp_menu(d, 1);
return;
}
if (d->edit_mob->player.short_descr)
delete [] d->edit_mob->player.short_descr;
d->edit_mob->player.short_descr = str_dup(arg);
cedit_disp_menu(d, 0);
break;
default:
break;
}
}