#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.\n\r", ch->gold );
return;
}
char *drawlife(int min, int max){
static char buf[MAX_STRING_LENGTH];
int per;
per = ((min * 100) / max);
if (per < 0) per = 0;
if (per > 100) per = 100;
if (per == 100) sprintf(buf, "&G&W[&R|||||&Y||||&G||||&W]");
else if (per >= 90 && per < 100) sprintf(buf, "&G&W[&R|||||&Y||||&G|||&G-&W]");
else if (per >= 80 && per < 90) sprintf(buf, "&G&W[&R|||||&Y||||&G||&G--&W]");
else if (per >= 70 && per < 80) sprintf(buf, "&G&W[&R|||||&Y||||&G|&G---&W]");
else if (per >= 60 && per < 70) sprintf(buf, "&G&W[&R|||||&Y|||&G&G-----&W]");
else if (per >= 50 && per < 60) sprintf(buf, "&G&W[&R|||||&Y||&G&G------&W]");
else if (per >= 40 && per < 50) sprintf(buf, "&G&W[&R|||||&Y|&G&G-------&W]");
else if (per >= 30 && per < 40) sprintf(buf, "&G&W[&R|||||&Y&G&G--------&W]");
else if (per >= 30 && per < 40) sprintf(buf, "&G&W[&R||||&Y&G&G---------&W]");
else if (per >= 20 && per < 40) sprintf(buf, "&G&W[&R|||&Y&G&G----------&W]");
else if (per >= 10 && per < 40) sprintf(buf, "&G&W[&R||&Y&G&G-----------&W]");
else if (per >= 0 && per < 10) sprintf(buf, "&G&W[&R&Y&G&G-------------&W]");
//else sprintf(buf, "&G&W[&R&W]");
return buf;
}
char *drawmove(int min, int max){
static char buf[MAX_STRING_LENGTH];
int per;
per = ((min * 100) / max);
if (per == 100) sprintf(buf, "&G&W[&R|||&Y||&G||&W]");
else if (per >= 90 && per < 100) sprintf(buf, "&G&W[&R|||&Y||&G|&G-&W]");
else if (per >= 80 && per < 90) sprintf(buf, "&G&W[&R|||&Y||&G&G--&W]");
else if (per >= 70 && per < 80) sprintf(buf, "&G&W[&R|||&Y|&G&G---&W]");
else if (per >= 60 && per < 70) sprintf(buf, "&G&W[&R|||&Y&G&G----&W]");
else if (per >= 50 && per < 60) sprintf(buf, "&G&W[&R||&Y&G&G-----&W]");
else if (per >= 40 && per < 50) sprintf(buf, "&G&W[&R|&Y&G&G------&W]");
else if (per >= 30 && per < 40) sprintf(buf, "&G&W[&R|&G&Y&G------&W]");
else if (per >= 20 && per < 40) sprintf(buf, "&G&W[&R|&G&Y&G------&W]");
else if (per >= 10 && per < 40) sprintf(buf, "&G&W[&R|&G&Y&G------&W]");
else if (per >= 0 && per < 10) sprintf(buf, "&G&W[&R&G&Y&G-------&W]");
else sprintf(buf, "&G&W[&R&W]");
return buf;
}
char *drawalign(int align){
static char buf[MAX_STRING_LENGTH];
if (align >= 100) sprintf(buf, "&W[&C============&W|&W]");
else if (align >= 90 && align < 100) sprintf(buf, "&W[&C===========&W|&C=&W]");
else if (align >= 60 && align < 90) sprintf(buf, "&W[&C==========&W|&C==&W]");
else if (align >= 40 && align < 60) sprintf(buf, "&W[&C=========&W|&C===&W]");
else if (align >= 20 && align < 40) sprintf(buf, "&W[&C========&W|&C====&W]");
else if (align >= 10 && align < 20) sprintf(buf, "&W[&C=======&W|&C=====&W]");
else if (align >= 0 && align < 10) sprintf(buf, "&W[&C======&W|&C======&W]");
else if (align <= -1 && align > -20) sprintf(buf, "&W[&C=====&W|&C=======&W]");
else if (align <= -20 && align > -40) sprintf(buf, "&W[&C====&W|&C========&W]");
else if (align <= -60 && align > -80) sprintf(buf, "&W[&C===&W|&C=========&W]");
else if (align <= -80 && align > -100) sprintf(buf, "&W[&C==&W|&C==========&W]");
else if (align <= -100) sprintf(buf, "&W[&W|&C============&W]");
return buf;
}
/*
New Score by Goku
*/
void do_score( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char sex[MAX_STRING_LENGTH];
char food[MAX_STRING_LENGTH];
char drink[MAX_STRING_LENGTH];
char force[MAX_STRING_LENGTH];
char name[MAX_STRING_LENGTH];
if( argument[0] == '\0' )
victim = ch;
else if(IS_IMMORTAL(ch))
{
if((victim = get_char_world( ch, argument )) == NULL)
{
send_to_char("Victim not found.\r\n",ch);
return;
}
if(IS_SET(victim->act, PLR_WIZINVIS) && victim->pcdata->wizinvis > ch->top_level )
{
send_to_char("Victim not found.\r\n",ch);
return;
}
else if (!IS_IMMORTAL(ch) )
victim = ch;
if (IS_NPC(victim))
return;
}
if(victim->sex == SEX_MALE)
sprintf( sex, "male" );
else if(victim->sex == SEX_FEMALE)
sprintf( sex, "female" );
else
sprintf( sex, "neuter" );
if ( victim->pcdata->condition[COND_THIRST] == 0 )
sprintf( drink, "you are DYING of thirst." );
else if( victim->pcdata->condition[COND_THIRST] == 1)
sprintf( drink, "you are REALLY thirsty." );
else if( victim->pcdata->condition[COND_THIRST] == 2)
sprintf( drink, "you are thirsty." );
else if( victim->pcdata->condition[COND_THIRST] == 3)
sprintf( drink, "you could use a sip of something fresh." );
else
sprintf( drink, "you are not thirsty." );
if ( victim->pcdata->condition[COND_FULL] == 0 )
sprintf( food, "You are DYING for something to eat," );
else if( victim->pcdata->condition[COND_FULL] == 1)
sprintf( food, "You are REALLY hungry," );
else if( victim->pcdata->condition[COND_FULL] == 2)
sprintf( food, "You are hungry," );
else if( victim->pcdata->condition[COND_FULL] == 3)
sprintf( food, "You are slightly peckish," );
else
sprintf( food, "You are not hungry," );
if ( victim->pcdata->force_status == STATUS_PADAWAN )
sprintf( force, "You are a Jedi Padawan." );
else if(victim->pcdata->force_status == STATUS_JEDI_KNIGHT)
sprintf( force, "You are a Jedi Knight." );
else if(victim->pcdata->force_status == STATUS_JEDI_MASTER)
sprintf( force, "You are a Jedi Master." );
else if(victim->pcdata->force_status == STATUS_DARK_PADAWAN)
sprintf( force, "You are a Shadow Padawan." );
else if(victim->pcdata->force_status == STATUS_DARK_KNIGHT )
sprintf( force, "You are a Shadow Knight." );
else if(victim->pcdata->force_status == STATUS_DARK_MASTER )
sprintf( force, "You are a Shadow Master." );
else if(victim->pcdata->force_status == STATUS_SITH_APPRENTICE )
sprintf( force, "You are a Sith Apprentice." );
else if(victim->pcdata->force_status == STATUS_SITH_LORD )
sprintf( force, "You are a Sith Lord." );
else if(victim->pcdata->force_status == STATUS_SITH_MASTER )
sprintf( force, "You are a Dark Lord of the Sith." );
else if(victim->pcdata->force_status == STATUS_FORCE_SENSITIVE )
sprintf( force, "You are sensitive to the ebb and flow of the Force." );
else
sprintf( force, "You lack any knowledge of the Force." );
if(victim->pcdata->last_name != NULL)
sprintf( name, "%s %s", victim->name, victim->pcdata->last_name );
else
sprintf( name, "%s", victim->name );
ch_printf(ch, " &wPersonal Pers Per&w\n\r" );
ch_printf(ch, " &g----------------------------------------------------------------&w\n\r" );
ch_printf(ch, " &w'Personal Data'&w\n\r" );
ch_printf(ch, " &g================================================================&w\n\r" );
if(victim->pcdata->clan)
ch_printf(ch, " &c%s&w, you belong to &c%s&w, &c%s %s&w.\n\r", name, victim->pcdata->clan->name, race_table[victim->race].race_name, sex );
else
ch_printf(ch, " &c%s&w, you belong to no faction, &c%s %s&w.\n\r", name, race_table[victim->race].race_name, sex );
// ch_printf(ch, " &wYou hail from the planet &c%s&w.\n\r", victim->pcdata->home );
ch_printf(ch, " &wAt &c%d &wyears old, you are level &c%2d&w.&w\n\r", get_age(victim), victim->top_level );
ch_printf(ch, " &wYour current hitroll is &c%d&w.\n\r", victim->hitroll );
ch_printf(ch, " &wYou have an armor rating of &c%d&w points.\n\r", GET_AC(victim) );
ch_printf(ch, " &wWeight: %s &wItems: %s&w\n\r", drawlife(victim->carry_weight, can_carry_w(victim)), drawlife(victim->carry_number, can_carry_n(victim)) );
ch_printf(ch, " &wYou have &c%d&w/&c%d&w hp, &c%d&w/&c%d &wmovement.&w\n\r", victim->hit, victim->max_hit, victim->move, victim->max_move) ;
ch_printf(ch, " &g================================================================&w\n\r" );
ch_printf(ch, " &w Str: &c%2d&w &wDex: &c%2d&w &wCon: &c%2d&w Int: &c%2d&w Wis: &c%2d&w Cha: &c%2d&w\n\r", get_curr_str(victim), get_curr_dex(victim), get_curr_con(victim), get_curr_int(victim), get_curr_wis(victim), get_curr_cha(victim) );
ch_printf(ch, " &g================================================================&w\n\r" );
ch_printf(ch, " &wYou have a reputation of &c%d&w.\n\r", victim->reputation );
ch_printf(ch, " &wYou have &c%ld &wcredits on hand and &c%ld &win the bank.&w\n\r", victim->gold, victim->pcdata->bank );
ch_printf(ch, " &wYou have been awarded &c%d &wRPPoints.&w\n\r", victim->rppoints );
if(victim->resources_temp == 0)
ch_printf(ch, " &wYou may not call upon your resources.&w\n\r" );
else
ch_printf(ch, " &wYou may again call upon your resources.&w\n\r" );
ch_printf(ch, " &g================================================================&w\n\r" );
ch_printf(ch, " &wFortitude: &c%2d &wReflex: &c%2d &wWillpower: &c%2d&w\n\r", GET_FORT(victim), GET_REFL(victim), GET_WILL(victim) );
ch_printf(ch, " &wForcePts: &c%2d &wDarkPts: &c%2d &wTrains: &c%2d&w\n\r", victim->forcepoints, victim->darkpoints, victim->trains );
ch_printf(ch, " &wLangTrain: &c%2d &wSkillPts: &c%2d &wFeats: &c%2d&w\n\r", victim->skill_level[SPEAK_LANG], victim->skillpoints, victim->unused_feats );
ch_printf(ch, " &g================================================================&w\n\r" );
ch_printf(ch, " &wYou have &c%ld&w experience points, you need &c%ld&w more experience before you can level.\n\r", victim->experience, (exp_table[ch->top_level+1].exp - victim->experience) );
ch_printf(ch, " &w%s %s&w\n\r", food, drink );
ch_printf(ch, " &w%s&w\n\r", force );
if( !IS_NPC(victim) )
{
if(victim->cover == COVER_NONE)
ch_printf(ch, " &wYou are not currently ducked and possess no cover.\n\r" );
else if( victim->cover == COVER_DUCK )
ch_printf(ch, " &wYou are currently ducked.\n\r" );
else if( victim->cover == COVER_LEFT || victim->cover == COVER_FULL || victim->cover == COVER_RIGHT )
ch_printf(ch, " &wYou are currently under cover.\n\r" );
if( victim->pcdata->student && victim->pcdata->student[0] != '\0' )
ch_printf(ch, " &wYou are the Master of &c%s&w.\n\r", victim->pcdata->student );
if( victim->pcdata->master && victim->pcdata->master[0] != '\0' )
ch_printf(ch, " &wYou are the Padawan of &c%s&w.\n\r", victim->pcdata->master );
}
if(victim->pcdata->loan > 0)
ch_printf(ch, " &wYou owe the HCS %ld credits.&w\n\r", victim->pcdata->loan );
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);
send_to_char(drawlife(ch->hit, ch->max_hit), ch);
ch_printf(ch, "\n\rScore for %s.\n\r", ch->pcdata->title);
set_char_color(AT_SCORE, ch);
if ( get_trust( ch ) != ch->top_level )
ch_printf( ch, "You are trusted at level %d.\n\r", get_trust( ch ) );
send_to_char("----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "Race: %3d year old %-10.10s Log In: %s\r",
get_age(ch), capitalize(get_race(ch)), ctime(&(ch->logon)) );
ch_printf(ch, "Hitroll: %-2.2d Damroll: %-2.2d Armor: %-4d Saved: %s\r",
GET_HITROLL(ch), GET_DAMROLL(ch), GET_AC(ch),
ch->save_time ? ctime(&(ch->save_time)) : "no\n" );
ch_printf(ch, "Align: %-5d Wimpy: %-3d Time: %s\r",
ch->alignment, ch->wimpy , ctime(¤t_time) );
if ( ch->skill_level[FORCE_ABILITY] > 1
|| IS_IMMORTAL(ch) )
ch_printf(ch, "Hit Points: %d of %d Move: %d of %d Force: %d of %d\n\r",
ch->hit, ch->max_hit, ch->move, ch->max_move, ch->mana, ch->max_mana );
else
ch_printf(ch, "Hit Points: %d of %d Move: %d of %d\n\r",
ch->hit, ch->max_hit, ch->move, ch->max_move);
ch_printf(ch, "Str: %2d Dex: %2d Con: %2d Int: %2d Wis: %2d Cha: %2d Lck: ?? Frc: ??\n\r",
get_curr_str(ch), get_curr_dex(ch),get_curr_con(ch),get_curr_int(ch),get_curr_wis(ch),get_curr_cha(ch));
send_to_char("----------------------------------------------------------------------------\n\r", ch);
{
int ability;
for ( ability = 0 ; ability < MAX_ABILITY ; ability++ )
if ( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r",
ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
exp_level( ch->skill_level[ability]+1 ) );
else
ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\n\r",
ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
}
send_to_char("----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "CREDITS: %-10d BANK: %-10d Pkills: %-5.5d Mkills: %-5.5d\n\r",
ch->gold, ch->pcdata->bank, ch->pcdata->pkills, ch->pcdata->mkills);
ch_printf(ch, "Weight: %5.5d (max %7.7d) Items: %5.5d (max %5.5d)\n\r",
ch->carry_weight, can_carry_w(ch) , ch->carry_number, can_carry_n(ch));
ch_printf(ch, "Pager: (%c) %3d AutoExit(%c) AutoLoot(%c) Autosac(%c)\n\r",
IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ',
ch->pcdata->pagerlen, IS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' ',
IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ', IS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' ');
switch (ch->position)
{
case POS_DEAD:
sprintf(buf, "You are slowly decomposing. ");
break;
case POS_MORTAL:
sprintf(buf, "You are mortally wounded. ");
break;
case POS_INCAP:
sprintf(buf, "You are incapacitated. ");
break;
case POS_STUNNED:
sprintf(buf, "You are stunned. ");
break;
case POS_SLEEPING:
sprintf(buf, "You are sleeping. ");
break;
case POS_RESTING:
sprintf(buf, "You are resting. ");
break;
case POS_STANDING:
sprintf(buf, "You are standing. ");
break;
case POS_FIGHTING:
sprintf(buf, "You are fighting. " );
break;
case POS_MOUNTED:
sprintf(buf, "You are mounted. ");
break;
case POS_SITTING:
sprintf(buf, "You are sitting. ");
break;
}
send_to_char( buf, ch );
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You are drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
send_to_char("You are in danger of dehydrating.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
send_to_char("You are starving to death.\n\r", ch);
if ( ch->position != POS_SLEEPING )
switch( ch->mental_state / 10 )
{
default: send_to_char( "You're completely messed up!\n\r", ch ); break;
case -10: send_to_char( "You're barely conscious.\n\r", ch ); break;
case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break;
case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break;
case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break;
case -6: send_to_char( "You feel sedated.\n\r", ch ); break;
case -5: send_to_char( "You feel sleepy.\n\r", ch ); break;
case -4: send_to_char( "You feel tired.\n\r", ch ); break;
case -3: send_to_char( "You could use a rest.\n\r", ch ); break;
case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break;
case -1: send_to_char( "You feel fine.\n\r", ch ); break;
case 0: send_to_char( "You feel great.\n\r", ch ); break;
case 1: send_to_char( "You feel energetic.\n\r", ch ); break;
case 2: send_to_char( "Your mind is racing.\n\r", ch ); break;
case 3: send_to_char( "You can't think straight.\n\r", ch ); break;
case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break;
case 5: send_to_char( "You're high as a kite.\n\r", ch ); break;
case 6: send_to_char( "Your mind and body are slipping apart.\n\r", ch ); break;
case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break;
case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break;
case 9: send_to_char( "You feel immortal.\n\r", ch ); break;
case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break;
}
else
if ( ch->mental_state >45 )
send_to_char( "Your sleep is filled with strange and vivid dreams.\n\r", ch );
else
if ( ch->mental_state >25 )
send_to_char( "Your sleep is uneasy.\n\r", ch );
else
if ( ch->mental_state <-35 )
send_to_char( "You are deep in a much needed sleep.\n\r", ch );
else
if ( ch->mental_state <-25 )
send_to_char( "You are in deep slumber.\n\r", ch );
send_to_char("SPICE Level/Addiction: ", ch );
for ( drug = 0; drug <= 9; drug++ )
if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 )
{
ch_printf( ch, "%s(%d/%d) ", spice_table[drug],
ch->pcdata->drug_level[drug],
ch->pcdata->addiction[drug] );
}
send_to_char("\n\rLanguages: ", ch );
for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ )
if ( knows_language( ch, lang_array[iLang], ch )
|| (IS_NPC(ch) && ch->speaks == 0) )
{
if ( lang_array[iLang] & ch->speaking
|| (IS_NPC(ch) && !ch->speaking) )
set_char_color( AT_RED, ch );
send_to_char( lang_names[iLang], ch );
send_to_char( " ", ch );
set_char_color( AT_SCORE, ch );
}
send_to_char( "\n\r", ch );
ch_printf( ch, "WANTED ON: %s\n\r",
flag_string(ch->pcdata->wanted_flags, planet_flags) );
if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
ch_printf( ch, "You are bestowed with the command(s): %s.\n\r",
ch->pcdata->bestowments );
if ( ch->pcdata->clan )
{
send_to_char( "----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "ORGANIZATION: %-35s Pkills/Deaths: %3.3d/%3.3d",
ch->pcdata->clan->name, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ;
send_to_char( "\n\r", ch );
}
if (IS_IMMORTAL(ch))
{
send_to_char( "----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "IMMORTAL DATA: Wizinvis [%s] Wizlevel (%d)\n\r",
IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis );
ch_printf(ch, "Bamfin: %s\n\r", (ch->pcdata->bamfin[0] != '\0')
? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name);
ch_printf(ch, "Bamfout: %s\n\r", (ch->pcdata->bamfout[0] != '\0')
? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name);
if (ch->pcdata->area)
{
ch_printf(ch, "Vnums: Room (%-5.5d - %-5.5d) Object (%-5.5d - %-5.5d) Mob (%-5.5d - %-5.5d)\n\r",
ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
ch_printf(ch, "Area Loaded [%s]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no");
}
}
if (ch->first_affect)
{
int i;
SKILLTYPE *sktmp;
i = 0;
send_to_char( "----------------------------------------------------------------------------\n\r", ch);
send_to_char("AFFECT DATA: ", ch);
for (paf = ch->first_affect; paf; paf = paf->next)
{
if ( (sktmp=get_skilltype(paf->type)) == NULL )
continue;
if (ch->top_level < 20)
{
ch_printf(ch, "[%-34.34s] ", sktmp->name);
if (i == 0)
i = 2;
if ((++i % 3) == 0)
send_to_char("\n\r", ch);
}
else
{
if (paf->modifier == 0)
ch_printf(ch, "[%-24.24s;%5d rds] ",
sktmp->name,
paf->duration);
else
if (paf->modifier > 999)
ch_printf(ch, "[%-15.15s; %7.7s;%5d rds] ",
sktmp->name,
tiny_affect_loc_name(paf->location),
paf->duration);
else
ch_printf(ch, "[%-11.11s;%+-3.3d %7.7s;%5d rds] ",
sktmp->name,
paf->modifier,
tiny_affect_loc_name(paf->location),
paf->duration);
if (i == 0)
i = 1;
if ((++i % 2) == 0)
send_to_char("\n\r", ch);
}
}
}
send_to_char("\n\r", ch);
return;
}
*/
/*
* Return ascii name of an affect location.
*/
char *
tiny_affect_loc_name(int location)
{
switch (location) {
case APPLY_NONE: return "NIL";
case APPLY_STR: return " STR ";
case APPLY_DEX: return " DEX ";
case APPLY_INT: return " INT ";
case APPLY_WIS: return " WIS ";
case APPLY_CON: return " CON ";
case APPLY_CHA: return " CHA ";
case APPLY_LCK: return " LCK ";
case APPLY_SEX: return " SEX ";
case APPLY_INJURY: return " TRIJY";
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_FORT: return " FORT ";
case APPLY_REFL: return " REFL ";
case APPLY_WILL: return " WILL ";
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_DISABLE: return " DISABLE DEVICE ";
case APPLY_TRACK: return " TRACK ";
case APPLY_SLEIGHT: return " SLEIGHT OF HAND ";
case APPLY_SNEAK: return " SNEAK ";
case APPLY_HIDE: return " HIDE ";
case APPLY_SPOT: return " SPOT ";
case APPLY_SEARCH: return " SEARCH";
case APPLY_CLIMB: return " CLIMB ";
case APPLY_SCRIBE: return " SCRIBE";
case APPLY_COVER_TRAIL: return " COVER ";
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_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!\n\r", ch);
return;
}
set_char_color( AT_SCORE, ch );
ch_printf( ch,
"You are %s%s, level %d, %d years old (%d hours).\n\r",
ch->name,
IS_NPC(ch) ? "" : ch->pcdata->title,
ch->top_level,
get_age(ch),
(get_age(ch) - 17) );
if ( get_trust( ch ) != ch->top_level )
ch_printf( ch, "You are trusted at level %d.\n\r",
get_trust( ch ) );
if ( IS_SET(ch->act, ACT_MOBINVIS) )
ch_printf( ch, "You are mobinvis at level %d.\n\r",
ch->mobinvis);
ch_printf( ch,
"You have %d/%d hit, %d/%d movement.\n\r",
ch->hit, ch->max_hit,
ch->move, ch->max_move);
ch_printf( ch,
"You are carrying %d/%d items with weight %d/%d kg.\n\r",
ch->carry_number, can_carry_n(ch),
ch->carry_weight, can_carry_w(ch) );
ch_printf( ch,
"Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ?? Frc: ??\n\r",
get_curr_str(ch),
get_curr_int(ch),
get_curr_wis(ch),
get_curr_dex(ch),
get_curr_con(ch),
get_curr_cha(ch) );
ch_printf( ch,
"You have have %d credits.\n\r" , ch->gold );
if ( !IS_NPC(ch) )
ch_printf( ch,
"You have achieved %d glory during your life, and currently have %d.\n\r",
ch->pcdata->quest_accum, ch->pcdata->quest_curr );
ch_printf( ch,
"Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\n\r",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );
ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You are drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
send_to_char( "You are thirsty.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 )
send_to_char( "You are hungry.\n\r", ch );
switch( ch->mental_state / 10 )
{
default: send_to_char( "You're completely messed up!\n\r", ch ); break;
case -10: send_to_char( "You're barely conscious.\n\r", ch ); break;
case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break;
case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break;
case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break;
case -6: send_to_char( "You feel sedated.\n\r", ch ); break;
case -5: send_to_char( "You feel sleepy.\n\r", ch ); break;
case -4: send_to_char( "You feel tired.\n\r", ch ); break;
case -3: send_to_char( "You could use a rest.\n\r", ch ); break;
case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break;
case -1: send_to_char( "You feel fine.\n\r", ch ); break;
case 0: send_to_char( "You feel great.\n\r", ch ); break;
case 1: send_to_char( "You feel energetic.\n\r", ch ); break;
case 2: send_to_char( "Your mind is racing.\n\r", ch ); break;
case 3: send_to_char( "You can't think straight.\n\r", ch ); break;
case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break;
case 5: send_to_char( "You're high as a kite.\n\r", ch ); break;
case 6: send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break;
case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break;
case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break;
case 9: send_to_char( "You feel immortal.\n\r", ch ); break;
case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break;
}
switch ( ch->position )
{
case POS_DEAD:
send_to_char( "You are DEAD!!\n\r", ch );
break;
case POS_MORTAL:
send_to_char( "You are mortally wounded.\n\r", ch );
break;
case POS_INCAP:
send_to_char( "You are incapacitated.\n\r", ch );
break;
case POS_STUNNED:
send_to_char( "You are stunned.\n\r", ch );
break;
case POS_SLEEPING:
send_to_char( "You are sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are resting.\n\r", ch );
break;
case POS_STANDING:
send_to_char( "You are standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are fighting.\n\r", ch );
break;
case POS_MOUNTED:
send_to_char( "Mounted.\n\r", ch );
break;
case POS_SHOVE:
send_to_char( "Being shoved.\n\r", ch );
break;
case POS_DRAG:
send_to_char( "Being dragged.\n\r", ch );
break;
}
if ( ch->top_level >= 25 )
ch_printf( ch, "AC: %d. ", GET_AC(ch) );
send_to_char( "You are ", ch );
if ( GET_AC(ch) >= 101 ) send_to_char( "WORSE than naked!\n\r", ch );
else if ( GET_AC(ch) >= 80 ) send_to_char( "naked.\n\r", ch );
else if ( GET_AC(ch) >= 60 ) send_to_char( "wearing clothes.\n\r", ch );
else if ( GET_AC(ch) >= 40 ) send_to_char( "slightly armored.\n\r", ch );
else if ( GET_AC(ch) >= 20 ) send_to_char( "somewhat armored.\n\r", ch );
else if ( GET_AC(ch) >= 0 ) send_to_char( "armored.\n\r", ch );
else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r", ch );
else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch );
else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r", ch );
else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch );
else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch );
else send_to_char( "invincible!\n\r", ch );
if ( ch->top_level >= 15 )
ch_printf( ch, "Hitroll: %d Damroll: %d.\n\r",
GET_HITROLL(ch), GET_DAMROLL(ch) );
if ( ch->top_level >= 10 )
ch_printf( ch, "Alignment: %d. ", ch->alignment );
send_to_char( "You are ", ch );
if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch );
else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch );
else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch );
else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch );
else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch );
else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch );
else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch );
else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch );
else send_to_char( "satanic.\n\r", ch );
if ( ch->first_affect )
{
send_to_char( "You are affected by:\n\r", ch );
for ( paf = ch->first_affect; paf; paf = paf->next )
if ( (skill=get_skilltype(paf->type)) != NULL )
{
ch_printf( ch, "Spell: '%s'", skill->name );
if ( ch->top_level >= 20 )
ch_printf( ch,
" modifies %s by %d for %d rounds",
affect_loc_name( paf->location ),
paf->modifier,
paf->duration );
send_to_char( ".\n\r", ch );
}
}
if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
{
ch_printf( ch, "WizInvis level: %d WizInvis is %s\n\r",
ch->pcdata->wizinvis,
IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo,
ch->pcdata->r_range_hi );
if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo,
ch->pcdata->o_range_hi );
if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo,
ch->pcdata->m_range_hi );
}
return;
}
/* -Thoric
* Display your current exp, level, and surrounding level exp requirements
*/
void do_level( CHAR_DATA *ch, char *argument )
{
CLAN_DATA *clan;
int iAbility, ability;
if( argument[0] == '\0' )
{
send_to_char( "&gBase Classes:&w\n\r", ch );
ch_printf( ch, " &wFringer &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[FRINGER_ABILITY], max_level(ch, FRINGER_ABILITY) );
ch_printf( ch, " &wNoble &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[NOBLE_ABILITY], max_level(ch, NOBLE_ABILITY) );
ch_printf( ch, " &wScoundrel &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[SCOUNDREL_ABILITY], max_level(ch, SCOUNDREL_ABILITY) );
ch_printf( ch, " &wScout &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[SCOUT_ABILITY], max_level(ch, SCOUT_ABILITY) );
ch_printf( ch, " &wSoldier &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[SOLDIER_ABILITY], max_level(ch, SOLDIER_ABILITY) );
ch_printf( ch, " &wTech Specialist &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[TECH_SPEC_ABILITY], max_level(ch, TECH_SPEC_ABILITY) );
send_to_char( "\n\r", ch );
send_to_char( "&gPrestige Classes:&w\n\r", ch );
ch_printf( ch, " &wBounty Hunter &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[BOUNTYHUNTER_ABILITY], max_level(ch, BOUNTYHUNTER_ABILITY) );
ch_printf( ch, " &wCrime Lord &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[CRIMELORD_ABILITY], max_level(ch, CRIMELORD_ABILITY) );
ch_printf( ch, " &wElite Trooper &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[TROOPER_ABILITY], max_level(ch, TROOPER_ABILITY) );
ch_printf( ch, " &wStarship Ace &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[STARSHIPACE_ABILITY], max_level(ch, STARSHIPACE_ABILITY) );
ch_printf( ch, " &wChief Engineer &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[ENGINEER_ABILITY], max_level(ch, ENGINEER_ABILITY) );
ch_printf( ch, " &wInfiltrator &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[INFILTRATOR_ABILITY], max_level(ch, INFILTRATOR_ABILITY) );
ch_printf( ch, " &wLoyal Protector &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[PROTECTOR_ABILITY], max_level(ch, PROTECTOR_ABILITY) );
ch_printf( ch, " &wMartial Arts Master &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[MARTIALARTS_ABILITY], max_level(ch, MARTIALARTS_ABILITY) );
ch_printf( ch, " &wOutlaw Slicer &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[SLICER_ABILITY], max_level(ch, SLICER_ABILITY) );
if( IS_IMMORTAL(ch) || IS_DROID(ch) )
{
ch_printf( ch, " &wEspionage Droid &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[ESPIONAGE_ABILITY], max_level(ch, ESPIONAGE_ABILITY) );
ch_printf( ch, " &wBerserker Droid &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[BERSERKER_ABILITY], max_level(ch, BERSERKER_ABILITY) );
}
if( IS_IMMORTAL(ch) || ch->race == RACE_SKYTRI )
ch_printf( ch, " &wAerobat &gLevel: &w%2d &gMax: &w%2d\n\r", ch->class_level[AEROBAT_ABILITY], max_level(ch, AEROBAT_ABILITY) );
send_to_char( "\n\r", ch );
send_to_char( "&gForce Classes:&w\n\r", ch );
ch_printf( ch, " &cForce Adept &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[FORCE_ADEPT_ABILITY], max_level(ch, FORCE_ADEPT_ABILITY) );
ch_printf( ch, " &cJedi Consular &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[JEDICONSULAR_ABILITY], max_level(ch, JEDICONSULAR_ABILITY) );
ch_printf( ch, " &cJedi Guardian &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[JEDIGUARDIAN_ABILITY], max_level(ch, JEDIGUARDIAN_ABILITY) );
ch_printf( ch, " &cJedi Master &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[JEDIMASTER_ABILITY], max_level(ch, JEDIMASTER_ABILITY) );
ch_printf( ch, " &cJedi Ace &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[JEDIACE_ABILITY], max_level(ch, JEDIACE_ABILITY) );
ch_printf( ch, " &cJedi Investigator &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[INVESTIGATOR_ABILITY], max_level(ch, INVESTIGATOR_ABILITY) );
ch_printf( ch, " &cMystic Agent &gLevel: &c%2d &gMax: &c%2d&w\n\r", ch->class_level[MYSTICAGENT_ABILITY], max_level(ch, MYSTICAGENT_ABILITY) );
ch_printf( ch, " &rDark Force Witch &gLevel: &r%2d &gMax: &r%2d&w\n\r", ch->class_level[WITCH_ABILITY], max_level(ch, WITCH_ABILITY) );
ch_printf( ch, " &rDark Side Devotee &gLevel: &r%2d &gMax: &r%2d&w\n\r", ch->class_level[DEVOTEE_ABILITY], max_level(ch, DEVOTEE_ABILITY) );
ch_printf( ch, " &rDark Side Marauder &gLevel: &r%2d &gMax: &r%2d&w\n\r",ch->class_level[MARAUDER_ABILITY], max_level(ch, MARAUDER_ABILITY) );
ch_printf( ch, " &rSith Acolyte &gLevel: &r%2d &gMax: &r%2d&w\n\r", ch->class_level[ACOLYTE_ABILITY], max_level(ch, ACOLYTE_ABILITY) );
ch_printf( ch, " &rSith Warrior &gLevel: &r%2d &gMax: &r%2d&w\n\r",ch->class_level[SITHWARRIOR_ABILITY], max_level(ch, SITHWARRIOR_ABILITY) );
ch_printf( ch, " &rSith Lord &gLevel: &r%2d &gMax: &r%2d&w\n\r", ch->class_level[SITHLORD_ABILITY], max_level(ch, SITHLORD_ABILITY) );
if( IS_IMMORTAL(ch) || ch->pcdata->clan )
{
send_to_char( "\n\r", ch );
send_to_char( "&gThe following are clan specific classes:&w\n\r", ch );
if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "Antarian Rangers" )
ch_printf( ch, " &YAntarian Ranger &gLevel: &Y%2d &gMax: &Y%2d&w\n\r", ch->class_level[ANTARIAN_ABILITY], max_level(ch, ANTARIAN_ABILITY) );
if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "Black Sun" )
{
ch_printf( ch, " &YBlack Sun Enforcer &gLevel: &Y%2d &gMax: &Y%2d&w\n\r", ch->class_level[ENFORCER_ABILITY], max_level(ch, ENFORCER_ABILITY) );
ch_printf( ch, " &YBlack Sun Vigo &gLevel: &Y%2d &gMax: &Y%2d&w\n\r", ch->class_level[VIGO_ABILITY], max_level(ch, VIGO_ABILITY) );
}
if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "Hutt Crime Syndicate" )
ch_printf( ch, " &YCrime Broker &gLevel: &Y%2d &gMax: &Y%2d&w\n\r", ch->class_level[BROKER_ABILITY], max_level(ch, BROKER_ABILITY) );
if( IS_IMMORTAL(ch) || ch->pcdata->clan->name == "The Republic" )
ch_printf( ch, " &YNoble Lord &gLevel: &Y%2d &gMax: &Y%2d&w\n\r", ch->class_level[NOBLELORD_ABILITY], max_level(ch, NOBLELORD_ABILITY) );
}
send_to_char( "\n\r", ch );
return;
}
ability = -1;
for ( iAbility = 0 ; iAbility < MAX_ABILITY ; iAbility++ )
{
if ( !str_prefix( argument , ability_name[iAbility] ) )
{
ability = iAbility;
break;
}
}
if ( ability == -1 )
{
send_to_char( "No Such Class.\n\r", ch);
return;
}
if( ch->top_level >= 30 )
{
send_to_char( "You cannot gain another level.\n\r", ch);
return;
}
if( ch->class_level[ability] >= max_level(ch, ability) )
{
send_to_char("You can't gain another level in this ability.\n\r", ch);
return;
}
if( ch->experience < exp_table[ch->top_level+1].exp )
{
ch_printf( ch, "You still need %d more experience before you can level.\n\r", (exp_table[ch->top_level+1].exp - ch->experience ) );
return;
}
if( ability == ANTARIAN_ABILITY )
{
if( !ch->pcdata || !ch->pcdata->clan || ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name != "Antarian Rangers" ) )
{
send_to_char("You must belong to the Antarian Rangers to level this class.\n\r", ch);
return;
}
}
if( ability == ENFORCER_ABILITY || ability == VIGO_ABILITY )
{
clan = get_clan( ch->pcdata->clan->name );
if( ability == VIGO_ABILITY && ch->class_level[NOBLE_ABILITY] < 5 )
{
send_to_char("You must have atleast 5 levels in Noble.\n\r", ch);
return;
}
if( ability == VIGO_ABILITY && !str_cmp( ch->name, clan->number1 ) && !str_cmp( ch->name, clan->number2 ) && !str_cmp( ch->name, clan->leader ) )
{
send_to_char("Only the leader, number1 and number2 can level vigo.\n\r", ch);
return;
}
if( !ch->pcdata || !ch->pcdata->clan || ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name != "Black Sun" ) )
{
send_to_char("You must belong to the Black Sun to level this class.\n\r", ch);
return;
}
if( ability == ENFORCER_ABILITY && ( ch->hitroll < 6 || ch->skill_level[INTIMIDATE_SKILL] < 8 || !HAS_FEAT2(ch, ARMOR_LIGHT) ) )
{
send_to_char("&wYou lack a requirement for this class.\n\r", ch );
return;
}
}
if( ability == SLICER_ABILITY )
{
if( ch->skill_level[COMPUTER_SKILL] < 8 || ch->skill_level[CRAFT_COMPUTER] < 4 || !IS_SET(ch->speaks, LANG_BINARY) )
{
send_to_char( "&wYou lack a requirement for this class.\n\r", ch );
return;
}
}
if( ability == AEROBAT_ABILITY )
{
if( ch->race != RACE_SKYTRI )
{
send_to_char( "&wOnly S'kytri can level as an Aerobat.\n\r", ch );
return;
}
if( ch->hitroll < 2 || ch->skill_level[SPOT_SKILL] < 4 || ch->skill_level[TUMBLE_SKILL] < 5 || !HAS_FEAT(ch, DODGE_FEAT) )
{
send_to_char( "&wYou lack a requirement for this class.\n\r", ch );
return;
}
}
if( ability == MYSTICAGENT_ABILITY )
{
if( ch->hitroll < 3 || ch->force_level[BATTLEMIND_SKILL] < 4 || ch->skill_level[HIDE_SKILL] < 7 || !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, CONTROL_FEAT) )
{
send_to_char( "&wYou lack a requirement for this class.\n\r", ch );
return;
}
}
if( ability == ESPIONAGE_ABILITY )
{
if( !IS_DROID(ch) )
{
send_to_char( "&wOnly droids can level as an Espionage Droid.\n\r", ch );
return;
}
if( ch->skill_level[COMPUTER_SKILL] < 6 || ch->skill_level[HIDE_SKILL] < 6 || ch->skill_level[SEARCH_SKILL] < 6 ||
ch->skill_level[GATHER_INFO] < 9 || !HAS_DROID(ch, LOCKED_ACCESS) || !HAS_DROID(ch, IMPROVED_SENSOR) )
{
send_to_char( "&wYou lack one of the requirements for this class.\n\r", ch );
return;
}
}
if( ability == BERSERKER_ABILITY )
{
if( !IS_DROID(ch) )
{
send_to_char( "&wOnly droids can level as Berserker Droids.\n\r", ch );
return;
}
if( ch->skill_level[INTIMIDATE_SKILL] < 6 || ch->skill_level[MOVE_SILENTLY] < 5 || ch->hitroll < 4 )
{
send_to_char( "&wYou lack one of the requirements for this class.\n\r", ch );
return;
}
}
if( ability == BROKER_ABILITY )
{
if( !ch->pcdata || !ch->pcdata->clan || ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name != "Hutt Crime Syndicate" ) )
{
send_to_char("You must belong to the Hutt Crime Syndicate to level this class.\n\r", ch);
return;
}
}
if( ability == BOUNTYHUNTER_ABILITY )
{
if(ch->hitroll < 6 || ch->skill_level[MOVE_SILENTLY] < 5 || ch->skill_level[SPOT_SKILL] < 5 || ch->skill_level[LISTEN_SKILL] < 5 )
{
send_to_char("You lack one of the requirements. See HELP BOUNTYHUNTER for a list.\n\r", ch);
return;
}
}
if( ability == NOBLELORD_ABILITY )
{
if(ch->class_level[NOBLE_ABILITY] != 20)
{
send_to_char("This class is only availuable to characters with level 20 in Noble.\n\r", ch);
return;
}
if(ch->reputation < 5 || !HAS_FEAT(ch, INFLUENCE_FEAT) )
{
send_to_char("You lack one of the requirements, see help HOUSELORD.\n\r",ch);
return;
}
}
if( ability == CRIMELORD_ABILITY )
{
if(ch->reputation < 2 || ch->skill_level[DIPLOMACY_SKILL] < 12 || !HAS_FEAT(ch, INFAMY_FEAT) )
{
send_to_char("You lack one of the requirements, see HELP CRIMELORD for a list.\n\r", ch);
return;
}
}
if(ability == JEDICONSULAR_ABILITY )
{
if(ch->pcdata->has_master == NO_MASTER)
{
send_to_char("You must become a padawan first.\n\r", ch);
return;
}
}
if(ability == JEDIGUARDIAN_ABILITY )
{
if( ch->pcdata->has_master == NO_MASTER )
{
send_to_char("You must become a padawan first.\n\r", ch);
return;
}
}
if(ability == TROOPER_ABILITY )
{
if(ch->hitroll < 6 || !HAS_FEAT(ch, DODGE_FEAT))
{
send_to_char("You lack one of the requirements, see HELP ELITETROOPER for a list.\n\r", ch);
return;
}
}
if(ability == JEDIMASTER_ABILITY )
{
if(ch->pcdata->has_trained == NOT_TRAINED)
{
send_to_char("You must train a padawan before you can be a master.\n\r", ch);
return;
}
if(ch->class_level[JEDIGUARDIAN_ABILITY] < 7 && ch->class_level[JEDICONSULAR_ABILITY] < 7 )
{
send_to_char("You must have atleast level 7 in a Jedi Class.\n\r", ch);
return;
}
if(ch->force_level[SEE_FORCE] < 6 || ch->force_level[HEAL_OTHER] < 5 || ch->force_level[HEAL_SELF] < 5 )
{
send_to_char("You lack one of the requirements, see HELP JEDIMASTER for a list.\n\r", ch);
return;
}
}
if(ability == ACOLYTE_ABILITY)
{
if( ch->pcdata->force_status != STATUS_SITH_APPRENTICE && ch->pcdata->force_status != STATUS_SITH_LORD && ch->pcdata->force_status != STATUS_SITH_MASTER )
{
send_to_char("Only Sith can level Sith classes.\n\r", ch);
return;
}
if(ch->hitroll < 3 || !HAS_FEAT(ch, FORCE_SENSITIVE) || !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, SENSE_FEAT) || ch->reputation < 4 || ch->darkpoints < 4 || ch->force_level[SEE_FORCE] < 6 )
{
send_to_char("You lack one of the requirements, see HELP SITHACOLYTE for a list.\n\r", ch);
return;
}
}
if(ability == SITHLORD_ABILITY)
{
if( ch->pcdata->force_status != STATUS_SITH_LORD && ch->pcdata->force_status!= STATUS_SITH_MASTER )
{
send_to_char("Only Sith Lords can level this Sith class.\n\r", ch);
return;
}
if(ch->hitroll < 6 || ch->force_level[BATTLEMIND_SKILL] < 6 || !HAS_FEAT(ch, FORCE_SENSITIVE) || !HAS_FFEAT(ch, ALTER_FEAT) ||
!HAS_FFEAT(ch, CONTROL_FEAT) || !HAS_FFEAT(ch, SENSE_FEAT) || ch->reputation < 10 || ch->darkpoints < get_curr_wis(ch) )
{
send_to_char("You lack one or more of the requirements, see HELP SITHLORD for a list.\n\r", ch);
return;
}
if(ch->class_level[SITHLORD_ABILITY] == 9 && ch->pcdata->force_status != STATUS_SITH_MASTER )
{
send_to_char("Only the Dark Lord of the Sith can gain level 10 in Sith Lord.\n\r", ch);
return;
}
}
if(ability == SITHWARRIOR_ABILITY)
{
if( ch->pcdata->force_status != STATUS_SITH_APPRENTICE && ch->pcdata->force_status!= STATUS_SITH_MASTER )
{
send_to_char("Only Sith Acolytes can level this Sith class.\n\r", ch);
return;
}
if(ch->hitroll < 4 || ch->force_level[BATTLEMIND_SKILL] < 4 || !HAS_FEAT(ch, FORCE_SENSITIVE) ||
!HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, CONTROL_FEAT) || ch->reputation < 4 || ch->darkpoints < 6 )
{
send_to_char("You lack one or more of the requirements, see HELP SITHWARRIOR for a list.\n\r", ch);
return;
}
}
if( ability == DEVOTEE_ABILITY )
{
if(ch->class_level[JEDIGUARDIAN_ABILITY] == 0 && ch->class_level[JEDICONSULAR_ABILITY] == 0 && ch->class_level[FORCE_ADEPT_ABILITY] == 0 )
{
send_to_char("You must have atleast one level in a Forcer class.\n\r", ch);
return;
}
if(ch->hitroll < 2 || ch->reputation < 1 || ch->darkpoints < 3)
{
send_to_char("You lack one of the requirements. See HELP DEVOTEE.\n\r", ch);
return;
}
}
if( ability == MARAUDER_ABILITY )
{
if(ch->class_level[JEDIGUARDIAN_ABILITY] == 0 && ch->class_level[JEDICONSULAR_ABILITY] == 0 && ch->class_level[FORCE_ADEPT_ABILITY] == 0 )
{
send_to_char("You must have atleast one level in a Forcer class.\n\r", ch);
return;
}
if(ch->hitroll < 3 || ch->darkpoints < 4)
{
send_to_char("You lack one of the requirements. See HELP MARAUDER.\n\r", ch);
return;
}
}
if( ability == WITCH_ABILITY )
{
if(ch->class_level[JEDIGUARDIAN_ABILITY] == 0 && ch->class_level[JEDICONSULAR_ABILITY] == 0 && ch->class_level[FORCE_ADEPT_ABILITY] == 0 )
{
send_to_char("You must have atleast one level in a Forcer class.\n\r", ch);
return;
}
if(ch->hitroll < 1 || !HAS_FFEAT(ch, ALTER_FEAT) || !HAS_FFEAT(ch, SENSE_FEAT) || ch->reputation < 1 || ch->darkpoints < 4 )
{
send_to_char("You lack one of the requirements. See HELP WITCH.\n\r", ch);
return;
}
}
if( ability == ENGINEER_ABILITY )
{
if(ch->class_level[TECH_SPEC_ABILITY] != 20)
{
send_to_char("You must be level 20 Tech Specialist.\n\r", ch);
return;
}
if(ch->skill_level[COMPUTER_SKILL] < 6 || ch->skill_level[REPAIR_SKILL] < 6 )
{
send_to_char("You lack one of the requirements. See HELP ENGINEER.\n\r", ch);
return;
}
}
if( ability == PROTECTOR_ABILITY )
{
if(ch->hitroll < 4 || ch->skill_level[DISGUISE_SKILL] < 6)
{
send_to_char("You lack one of the requirements. See HELP PROTECTOR.\n\r", ch);
return;
}
}
if( ability == MARTIALARTS_ABILITY )
{
if(ch->hitroll < 8 || !HAS_FEAT(ch, ADV_MARTIAL_ARTS) || !HAS_FEAT(ch, MARTIAL_ARTS) || !HAS_FEAT(ch, IMP_MARTIAL_ARTS) || IS_DARK(ch) || ch->skill_level[TUMBLE_SKILL] < 15 )
{
send_to_char("You lack one of the requirements. See HELP MARTIALARTSMASTER.\n\r", ch);
return;
}
if(get_curr_dex(ch) < 18 )
{
send_to_char("You must have 18 or more in dexterity to level this class.\n\r", ch);
return;
}
}
if( ability == INVESTIGATOR_ABILITY )
{
if(ch->pcdata->can_invest != YES_INVEST)
{
send_to_char("You aren't cleared for this training.\n\r", ch);
return;
}
if(ch->force_level[SEE_FORCE] < 15 || ch->skill_level[DISGUISE_SKILL] < 10 || ch->force_level[FORCE_STEALTH] < 15 )
{
send_to_char("You lack one of the requirements. See HELP INVESTIGATOR.\n\r", ch);
return;
}
}
advance_level(ch, ability);
ch_printf( ch, "You gain level %d of %-25s\n\r", ch->class_level[ability], ability_name[ability] );
return;
}
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 ( !ch->first_affect )
{
set_char_color( AT_SCORE, ch );
send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch );
}
else
{
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 >= 10 )
{
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,"&W%s: &G'%s'&W modifies &G%s&W by &G%d&W for %d rounds.\n\r",skill_tname[skill->type],skill->name,affect_loc_name( paf->location ),paf->modifier, paf->duration );
}
}
}
return;
}
void do_inventory( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_RED, ch );
send_to_char( "You are carrying:\n\r", ch );
show_list_to_char( ch->first_carrying, ch, TRUE, TRUE );
return;
}
void do_equipment( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int iWear;
bool found;
char buf[MAX_STRING_LENGTH];
set_char_color( AT_RED, ch );
send_to_char( "You are using:\n\r", ch );
found = FALSE;
set_char_color( AT_OBJECT, ch );
for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
{
for ( obj = ch->first_carrying; obj; obj = obj->next_content )
if ( obj->wear_loc == iWear )
{
send_to_char( where_name[iWear], ch );
if ( can_see_obj( ch, obj ) )
{
send_to_char( format_obj_to_char( obj, ch, TRUE ), ch );
strcpy( buf , "" );
switch ( obj->item_type )
{
default:
break;
case ITEM_WEAPON:
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
|| obj->value[3] == WEAPON_FORCE_PIKE
|| obj->value[3] == WEAPON_BOWCASTER ) )
{
ch_printf( ch, " %d", obj->value[4] );
}
break;
}
send_to_char( "\n\r", ch );
}
else
send_to_char( "something.\n\r", ch );
found = TRUE;
}
}
if ( !found )
send_to_char( "Nothing.\n\r", ch );
return;
}
void set_title( CHAR_DATA *ch, char *title )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
{
bug( "Set_title: NPC.", 0 );
return;
}
if ( isalpha(title[0]) || isdigit(title[0]) )
{
buf[0] = ' ';
strcpy( buf+1, title );
}
else
strcpy( buf, title );
STRFREE( ch->pcdata->title );
ch->pcdata->title = STRALLOC( buf );
return;
}
void do_title( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
{
send_to_char( "You try but the Force resists you.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Change your title to what?\n\r", ch );
return;
}
if ((get_trust(ch) <= LEVEL_IMMORTAL) && (!nifty_is_name(ch->name, remand(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.\n\r", ch );
}
void do_email( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( argument[0] == '\0' )
{
if ( !ch->pcdata->email )
ch->pcdata->email = str_dup( "" );
ch_printf( ch, "Your email address is: %s\n\r",
show_tilde( ch->pcdata->email ) );
return;
}
if ( !str_cmp( argument, "clear" ) )
{
if ( ch->pcdata->email )
DISPOSE(ch->pcdata->email);
ch->pcdata->email = str_dup("");
send_to_char( "Email address cleared.\n\r", ch );
return;
}
strcpy( buf, argument );
if ( strlen(buf) > 70 )
buf[70] = '\0';
hide_tilde( buf );
if ( ch->pcdata->email )
DISPOSE(ch->pcdata->email);
ch->pcdata->email = str_dup(buf);
send_to_char( "Email address set.\n\r", ch );
}
void do_screenname( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( argument[0] == '\0' )
{
if ( !ch->pcdata->screenname )
ch->pcdata->screenname = str_dup( "" );
ch_printf( ch, "Your AIM screenname is: %s\n\r",
show_tilde( ch->pcdata->screenname ) );
return;
}
if ( !str_cmp( argument, "clear" ) )
{
if ( ch->pcdata->screenname )
DISPOSE(ch->pcdata->screenname);
ch->pcdata->screenname = str_dup("");
send_to_char( "AIM Screenname cleared.\n\r", ch );
return;
}
strcpy( buf, argument );
if ( strlen(buf) > 70 )
buf[70] = '\0';
hide_tilde( buf );
if ( ch->pcdata->screenname )
DISPOSE(ch->pcdata->screenname);
ch->pcdata->screenname = str_dup(buf);
send_to_char( "AIM Screenname set.\n\r", ch );
}
void do_homepage( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( argument[0] == '\0' )
{
if ( !ch->pcdata->homepage )
ch->pcdata->homepage = str_dup( "" );
ch_printf( ch, "Your homepage is: %s\n\r",
show_tilde( ch->pcdata->homepage ) );
return;
}
if ( !str_cmp( argument, "clear" ) )
{
if ( ch->pcdata->homepage )
DISPOSE(ch->pcdata->homepage);
ch->pcdata->homepage = str_dup("");
send_to_char( "Homepage cleared.\n\r", ch );
return;
}
if ( strstr( argument, "://" ) )
strcpy( buf, argument );
else
sprintf( buf, "http://%s", argument );
if ( strlen(buf) > 70 )
buf[70] = '\0';
hide_tilde( buf );
if ( ch->pcdata->homepage )
DISPOSE(ch->pcdata->homepage);
ch->pcdata->homepage = str_dup(buf);
send_to_char( "Homepage set.\n\r", ch );
}
void do_wwwimage( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( argument[0] == '\0' )
{
if ( !ch->pcdata->image )
ch->pcdata->image = str_dup( "" );
ch_printf( ch, "Your www image is: %s\n\r",
show_tilde( ch->pcdata->image ) );
return;
}
if ( !str_cmp( argument, "clear" ) )
{
if ( ch->pcdata->image )
DISPOSE(ch->pcdata->image);
ch->pcdata->image = str_dup("");
send_to_char( "WWW Image cleared.\n\r", ch );
return;
}
if ( strstr( argument, "://" ) )
strcpy( buf, argument );
else
sprintf( buf, "http://%s", argument );
if ( strlen(buf) > 70 )
buf[70] = '\0';
hide_tilde( buf );
if ( ch->pcdata->image )
DISPOSE(ch->pcdata->image);
ch->pcdata->image = str_dup(buf);
send_to_char( "WWW Image set.\n\r", ch );
}
/*
* Set your personal description -Thoric
*/
void do_description( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch ) )
{
send_to_char( "Monsters are too dumb to do that!\n\r", ch );
return;
}
if ( !ch->desc )
{
bug( "do_description: no descriptor", 0 );
return;
}
switch( ch->substate )
{
default:
bug( "do_description: illegal substate", 0 );
return;
case SUB_RESTRICTED:
send_to_char( "You cannot use this command from within another command.\n\r", ch );
return;
case SUB_NONE:
ch->substate = SUB_PERSONAL_DESC;
ch->dest_buf = ch;
start_editing( ch, ch->description );
editor_desc_printf( ch, "Your description (%s)", ch->name );
return;
case SUB_PERSONAL_DESC:
STRFREE( ch->description );
ch->description = copy_buffer( ch );
stop_editing( ch );
return;
}
}
/* Ripped off do_description for whois bio's -- Scryn*/
void do_bio( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch ) )
{
send_to_char( "Mobs can't set bio's!\n\r", ch );
return;
}
if ( !ch->desc )
{
bug( "do_bio: no descriptor", 0 );
return;
}
switch( ch->substate )
{
default:
bug( "do_bio: illegal substate", 0 );
return;
case SUB_RESTRICTED:
send_to_char( "You cannot use this command from within another command.\n\r", ch );
return;
case SUB_NONE:
ch->substate = SUB_PERSONAL_BIO;
ch->dest_buf = ch;
start_editing( ch, ch->pcdata->bio );
editor_desc_printf( ch, "Your bio (%s).", ch->name );
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!\n\r", ch);
return;
}
ch_printf( ch,
"You report: %d/%d hp %d/%d mv.\n\r",
ch->hit, ch->max_hit,
ch->move, ch->max_move );
sprintf( buf, "$n reports: %d/%d hp %d/%d.",
ch->hit, ch->max_hit,
ch->move, ch->max_move );
act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM );
return;
}
void do_prompt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
if ( IS_NPC(ch) )
{
send_to_char( "NPC's can't change their prompt..\n\r", ch );
return;
}
smash_tilde( argument );
one_argument( argument, arg );
if ( !*arg )
{
send_to_char( "Set prompt to what? (try help prompt)\n\r", ch );
return;
}
if (ch->pcdata->prompt)
STRFREE(ch->pcdata->prompt);
if ( strlen(argument) > 128 )
argument[128] = '\0';
/* Can add a list of pre-set prompts here if wanted.. perhaps
'prompt 1' brings up a different, pre-set prompt */
if ( !str_cmp(arg, "default") )
ch->pcdata->prompt = STRALLOC("");
else
ch->pcdata->prompt = STRALLOC(argument);
send_to_char( "Ok.\n\r", ch );
return;
}
void do_setreputation( CHAR_DATA *ch, char *argument )
{
if( IS_NPC(ch) || argument[0] == '\0' )
{
send_to_char( "&GSyntax: &w&WSetreputation <famous/infamous>\n\r", ch );
return;
}
if( !str_cmp(argument, "famous") )
{
if( ch->pcdata->reputation == IS_FAMOUS )
{
send_to_char( "&rYou are already registered as famous.&w\n\r", ch );
return;
}
ch->pcdata->reputation = IS_FAMOUS;
send_to_char( "&w&WYou are now registered as being &GFamous&w&W.\n\r", ch );
return;
}
else if( !str_cmp( argument, "infamous" ) )
{
if( ch->pcdata->reputation == IS_INFAMOUS )
{
send_to_char( "&rYou are already registered as infamous.&w\n\r", ch );
return;
}
ch->pcdata->reputation = IS_INFAMOUS;
send_to_char( "&w&WYou are now registered as being&GInfamous&w&W.\n\r", ch );
return;
}
do_setreputation( ch, "" );
return;
}