#include <math.h> #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" void add_reinforcements args( ( CHAR_DATA *ch ) ); ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); int xp_compute ( CHAR_DATA *ch , CHAR_DATA *victim ); ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit ); int ris_save( CHAR_DATA *ch, int chance, int ris ); void explode_emissile args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *proom, int mindam, int maxdam, bool incendiary) ); CHAR_DATA *get_char_room_mp( CHAR_DATA *ch, char *argument ); /* from shops.c */ CHAR_DATA * find_keeper args( ( CHAR_DATA *ch ) ); extern int top_affect; const char * sector_name [SECT_MAX] = { "inside", "city", "field", "forest", "hills", "mountain", "water swim", "water noswim", "underwater", "air", "desert", "unknown", "ocean floor", "underground", "scrub", "rocky", "savanna", "tundra", "glacial", "rainforest", "jungle", "swamp", "wetlands", "brush", "steppe", "farmland", "volcanic" }; void do_makeblade( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, charge; bool checktool, checkdura, checkbatt, checkoven; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeblade <name>\n\r&w", ch); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DURASTEEL) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a vibro-blade.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your blade.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the metal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of crafting a vibroblade.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makeblade , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 66; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURASTEEL && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { charge = UMAX( 5, obj->value[0] ); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) ) { send_to_char( "&RYou activate your newly created vibroblade.\n\r", ch); send_to_char( "&RIt hums softly for a few seconds then begins to shake violently.\n\r", ch); send_to_char( "&RIt finally shatters breaking apart into a dozen pieces.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " vibro-blade blade " ); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "backstab" ); paf->modifier = level/3; paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "hitroll" ); paf2->modifier = -2; paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; obj->value[1] = (int) (level/10+15); /* min dmg */ obj->value[2] = (int) (level/5+20); /* max dmg */ obj->value[3] = WEAPON_VIBRO; obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2]*10; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created blade.&w\n\r", ch); act( AT_PLAIN, "$n finishes crafting a vibro-blade.", ch, NULL, argument , TO_ROOM ); return; } void do_makeblaster( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checkammo; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, power, scope, ammo; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeblaster <name>\n\r&w", ch); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DURAPLAST) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_SUPERCONDUCTOR) checkcond = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a blaster.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your blaster.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the plastics.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit board to control the firing mechanism.\n\r", ch); return; } if ( !checkcond ) { send_to_char( "&RYou still need a small superconductor.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a blaster.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makeblaster , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 50; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checkammo= FALSE; checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; power = 0; scope = 0; ammo = 0; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURAPLAST && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_AMMO && checkammo == FALSE) { ammo = obj->value[0]; checkammo = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_LENS && scope == 0) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); scope++; } if (obj->item_type == ITEM_SUPERCONDUCTOR && power<2) { power++; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) || ( !checkcond ) || ( !checkcirc) ) { send_to_char( "&RYou hold up your new blaster and aim at a leftover piece of plastic.\n\r", ch); send_to_char( "&RYou slowly squeeze the trigger hoping for the best...\n\r", ch); send_to_char( "&RYour blaster backfires destroying your weapon and burning your hand.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 2+level/10; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " blaster "); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "hitroll" ); paf->modifier = URANGE( 0, 1+scope, level/30 ); paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "damroll" ); paf2->modifier = URANGE( 0, power, level/30); paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; /* condition */ obj->value[1] = (int) (level/10+15); /* min dmg */ obj->value[2] = (int) (level/5+25); /* max dmg */ obj->value[3] = WEAPON_BLASTER; obj->value[4] = ammo; obj->value[5] = 2000; obj->cost = obj->value[2]*50; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created blaster.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new blaster.", ch, NULL, argument , TO_ROOM ); return; } void do_makelightsaber( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance, color; bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checklens, checkgems, checkmirr, dex_bonus; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, level, gems, charge, gemtype; int hitroll, mindam, maxdam; int cry1, cry2, cry3; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg, argument ); switch( ch->substate ) { default: checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; checklens = FALSE; checkgems = FALSE; checkmirr = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_SAFE ) || !IS_SET( ch->in_room->room_flags, ROOM_SILENCE )) { send_to_char( "&RYou need to be in a quiet peaceful place to craft a lightsaber.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_LENS) checklens = TRUE; if (obj->item_type == ITEM_CRYSTAL) checkgems = TRUE; if (obj->item_type == ITEM_MIRROR) checkmirr = TRUE; if (obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL ) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_SUPERCONDUCTOR) checkcond = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a lightsaber.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your lightsaber.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat and shape the components.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit board.\n\r", ch); return; } if ( !checkcond ) { send_to_char( "&RYou still need a small superconductor for your lightsaber.\n\r", ch); return; } if ( !checklens ) { send_to_char( "&RYou still need a lens to focus the beam.\n\r", ch); return; } if ( !checkgems ) { send_to_char( "&RLightsabers require 1 to 3 gems to work properly.\n\r", ch); return; } if ( !checkmirr ) { send_to_char( "&RYou need a high intesity reflective cup to create a lightsaber.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (ch->skill_level[CRAFT_LIGHTSABER] + stat_table[get_curr_int(ch)].mod + number_range(1, 20) ); if ( 20 < chance ) { send_to_char( "&bYou begin the difficult task of crafting a personal lightsaber.&w\n\r", ch); act( AT_BLUE, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makelightsaber , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't seem to figure out how to construct a lightsaber.&w\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : ch->top_level; vnum = 72; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; checklens = FALSE; checkgems = FALSE; checkmirr = FALSE; dex_bonus = FALSE; gems = 0; charge = 0; gemtype =0; mindam = 0; hitroll = 1; maxdam = 0; cry1 = -1; cry2 = -1; cry3 = -1; gemtype = -1; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if ( (obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL) && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_DURASTEEL && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { charge = UMIN(obj->value[1], 10); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if (obj->item_type == ITEM_LENS && checklens == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checklens = TRUE; } if (obj->item_type == ITEM_MIRROR && checkmirr == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkmirr = TRUE; } if (obj->item_type == ITEM_CRYSTAL && gems < 3) { if( obj->value[0] == cry1 || obj->value[0] == cry2 || obj->value[0] == cry3 ) continue; if( gemtype >= 0 && ( obj->value[0] == CRYSTAL_BLUE || obj->value[0] == CRYSTAL_GREEN || obj->value[0] == CRYSTAL_PURPLE || obj->value[0] == CRYSTAL_RED || obj->value[0] == CRYSTAL_YELLOW ) ) continue; if( obj->value[0] == CRYSTAL_OPILA && IS_SET(obj->extra_flags, ITEM_IMP_CRITICAL) ) continue; if( obj->value[0] == CRYSTAL_BONDAR && IS_SET(obj->extra_flags, ITEM_STUN ) ) continue; if( IS_SET(obj->extra_flags, ITEM_IMBUED) ) { gems++; if( cry1 != -1 ) { if( cry2 == -1 ) cry2 = obj->value[0]; else cry3 = obj->value[0]; } else cry1 = obj->value[0]; if( obj->value[0] >= CRYSTAL_BLUE && obj->value[0] <= CRYSTAL_YELLOW ) gemtype = obj->value[0]; if( obj->value[0] == CRYSTAL_OPILA ) SET_BIT( obj->extra_flags, ITEM_IMP_CRITICAL ); if( obj->value[0] == CRYSTAL_SIGIL ) { mindam += 1; maxdam += 6; } else if( obj->value[0] == CRYSTAL_BONDAR ) SET_BIT( obj->extra_flags, ITEM_STUN ); else if( obj->value[0] == CRYSTAL_PHOND ) { mindam += 1; maxdam += 10; } else if( obj->value[0] == CRYSTAL_SOLARI ) { hitroll += 5; mindam += 5; } else if( obj->value[0] == CRYSTAL_DAMIND ) { hitroll += 2; maxdam += 2; } else if( obj->value[0] == CRYSTAL_JENRUAX ) hitroll += 2; else if( obj->value[0] == CRYSTAL_UPARI ) maxdam += 5; else if( obj->value[0] == CRYSTAL_ERALAM ) { mindam += 3; maxdam += 3; } else if( obj->value[0] == CRYSTAL_RUBAT ) hitroll += 1; else if( obj->value[0] == CRYSTAL_SAPITH ) { hitroll += 4; dex_bonus = TRUE; } separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkgems = TRUE; } } } chance = IS_NPC(ch) ? ch->top_level : ( number_range(1, 20) + ch->skill_level[CRAFT_LIGHTSABER] + stat_table[get_curr_int(ch)].mod ); if( !checkgems ) { send_to_char( "&RYou either lack crystals or else they are not imbued.&w\n\r", ch ); return; } if( gemtype < 0 ) { send_to_char( "&RAfter creating your lightsaber you attempt to ignite it, but nothing happens.&w\n\r", ch ); send_to_char( "&RPerhaps you'll remember to use a color-defining crystal next time.&w\n\r", ch ); return; } if ( 20 > chance || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) || ( !checkmirr ) || ( !checklens ) || ( !checkgems ) || ( !checkcond ) || ( !checkcirc) ) { send_to_char( "&RAfter creating your lightsaber you stand back and admire it in awe.&w\n\r", ch ); send_to_char( "&RYou reach and ignite it, but nothing happens.&w\n\r", ch ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 5; STRFREE( obj->name ); obj->name = STRALLOC( "lightsaber saber" ); color = gemtype; if( color == CRYSTAL_BLUE ) sprintf( buf, "&wa &bblue&w bladed lightsaber" ); else if( color == CRYSTAL_GREEN ) sprintf( buf, "&wa &ggreen&w bladed lightsaber" ); else if( color == CRYSTAL_YELLOW ) sprintf( buf, "&wa &Yyellow&w bladed lightsaber" ); else if( color == CRYSTAL_PURPLE ) sprintf( buf, "&wa &Ppurple&w bladed lightsaber" ); else if( color == CRYSTAL_RED ) sprintf( buf, "&wa &Rred&w bladed lightsaber" ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); STRFREE( obj->action_desc ); strcpy( buf, arg ); strcat( buf, " ignites with a hum and a soft glow." ); obj->action_desc = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "hitroll" ); paf->modifier = hitroll; paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; if( dex_bonus ) { CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = APPLY_DEX; paf2->modifier = 4; paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; } obj->value[0] = INIT_WEAPON_CONDITION; /* condition */ obj->value[1] = ( 2 + mindam ); obj->value[2] = ( 16 + maxdam ); obj->value[3] = WEAPON_LIGHTSABER; obj->value[4] = charge; obj->value[5] = charge; obj->cost = 0; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created lightsaber.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new lightsaber.", ch, NULL, argument , TO_ROOM ); return; } void do_makespice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; OBJ_DATA *obj; switch( ch->substate ) { default: strcpy( arg, argument ); if ( arg[0] == '\0' ) { send_to_char( "&RFrom what?\n\r&w", ch); return; } if ( !IS_SET( ch->in_room->room_flags, ROOM_REFINERY ) ) { send_to_char( "&RYou need to be in a refinery to create drugs from spice.\n\r", ch); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "&RYou do not have that item.\n\r&w", ch ); return; } if ( obj->item_type != ITEM_RAWSPICE ) { send_to_char( "&RYou can't make a drug out of that\n\r&w",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of refining spice into a drug.\n\r", ch); act( AT_PLAIN, "$n begins working on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makespice , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out what to do with the stuff.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are distracted and are unable to finish your work.\n\r&w", ch); return; } ch->substate = SUB_NONE; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You seem to have lost your spice!\n\r", ch ); return; } if ( obj->item_type != ITEM_RAWSPICE ) { send_to_char( "&RYou get your tools mixed up and can't finish your work.\n\r&w",ch); return; } obj->value[1] = URANGE (10, obj->value[1], ( IS_NPC(ch) ? ch->top_level : (int) (0) ) +10); strcpy( buf, obj->name ); STRFREE( obj->name ); strcat( buf, " drug spice " ); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, "a drug made from " ); strcat( buf, obj->short_descr ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); strcat( buf, " was foolishly left lying around here." ); STRFREE( obj->description ); obj->description = STRALLOC( buf ); obj->item_type = ITEM_SPICE; send_to_char( "&GYou finish your work.\n\r", ch); act( AT_PLAIN, "$n finishes $s work.", ch, NULL, argument , TO_ROOM ); obj->cost += obj->value[1]*10; return; } void do_makegrenade( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, strength, weight; bool checktool, checkdrink, checkbatt, checkchem, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makegrenade <name>\n\r&w", ch); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 ) checkdrink = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_CHEMICAL) checkchem = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a grenade.\n\r", ch); return; } if ( !checkdrink ) { send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a small battery for the timer.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit for the timer.\n\r", ch); return; } if ( !checkchem ) { send_to_char( "&RSome explosive chemicals would come in handy!\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a grenade.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makegrenade , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 71; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 ) { checkdrink = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CHEMICAL) { strength = URANGE( 10, obj->value[0], level * 5 ); weight = obj->weight; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) ) { send_to_char( "&RJust as you are about to finish your work,\n\ryour newly created grenade explodes in your hands...doh!\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_GRENADE; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = weight; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " grenade "); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = strength*2; obj->value[1] = strength*3; obj->cost = obj->value[1]*5; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created grenade.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new grenade.", ch, NULL, argument , TO_ROOM ); return; } void do_makelandmine( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, strength, weight; bool checktool, checkdrink, checkbatt, checkchem, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makelandmine <name>\n\r&w", ch); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 ) checkdrink = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_CHEMICAL) checkchem = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a landmine.\n\r", ch); return; } if ( !checkdrink ) { send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a small battery for the detonator.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit for the detonator.\n\r", ch); return; } if ( !checkchem ) { send_to_char( "&RSome explosive chemicals would come in handy!\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a landmine.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makelandmine , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 70; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 ) { checkdrink = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CHEMICAL) { strength = URANGE( 10, obj->value[0], level * 5 ); weight = obj->weight; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) ) { send_to_char( "&RJust as you are about to finish your work,\n\ryour newly created landmine explodes in your hands...doh!\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_LANDMINE; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = weight; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " landmine "); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = strength/2; obj->value[1] = strength; obj->cost = obj->value[1]*5; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created landmine.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new landmine.", ch, NULL, argument , TO_ROOM ); return; } void do_makelight( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, strength; bool checktool, checkbatt, checkchem, checkcirc, checklens; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeflashlight <name>\n\r&w", ch); return; } checktool = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; checklens = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_CHEMICAL) checkchem = TRUE; if (obj->item_type == ITEM_LENS) checklens = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a light.\n\r", ch); return; } if ( !checklens ) { send_to_char( "&RYou need a lens to make a light.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a battery for the light to work.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit.\n\r", ch); return; } if ( !checkchem ) { send_to_char( "&RSome chemicals to light would come in handy!\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a light.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makelight , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 65; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checklens = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { strength = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CHEMICAL) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if (obj->item_type == ITEM_LENS && checklens == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checklens = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checklens ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) ) { send_to_char( "&RJust as you are about to finish your work,\n\ryour newly created light explodes in your hands...doh!\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_LIGHT; SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " light "); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[2] = strength; obj->cost = obj->value[2]; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created light.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new light.", ch, NULL, argument , TO_ROOM ); return; } void do_makejewelry( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checktool, checkoven, checkmetal; OBJ_DATA *obj; OBJ_DATA *metal; AFFECT_DATA *paf; int value, cost; argument = one_argument( argument, arg ); strcpy ( arg2, argument); if ( !str_cmp( arg, "body" ) || !str_cmp( arg, "head" ) || !str_cmp( arg, "legs" ) || !str_cmp( arg, "arms" ) || !str_cmp( arg, "about" ) || !str_cmp( arg, "eyes" ) || !str_cmp( arg, "waist" ) || !str_cmp( arg, "hold" ) || !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" )) { send_to_char( "&RYou cannot make jewelry for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEARMOR.\n\r&w", ch); return; } if ( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make jewelry worn as a shield.\n\r&w", ch); send_to_char( "&RTry MAKESHIELD.\n\r&w", ch); return; } if ( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with your jewelry?\n\r&w", ch); send_to_char( "&RTry MAKEBLADE...\n\r&w", ch); return; } if ( !str_cmp( arg, "holster1") || !str_cmp( arg, "holster2") ) { send_to_char( "&RYou can't use jewelry there.&w\n\r", ch); send_to_char( "&RTry MAKECONTAINER...\n\r&w", ch); return; } switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makejewelry <wearloc> <name>\n\r&w", ch); return; } checktool = FALSE; checkoven = FALSE; checkmetal = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_RARE_METAL) checkmetal = TRUE; } if ( !checktool ) { send_to_char( "&RYou need a toolkit.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need an oven.\n\r", ch); return; } if ( !checkmetal ) { send_to_char( "&RYou need some precious metal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of creating some jewelry.\n\r", ch); act( AT_PLAIN, "$n takes $s toolkit and some metal and begins to work.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makejewelry , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out what to do.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; if ( !ch->dest_buf_2 ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); checkmetal = FALSE; checkoven = FALSE; checktool = FALSE; value=0; cost=0; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_RARE_METAL && checkmetal == FALSE) { checkmetal = TRUE; separate_obj( obj ); obj_from_char( obj ); metal = obj; } if (obj->item_type == ITEM_CRYSTAL) { cost += obj->cost; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checkoven ) || ( !checktool ) || ( !checkmetal ) ) { send_to_char( "&RYou hold up your newly created jewelry.\n\r", ch); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch); send_to_char( "&Rpiece of junk you've ever seen. You quickly hide your mistake...\n\r", ch); return; } obj = metal; obj->item_type = ITEM_ARMOR; SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if ( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_WEAR_NECK ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); sprintf( buf, "%s ", arg2); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); // Create stat bonuses for Jewelry - Tawnos CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; // Use smaller if check to minimize redundant code. if( IS_SET( obj->wear_flags, ITEM_WEAR_FINGER ) ) { if(number_bits(1) == 0) paf->location = get_atype( "hitroll" ); else paf->location = get_atype( "damroll" ); paf->modifier = number_bits(1)+1; } else if( IS_SET( obj->wear_flags, ITEM_WEAR_EARS ) ) { if(number_bits(1) == 0) paf->location = get_atype( "intelligence" ); else paf->location = get_atype( "wisdom" ); paf->modifier = number_bits(1)+1; } else if( IS_SET( obj->wear_flags, ITEM_WEAR_NECK ) ) { if(number_bits(1) == 0) paf->location = get_atype( "charisma" ); else paf->location = get_atype( "luck" ); paf->modifier = 1; } else if( IS_SET( obj->wear_flags, ITEM_WEAR_WRIST ) ) { if(number_bits(1) == 0) paf->location = get_atype( "strength" ); else paf->location = get_atype( "dexterity" ); paf->modifier = 1; } else { paf->location = get_atype("strength"); paf->modifier = 1; } paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; // End stat bonuses. obj->description = STRALLOC( buf ); obj->value[1] = metal->value[1]; obj->value[0] = obj->value[1]; obj->cost *= 10; obj->cost += cost; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created jewelry.&w\n\r", ch); act( AT_PLAIN, "$n finishes sewing some new jewelry.", ch, NULL, argument , TO_ROOM ); return; } void do_makearmor( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checksew, checkfab; OBJ_DATA *obj; OBJ_DATA *material; int value; argument = one_argument( argument, arg ); strcpy ( arg2, argument); if ( !str_cmp( arg, "eyes" ) || !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) ) { send_to_char( "&RYou cannot make clothing for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEJEWELRY.\n\r&w", ch); return; } if ( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make clothing worn as a shield.\n\r&w", ch); send_to_char( "&RTry MAKESHIELD.\n\r&w", ch); return; } if ( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with your clothing?\n\r&w", ch); send_to_char( "&RTry MAKEBLADE...\n\r&w", ch); return; } if ( !str_cmp( arg, "holster1") || !str_cmp( arg, "holster2") ) { send_to_char( "&RYou can't use armor there.&w\n\r", ch); send_to_char( "&RTry MAKECONTAINER...\n\r&w", ch); return; } switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makearmor <wearloc> <name>\n\r&w", ch); return; } checksew = FALSE; checkfab = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_FABRIC) checkfab = TRUE; if (obj->item_type == ITEM_THREAD) checksew = TRUE; } if ( !checkfab ) { send_to_char( "&RYou need some sort of fabric or material.\n\r", ch); return; } if ( !checksew ) { send_to_char( "&RYou need a needle and some thread.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of creating some armor.\n\r", ch); act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makearmor , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out what to do.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; if ( !ch->dest_buf_2 ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); checksew = FALSE; checkfab = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_THREAD) checksew = TRUE; if (obj->item_type == ITEM_FABRIC && checkfab == FALSE) { checkfab = TRUE; separate_obj( obj ); obj_from_char( obj ); material = obj; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checkfab ) || ( !checksew ) ) { send_to_char( "&RYou hold up your newly created armor.\n\r", ch); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch); send_to_char( "&Rgarment you've ever seen. You quickly hide your mistake...\n\r", ch); return; } obj = material; obj->item_type = ITEM_ARMOR; SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if ( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_WEAR_BODY ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); sprintf(buf, "%s ", arg2); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = obj->value[1]; obj->cost *= 10; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created garment.&w\n\r", ch); act( AT_PLAIN, "$n finishes sewing some new armor.", ch, NULL, argument , TO_ROOM ); return; } void do_makecomlink( CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; bool checktool, checkgem, checkbatt, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; argument = one_argument( argument, arg ); strcpy ( arg2, argument); switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makecomlink <wearloc> <name>\n\r&w", ch); send_to_char( "&RAvailable wearlocs: hold, wrist, ears&w\n\r", ch); return; } checktool = FALSE; checkgem = FALSE; checkbatt = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_CRYSTAL) checkgem = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a comlink.\n\r", ch); return; } if ( !checkgem ) { send_to_char( "&RYou need a small crystal.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your comlink.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a comlink.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makecomlink , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; vnum = 64; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkgem = FALSE; checkbatt = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_CRYSTAL && checkgem == FALSE) { checkgem = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { checkcirc = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkcirc ) || ( !checkbatt ) || ( !checkgem ) ) { send_to_char( "&RYou hold up your newly created comlink....\n\r", ch); send_to_char( "&Rand it falls apart in your hands.\n\r", ch); return; } obj = create_object( pObjIndex, ch->top_level ); obj->item_type = ITEM_COMLINK; if (arg==NULL || !str_cmp(arg, "hold" )) SET_BIT( obj->wear_flags, ITEM_HOLD ); if ( !str_cmp(arg, "ears")) { SET_BIT( obj->wear_flags, ITEM_WEAR_EARS ); REMOVE_BIT( obj->wear_flags, ITEM_HOLD); } if ( !str_cmp(arg, "wrist")) { SET_BIT( obj->wear_flags, ITEM_WEAR_WRIST ); REMOVE_BIT( obj->wear_flags, ITEM_HOLD); } SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg2 ); strcat( buf, " comlink " ); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); obj->cost = 50; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created comlink.&w\n\r", ch); act( AT_PLAIN, "$n finishes crafting a comlink.", ch, NULL, argument , TO_ROOM ); return; } void do_makeshield( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; bool checktool, checkbatt, checkcond, checkcirc, checkgems; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, level, charge, gemtype; strcpy( arg, argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeshield <name>\n\r&w", ch); return; } checktool = FALSE; checkbatt = FALSE; checkcond = FALSE; checkcirc = FALSE; checkgems = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a workshop.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_CRYSTAL) checkgems = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_SUPERCONDUCTOR) checkcond = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make an energy shield.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your energy shield.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit board.\n\r", ch); return; } if ( !checkcond ) { send_to_char( "&RYou still need a small superconductor for your energy shield.\n\r", ch); return; } if ( !checkgems ) { send_to_char( "&RYou need a small crystal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of crafting an energy shield.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 20 , do_makeshield , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 28; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkcond = FALSE; checkcirc = FALSE; checkgems = FALSE; charge = 0; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { charge = UMIN(obj->value[1], 10); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if (obj->item_type == ITEM_CRYSTAL && checkgems == FALSE) { gemtype = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkgems = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkbatt ) || ( !checkgems ) || ( !checkcond ) || ( !checkcirc) ) { send_to_char( "&RYou hold up your new energy shield and press the switch hoping for the best.\n\r", ch); send_to_char( "&RInstead of a field of energy being created, smoke starts pouring from the device.\n\r", ch); send_to_char( "&RYou drop the hot device and watch as it melts on away on the floor.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_ARMOR; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_WEAR_SHIELD ); obj->level = level; obj->weight = 2; STRFREE( obj->name ); obj->name = STRALLOC( "energy shield" ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = (int) (level/10+gemtype*10); /* condition */ obj->value[1] = (int) (level/10+gemtype*10); /* armor */ obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2]*100; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created energy shield.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new energy shield.", ch, NULL, argument , TO_ROOM ); return; } void do_makecontainer( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checksew, checkfab; OBJ_DATA *obj; OBJ_DATA *material; int value; argument = one_argument( argument, arg ); strcpy( arg2 , argument ); if ( !str_cmp( arg, "eyes" ) || !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) ) { send_to_char( "&RYou cannot make a container for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEJEWELRY.\n\r&w", ch); return; } if ( !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) ) { send_to_char( "&RYou cannot make a container for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEARMOR.\n\r&w", ch); return; } if ( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make a container a shield.\n\r&w", ch); send_to_char( "&RTry MAKESHIELD.\n\r&w", ch); return; } if ( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with a container?\n\r&w", ch); send_to_char( "&RTry MAKEBLADE...\n\r&w", ch); return; } switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makecontainer <wearloc> <name>\n\r&w", ch); return; } checksew = FALSE; checkfab = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_FABRIC) checkfab = TRUE; if (obj->item_type == ITEM_THREAD) checksew = TRUE; } if ( !checkfab ) { send_to_char( "&RYou need some sort of fabric or material.\n\r", ch); return; } if ( !checksew ) { send_to_char( "&RYou need a needle and some thread.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of creating a bag.\n\r", ch); act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makecontainer , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out what to do.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; if ( !ch->dest_buf_2 ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); checksew = FALSE; checkfab = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_THREAD) checksew = TRUE; if (obj->item_type == ITEM_FABRIC && checkfab == FALSE) { checkfab = TRUE; separate_obj( obj ); obj_from_char( obj ); material = obj; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checkfab ) || ( !checksew ) ) { send_to_char( "&RYou hold up your newly created container.\n\r", ch); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch); send_to_char( "&Rcontainer you've ever seen. You quickly hide your mistake...\n\r", ch); return; } obj = material; obj->item_type = ITEM_CONTAINER; SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if ( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_HOLD ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); strcat( buf, " "); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = level; obj->value[1] = 0; obj->value[2] = 0; obj->value[3] = 10; obj->cost *= 2; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created container.&w\n\r", ch); act( AT_PLAIN, "$n finishes sewing a new container.", ch, NULL, argument , TO_ROOM ); return; } void do_gemcutting( CHAR_DATA *ch, char *argument ) { send_to_char( "&RSorry, this skill isn't finished yet :(\n\r", ch); } void do_reinforcements( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYour reinforcements are already on the way.\n\r", ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for reinforcements.\n\r", ch ); return; } if ( ch->gold < 5000 ) { ch_printf( ch, "&RYou dont have enough credits to send for reinforcements.\n\r" ); return; } chance = (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_reinforcements , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for reinforcements but nobody answers.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour reinforcements are on the way.\n\r", ch); credits = 5000; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); if ( nifty_is_name( "empire" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_STORMTROOPER; else if ( nifty_is_name( "republic" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_TROOPER; else ch->backup_mob = MOB_VNUM_MERCINARY; ch->backup_wait = number_range(1,2); } void do_postguard( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYou already have backup coming.\n\r", ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for a guard.\n\r", ch ); return; } if ( ch->gold < 3000 ) { ch_printf( ch, "&RYou dont have enough credits.\n\r", ch ); return; } chance = (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_postguard , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for a guard but nobody answers.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour guard is on the way.\n\r", ch); credits = 3000; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); if ( nifty_is_name( "empire" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_IMP_GUARD; else if ( nifty_is_name( "republic" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_GUARD; else ch->backup_mob = MOB_VNUM_BOUNCER; ch->backup_wait = 1; } void add_reinforcements( CHAR_DATA *ch ) { MOB_INDEX_DATA * pMobIndex; OBJ_DATA * blaster; OBJ_INDEX_DATA * pObjIndex; int max=1; if ( ( pMobIndex = get_mob_index( ch->backup_mob ) ) == NULL ) return; if ( ch->backup_mob == MOB_VNUM_STORMTROOPER || ch->backup_mob == MOB_VNUM_NR_TROOPER || ch->backup_mob == MOB_VNUM_MERCINARY || ch->backup_mob == MOB_VNUM_IMP_FORCES || ch->backup_mob == MOB_VNUM_NR_FORCES || ch->backup_mob == MOB_VNUM_MERC_FORCES ) { CHAR_DATA * mob[3]; int mob_cnt; send_to_char( "Your reinforcements have arrived.\n\r", ch ); if( ch->backup_mob == MOB_VNUM_STORMTROOPER || ch->backup_mob == MOB_VNUM_NR_TROOPER || ch->backup_mob == MOB_VNUM_MERCINARY ) max=3; for ( mob_cnt = 0 ; mob_cnt < max ; mob_cnt++ ) { int ability; mob[mob_cnt] = create_mobile( pMobIndex ); char_to_room( mob[mob_cnt], ch->in_room ); act( AT_IMMORT, "$N has arrived.", ch, NULL, mob[mob_cnt], TO_ROOM ); mob[mob_cnt]->top_level = ch->top_level; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) mob[mob_cnt]->skill_level[ability] = mob[mob_cnt]->top_level; mob[mob_cnt]->hit = mob[mob_cnt]->top_level*15; mob[mob_cnt]->max_hit = mob[mob_cnt]->hit; mob[mob_cnt]->armor = 100- mob[mob_cnt]->top_level*2.5; mob[mob_cnt]->damroll = mob[mob_cnt]->top_level/5; mob[mob_cnt]->hitroll = mob[mob_cnt]->top_level/5; if ( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob[mob_cnt]->top_level ); obj_to_char( blaster, mob[mob_cnt] ); equip_char( mob[mob_cnt], blaster, WEAR_WIELD ); } if ( mob[mob_cnt]->master ) stop_follower( mob[mob_cnt] ); add_follower( mob[mob_cnt], ch ); SET_BIT( mob[mob_cnt]->affected_by, AFF_CHARM ); do_setblaster( mob[mob_cnt] , "full" ); } } else { CHAR_DATA *mob; int ability; mob = create_mobile( pMobIndex ); char_to_room( mob, ch->in_room ); if ( ch->pcdata && ch->pcdata->clan ) { char tmpbuf[MAX_STRING_LENGTH]; //STRFREE( mob->name ); //mob->name = STRALLOC( ch->pcdata->clan->name ); sprintf( tmpbuf , "(%s) %s" , ch->pcdata->clan->name , mob->long_descr ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( tmpbuf ); } act( AT_IMMORT, "$N has arrived.", ch, NULL, mob, TO_ROOM ); send_to_char( "Your guard has arrived.\n\r", ch ); mob->top_level = ch->top_level; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) mob->skill_level[ability] = mob->top_level; mob->hit = mob->top_level*15; mob->max_hit = mob->hit; mob->armor = 100- mob->top_level*2.5; mob->damroll = mob->top_level/5; mob->hitroll = mob->top_level/5; if ( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob->top_level ); obj_to_char( blaster, mob ); equip_char( mob, blaster, WEAR_WIELD ); } /* for making this more accurate in the future */ if ( mob->mob_clan ) STRFREE ( mob->mob_clan ); if ( ch->pcdata && ch->pcdata->clan ) mob->mob_clan = STRALLOC( ch->pcdata->clan->name ); } } void do_torture( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance, dam; bool fail; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Torture whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Are you masacistic or what...\n\r", ch ); return; } if ( !IS_AWAKE(victim) ) { send_to_char( "You need to wake them first.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( victim->fighting ) { send_to_char( "You can't torture someone whos in combat.\n\r", ch ); return; } ch->alignment = ch->alignment -= 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); WAIT_STATE( ch, PULSE_PER_SECOND*2 ); fail = FALSE; chance = ris_save( victim, 0, RIS_PARALYSIS ); if ( chance == 1000 ) fail = TRUE; else fail = saves_para_petri( chance, victim ); if ( !IS_NPC(ch) && !IS_NPC(victim) ) chance = sysdata.stun_plr_vs_plr; else chance = sysdata.stun_regular; if ( ( !fail && ( IS_NPC(ch) || (number_percent( ) + chance) < 0 ) ) || ((!IS_NPC(victim)) && (IS_SET(victim->pcdata->act2, ACT_BOUND)))) { WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, PULSE_VIOLENCE ); act( AT_SKILL, "$N slowly tortures you. The pain is excruciating.", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You torture $N, leaving $M screaming in pain.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n tortures $N, leaving $M screaming in agony!", ch, NULL, victim, TO_NOTVICT ); dam = dice( 1, 4 ); dam = URANGE( 0, victim->max_hit-10, dam ); victim->hit -= dam; victim->max_hit -= dam; ch_printf( victim, "You lose %d permanent hit points." ,dam); ch_printf( ch, "They lose %d permanent hit points." , dam); } else { act( AT_SKILL, "$N tries to cut off your finger!", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You mess up big time.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n tries to painfully torture $N.", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } void do_disguise( CHAR_DATA *ch, char *argument ) { int chance; if ( IS_NPC(ch) ) return; if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) { send_to_char( "You try but the Force resists you.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Syntax: disguise <disguise|clear>\n\r", ch ); return; } if ( !str_cmp(argument, "clear") ) { STRFREE(ch->pcdata->disguise); ch->pcdata->disguise = STRALLOC( "" ); send_to_char( "Disguise cleared.\n\r", ch); return; } chance = (int) (0); if ( number_percent( ) > chance ) { send_to_char( "You try to disguise yourself but fail.\n\r", ch ); return; } if(strlen(argument) > 40) argument[40] = '\0'; smash_tilde( argument ); STRFREE( ch->pcdata->disguise ); ch->pcdata->disguise = STRALLOC( argument ); send_to_char( "Ok.\n\r", ch ); } void do_deception( CHAR_DATA *ch, char *argument ) { int chance; if ( IS_NPC(ch) ) return; if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) { send_to_char( "You try but the Force resists you.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Syntax: deception <name|clear>\n\r", ch ); return; } if ( !str_cmp(argument, "clear") ) { STRFREE(ch->pcdata->disguise); ch->pcdata->disguise = STRALLOC( "" ); send_to_char( "You cease your deception.\n\r", ch); return; } chance = (int) (0); if ( number_percent( ) > chance ) { send_to_char( "You fail to deceive others.\n\r", ch ); return; } if(strlen(argument) > 40) argument[40] = '\0'; smash_tilde( argument ); STRFREE( ch->pcdata->disguise ); ch->pcdata->disguise = STRALLOC( argument ); send_to_char( "Ok.\n\r", ch ); } void do_mine( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool shovel; sh_int move; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "And what will you mine the room with?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; shovel = FALSE; for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if ( !obj ) { send_to_char( "You don't see one here.\n\r", ch ); return; } separate_obj(obj); if ( obj->item_type != ITEM_LANDMINE ) { act( AT_PLAIN, "That's not a landmine!", ch, obj, 0, TO_CHAR ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) ) { act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR ); return; } switch( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\n\r", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot bury a mine in the water.\n\r", ch ); return; case SECT_AIR: send_to_char( "What? Bury a mine in the air?!\n\r", ch ); return; } if ( obj->weight > (UMAX(5, (can_carry_w(ch) / 10))) && !shovel ) { send_to_char( "You'd need a shovel to bury something that big.\n\r", ch ); return; } move = (obj->weight * 50 * (shovel ? 1 : 5)) / UMAX(1, can_carry_w(ch)); move = URANGE( 2, move, 1000 ); if ( move > ch->move ) { send_to_char( "You don't have the energy to bury something of that size.\n\r", ch ); return; } ch->move -= move; SET_BIT( obj->extra_flags, ITEM_BURRIED ); WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) ); STRFREE ( obj->armed_by ); obj->armed_by = STRALLOC ( ch->name ); ch_printf( ch, "You arm and bury %s.\n\r", obj->short_descr ); act( AT_PLAIN, "$n arms and buries $p.", ch, obj, NULL, TO_ROOM ); return; } void do_first_aid( CHAR_DATA *ch, char *argument ) { OBJ_DATA *medpac; CHAR_DATA *victim; int heal; char buf[MAX_STRING_LENGTH]; if ( ch->position == POS_FIGHTING ) { send_to_char( "You can't do that while fighting!\n\r",ch ); return; } medpac = get_eq_char( ch, WEAR_HOLD ); if ( !medpac || medpac->item_type != ITEM_MEDPAC ) { send_to_char( "You need to be holding a medpac.\n\r",ch ); return; } if ( IS_SET(ch->in_room->room_flags2, ROOM_ARENA) ) { send_to_char("Medpacs in the arena? There's no honor in that!\n\r", ch); return; } if ( medpac->value[0] <= 0 ) { send_to_char( "Your medpac seems to be empty.\n\r",ch ); return; } if ( argument[0] == '\0' ) victim = ch; else victim = get_char_room( ch, argument ); if ( !victim ) { ch_printf( ch, "I don't see any %s here...\n\r" , argument ); return; } heal = number_range( 1, 150 ); if ( heal > 0 ) { ch_printf( ch, "You fail in your attempt at first aid.\n\r"); return; } if ( victim == ch ) { ch_printf( ch, "You tend to your wounds.\n\r"); sprintf( buf , "$n uses %s to help heal $s wounds." , medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM ); } else { sprintf( buf , "You tend to $N's wounds." ); act( AT_ACTION, buf, ch, NULL, victim, TO_CHAR ); sprintf( buf , "$n uses %s to help heal $N's wounds." , medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); sprintf( buf , "$n uses %s to help heal your wounds." , medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_VICT ); } --medpac->value[0]; victim->hit += URANGE ( 0, heal , victim->max_hit - victim->hit ); } void do_snipe( CHAR_DATA *ch, char *argument ) { OBJ_DATA * wield; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; sh_int dir, dist; sh_int max_dist = 3; EXIT_DATA * pexit; ROOM_INDEX_DATA * was_in_room; ROOM_INDEX_DATA * to_room; CHAR_DATA * victim; int chance; char buf[MAX_STRING_LENGTH]; bool pfound = FALSE; if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elswhere.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_DUAL_WIELD ) != NULL ) { send_to_char( "You can't do that while wielding two weapons.",ch ); return; } wield = get_eq_char( ch, WEAR_WIELD ); if ( !wield || wield->item_type != ITEM_WEAPON || wield->value[3] != WEAPON_BLASTER ) { send_to_char( "You don't seem to be holding a blaster",ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( ( dir = get_door( arg ) ) == -1 || arg2[0] == '\0' ) { send_to_char( "Usage: snipe <dir> <target>\n\r", ch ); return; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { send_to_char( "Are you expecting to fire through a wall!?\n\r", ch ); return; } if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Are you expecting to fire through a door!?\n\r", ch ); return; } was_in_room = ch->in_room; for ( dist = 0; dist <= max_dist; dist++ ) { if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) break; if ( !pexit->to_room ) break; to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); if ( IS_NPC(ch) && ( victim = get_char_room_mp( ch, arg2 ) ) != NULL ) { pfound = TRUE; break; } else if ( !IS_NPC(ch) && ( victim = get_char_room( ch, arg2 ) ) != NULL ) { pfound = TRUE; break; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) break; } char_from_room( ch ); char_to_room( ch, was_in_room ); if ( !pfound ) { ch_printf( ch, "You don't see that person to the %s!\n\r", dir_name[dir] ); char_from_room( ch ); char_to_room( ch, was_in_room ); return; } if ( victim == ch ) { send_to_char( "Shoot yourself ... really?\n\r", ch ); return; } if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You can't shoot them there.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } chance = IS_NPC(ch) ? 100 : (int) (0) ; switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -=3; break; } char_from_room( ch ); char_to_room( ch, victim->in_room ); if ( number_percent() < chance ) { sprintf( buf , "A blaster shot fires at you from the %s." , dir_name[dir] ); act( AT_ACTION, buf , victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fires at $N from the %s." , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); one_hit( ch, victim, TYPE_UNDEFINED ); if ( char_died(ch) ) return; stop_fighting( ch , TRUE ); } else { act( AT_ACTION, "You fire at $N but don't even come close.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fired from the %s barely misses you." , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM ); } char_from_room( ch ); char_to_room( ch, was_in_room ); WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if ( IS_NPC( victim ) && !char_died(victim) ) { if ( IS_SET( victim->act , ACT_SENTINEL ) ) { victim->was_sentinel = victim->in_room; REMOVE_BIT( victim->act, ACT_SENTINEL ); } start_hating( victim , ch ); start_hunting( victim, ch ); } } /* syntax throw <obj> [direction] [target] */ void do_throw( CHAR_DATA *ch, char *argument ) { OBJ_DATA * obj; OBJ_DATA * tmpobj; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; sh_int dir; SHIP_DATA * ship; EXIT_DATA * pexit; ROOM_INDEX_DATA * was_in_room; ROOM_INDEX_DATA * to_room; CHAR_DATA * victim; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); was_in_room = ch->in_room; if ( arg[0] == '\0' ) { send_to_char( "Usage: throw <object> [direction] [target]\n\r", ch ); return; } obj = get_eq_char( ch, WEAR_MISSILE_WIELD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_HOLD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_WIELD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_HOLD ); if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_WIELD ); if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) { ch_printf( ch, "You don't seem to be holding or wielding %s.\n\r", arg ); return; } if ( IS_OBJ_STAT(obj, ITEM_NOREMOVE) ) { act( AT_PLAIN, "You can't throw $p.", ch, obj, NULL, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { victim = who_fighting( ch ); if ( char_died ( victim ) ) return; act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR ); act( AT_ACTION, "$n throws $p at $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n throw $p at you.", ch, obj, victim, TO_VICT ); } else if ( arg2[0] == '\0' ) { sprintf( buf, "$n throws %s at the floor." , obj->short_descr ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You throw %s at the floor.\n\r", obj->short_descr ); victim = NULL; } else if ( ( dir = get_door( arg2 ) ) != -1 ) { if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { send_to_char( "Are you expecting to throw it through a wall!?\n\r", ch ); return; } if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Are you expecting to throw it through a door!?\n\r", ch ); return; } switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -=3; break; } to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); victim = get_char_room( ch, arg3 ); if ( victim ) { if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } char_from_room( ch ); char_to_room( ch, was_in_room ); if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elswhere.\n\r", ch ); return; } to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); sprintf( buf , "Someone throws %s at you from the %s." , obj->short_descr , dir_name[dir] ); act( AT_ACTION, buf , victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR ); sprintf( buf, "%s is thrown at $N from the %s." , obj->short_descr , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); } else { ch_printf( ch, "You throw %s %s.\n\r", obj->short_descr , dir_name[get_dir( arg2 )] ); sprintf( buf, "%s is thrown from the %s." , obj->short_descr , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); } } else if ( ( victim = get_char_room( ch, arg2 ) ) != NULL ) { if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } } else { if (( ship = ship_in_room( ch->in_room , arg2 ) ) == NULL ) { act( AT_PLAIN, "I don't see that ship or person here.", ch, NULL, argument, TO_CHAR ); return; } else { if ( !ship->hatchopen ) { send_to_char("The hatch is closed!\n\r", ch); return; } if( !ship->entrance ) { send_to_char("That ship has no entrance!\n\r", ch); return; } unequip_char( ch, obj ); separate_obj( obj ); obj_from_char( obj ); obj = obj_to_room( obj, get_room_index(ship->entrance) ); sprintf(buf, "You throw %s into %s.", obj->short_descr, ship->name ); send_to_char(buf, ch); sprintf(buf, "%s throws %s into %s.\n\r", ch->name, obj->short_descr, ship->name); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); sprintf(buf, "%s is tossed into the ship with a *clink-clink-clink*.\n\r", obj->short_descr); echo_to_room( AT_WHITE , get_room_index(ship->entrance) , buf ); return; } } if ( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD)) != NULL ) tmpobj->wear_loc = WEAR_WIELD; unequip_char( ch, obj ); separate_obj( obj ); obj_from_char( obj ); obj = obj_to_room( obj, ch->in_room ); if ( obj->item_type != ITEM_GRENADE ) damage_obj ( obj ); /* NOT NEEDED UNLESS REFERING TO OBJECT AGAIN if( obj_extracted(obj) ) return; */ if ( ch->in_room != was_in_room ) { char_from_room( ch ); char_to_room( ch, was_in_room ); } WAIT_STATE( ch, PULSE_PER_SECOND*2 ); if ( IS_NPC(ch) || number_percent( ) < 0 ) global_retcode = damage( ch, victim, number_range( obj->weight*2 , (obj->weight*2 + ch->perm_str) ), TYPE_HIT, FALSE ); else global_retcode = damage( ch, victim, 0, TYPE_HIT, FALSE ); if ( IS_NPC( victim ) && !char_died ( victim) ) { if ( IS_SET( victim->act , ACT_SENTINEL ) ) { victim->was_sentinel = victim->in_room; REMOVE_BIT( victim->act, ACT_SENTINEL ); } start_hating( victim , ch ); start_hunting( victim, ch ); } return; } void do_beg( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int percent; int amount; if ( IS_NPC (ch) ) return; argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Beg fo money from whom?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( !IS_NPC( victim ) ) { send_to_char( "You beg them for money.\n\r", ch ); act( AT_ACTION, "$n begs you to give $s some change.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begs $N for change.\n\r", ch, NULL, victim, TO_NOTVICT ); return; } WAIT_STATE( ch, PULSE_PER_SECOND*2 ); percent = number_percent( ) + ch->top_level - victim->top_level; if ( percent > 0 ) { /* * Failure. */ send_to_char( "You beg them for money but don't get any!\n\r", ch ); act( AT_ACTION, "$n is really getting on your nerves with all this begging!\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begs $N for money.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( victim->alignment < 0 && victim->top_level >= ch->top_level+5 ) { sprintf( buf, "%s is an annoying beggar and needs to be taught a lesson!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } act( AT_ACTION, "$n begs $N for money.\n\r", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n begs you for money!\n\r", ch, NULL, victim, TO_VICT ); amount = UMIN( victim->gold , number_range(1, 10) ); if ( amount <= 0 ) { do_look( victim , ch->name ); do_say( victim , "Sorry I have nothing to spare.\n\r" ); return; } ch->gold += amount; victim->gold -= amount; ch_printf( ch, "%s gives you %d credits.\n\r", victim->short_descr , amount ); act( AT_ACTION, "$N gives $n some money.\n\r", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You give $n some money.\n\r", ch, NULL, victim, TO_VICT ); return; } void do_pickshiplock( CHAR_DATA *ch, char *argument ) { do_pick( ch, argument ); } void do_hijack( CHAR_DATA *ch, char *argument ) { int chance; int x; SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; bool uhoh = FALSE; // CHAR_DATA *guard; <--- For the guard shits below // ROOM_INDEX_DATA *room; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch); return; } if ( ship->class > SHIP_SPACE_STATION ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( check_pilot( ch , ship ) ) { send_to_char("&RWhat would be the point of that!\n\r",ch); return; } if ( ship->type == MOB_SHIP && get_trust(ch) < 102 ) { send_to_char("&RThis ship isn't pilotable by mortals at this point in time...\n\r",ch); return; } if ( ship->class == SHIP_SPACE_STATION ) { send_to_char( "You can't do that here.\n\r" , ch ); return; } if ( ship->lastdoc != ship->location ) { send_to_char("&rYou don't seem to be docked right now.\n\r",ch); return; } if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED ) { send_to_char("The ship is not docked right now.\n\r",ch); return; } if ( ship->shipstate == SHIP_DISABLED ) { send_to_char("The ships drive is disabled .\n\r",ch); return; } /* Remind to fix later, 'cause I'm sick of reading through all this fucking code for ( room = ship->firstroom ; room ; room = room->next_in_ship ) { for ( guard = room->first_person; guard ; guard = guard->next_in_room ) if ( IS_NPC(guard) && guard->pIndexData && guard->pIndexData->vnum == MOB_VNUM_SHIP_GUARD && guard->position > POS_SLEEPING && !guard->fighting ) { start_hating( guard, ch ); start_hunting( guard , ch ); uhoh = TRUE; } } */ if ( uhoh ) { send_to_char("Uh oh....\n\r",ch); return; } chance = IS_NPC(ch) ? 0 : (int) (0) ; x = number_percent( ); if ( x > chance ) { send_to_char("You fail to figure out the correct launch code.\n\r",ch); return; } chance = IS_NPC(ch) ? 0 : (int) (0) ; if ( number_percent( ) < chance ) { if (ship->hatchopen) { ship->hatchopen = FALSE; sprintf( buf , "The hatch on %s closes." , ship->name); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch slides shut." ); } set_char_color( AT_GREEN, ch ); send_to_char( "Launch sequence initiated.\n\r", ch); act( AT_PLAIN, "$n starts up the ship and begins the launch sequence.", ch, NULL, argument , TO_ROOM ); echo_to_ship( AT_YELLOW , ship , "The ship hums as it lifts off the ground."); sprintf( buf, "%s begins to launch.", ship->name ); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); ship->shipstate = SHIP_LAUNCH; ship->currspeed = ship->realspeed; return; } set_char_color( AT_RED, ch ); send_to_char("You fail to work the controls properly!\n\r",ch); return; } void do_special_forces ( CHAR_DATA *ch , char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYour reinforcements are already on the way.\n\r", ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for a guard.\n\r", ch ); return; } if ( ch->gold < 3500 ) { ch_printf( ch, "&RYou dont have enough credits to send for reinforcements.\n\r" ); return; } chance = (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_special_forces , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for reinforcements but nobody answers.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour reinforcements are on the way.\n\r", ch); credits = 3500; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); if ( nifty_is_name( "empire" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_IMP_FORCES; else if ( nifty_is_name( "rebel" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_FORCES; else ch->backup_mob = MOB_VNUM_MERC_FORCES; ch->backup_wait = number_range(1,2); } void do_elite_guard ( CHAR_DATA *ch , char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYou already have backup coming.\n\r", ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for a guard.\n\r", ch ); return; } if ( ch->gold < 2000 ) { ch_printf( ch, "&RYou dont have enough credits.\n\r", ch ); return; } chance = (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders into $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_elite_guard , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for a guard but nobody answers.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour guard is on the way.\n\r", ch); credits = 2000; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); if ( nifty_is_name( "empire" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_IMP_ELITE; else if ( nifty_is_name( "rebel" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_ELITE; else ch->backup_mob = MOB_VNUM_MERC_ELITE; ch->backup_wait = 1; } void do_add_patrol ( CHAR_DATA *ch , char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYou already have backup coming.\n\r", ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou need to be a member of an organization before you can call for a guard.\n\r", ch ); return; } if ( ch->gold < 3000 ) { ch_printf( ch, "&RYou dont have enough credits.\n\r", ch ); return; } chance = (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_add_patrol , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for a guard but nobody answers.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour guard is on the way.\n\r", ch); credits = 3000; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); if ( nifty_is_name( "empire" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_IMP_PATROL; else if ( nifty_is_name( "rebel" , ch->pcdata->clan->name ) ) ch->backup_mob = MOB_VNUM_NR_PATROL; else ch->backup_mob = MOB_VNUM_MERC_PATROL; ch->backup_wait = 1; } void do_jail ( CHAR_DATA *ch , char *argument ) { CHAR_DATA *victim =NULL; CLAN_DATA *clan =NULL; ROOM_INDEX_DATA *jail =NULL; if ( IS_NPC (ch) ) return; if ( !ch->pcdata || ( clan = ch->pcdata->clan ) == NULL ) { send_to_char( "Only members of organizations can jail their enemies.\n\r", ch ); return; } jail = get_room_index( clan->jail ); if ( !jail && clan->mainclan ) jail = get_room_index( clan->mainclan->jail ); if ( !jail ) { send_to_char( "Your orginization does not have a suitable prison.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Jail who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "That would be a waste of time.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position >= POS_SLEEPING ) { send_to_char( "You will have to stun them first.\n\r" , ch ); return; } send_to_char( "You have them escorted off to jail.\n\r", ch ); act( AT_ACTION, "You have a strange feeling that you've been moved.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n has $N escorted away.\n\r", ch, NULL, victim, TO_NOTVICT ); char_from_room ( victim ); char_to_room ( victim , jail ); act( AT_ACTION, "The door opens briefly as $n is shoved into the room.\n\r", victim, NULL, NULL, TO_ROOM ); SET_BIT(victim->act, PLR_CONVICT); return; } void do_smalltalk ( CHAR_DATA *ch , char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; PLANET_DATA *planet = NULL; CLAN_DATA *clan = NULL; int percent; if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "What would be the point of that.\n\r", ch ); } argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Create smalltalk with whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( !IS_NPC(victim) || victim->vip_flags == 0 ) { send_to_char( "Diplomacy would be wasted on them.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } percent = number_percent( ); WAIT_STATE( ch, PULSE_PER_SECOND*3 ); if ( percent - victim->top_level > 0 ) { /* * Failure. */ send_to_char( "You attempt to make smalltalk with them.. but are ignored.\n\r", ch ); act( AT_ACTION, "$n is really getting on your nerves with all this chatter!\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n asks $N about the weather but is ignored.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( victim->alignment < -500 && victim->top_level >= ch->top_level+5 ) { sprintf( buf, "SHUT UP %s!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } send_to_char( "You strike up a short conversation with them.\n\r", ch ); act( AT_ACTION, "$n smiles at you and says, 'hello'.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n chats briefly with $N.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) return; if ( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; if ( clan != planet->governed_by ) return; planet->pop_support += 0.2; send_to_char( "Popular support for your organization increases slightly.\n\r", ch ); if ( planet->pop_support > 100 ) planet->pop_support = 100; } void do_propeganda ( CHAR_DATA *ch , char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; PLANET_DATA *planet; CLAN_DATA *clan; int percent; if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Spread propeganda to who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( victim->vip_flags == 0 ) { send_to_char( "Diplomacy would be wasted on them.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; sprintf( buf, ", and the evils of %s" , planet->governed_by ? planet->governed_by->name : "their current leaders" ); ch_printf( ch, "You speak to them about the benifits of the %s%s.\n\r", ch->pcdata->clan->name, planet->governed_by == clan ? "" : buf ); act( AT_ACTION, "$n speaks about his organization.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n tells $N about their organization.\n\r", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, PULSE_PER_SECOND*3 ); percent = number_percent(); if ( percent - get_curr_cha(ch) + victim->top_level > 0 ) { if ( planet->governed_by != clan ) { sprintf( buf, "%s is a traitor!" , ch->name); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } if ( planet->governed_by == clan ) { planet->pop_support += .5 + ch->top_level/15; send_to_char( "Popular support for your organization increases.\n\r", ch ); } else { planet->pop_support -= .5 + ch->top_level/15; send_to_char( "Popular support for the current government decreases.\n\r", ch ); } if ( planet->pop_support > 100 ) planet->pop_support = 100; if ( planet->pop_support < -100 ) planet->pop_support = -100; save_planet(planet); } void do_bribe ( CHAR_DATA *ch , char *argument ) { char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; PLANET_DATA *planet; CLAN_DATA *clan; int percent, amount; if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Bribe who how much?\n\r", ch ); return; } amount = atoi( argument ); if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( amount > ch->gold) { send_to_char( "Perhaps if you had that many credits...\n\r", ch); return; } if ( amount <= 0 ) { send_to_char( "A little bit more money would be a good plan.\n\r", ch ); return; } if ( amount > 10000) { send_to_char( "You cannot bribe for more than 10000 credits at a time.\n\r", ch); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( victim->vip_flags == 0 ) { send_to_char( "Diplomacy would be wasted on them.\n\r" , ch ); return; } ch->gold -= amount; victim->gold += amount; ch_printf( ch, "You give them a small gift on behalf of %s.\n\r", ch->pcdata->clan->name ); act( AT_ACTION, "$n offers you a small bribe.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n gives $N some money.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( !IS_NPC( victim ) ) return; WAIT_STATE( ch, PULSE_PER_SECOND*3 ); if ( percent - amount + victim->top_level > 0 ) return; if ( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; if ( clan == planet->governed_by ) { planet->pop_support += URANGE( 0.1 , amount/1000 , 2 ); send_to_char( "Popular support for your organization increases slightly.\n\r", ch ); } if ( planet->pop_support > 100 ) planet->pop_support = 100; } void do_mass_propeganda ( CHAR_DATA *ch , char *argument ) { char buf [MAX_STRING_LENGTH]; CHAR_DATA *rch; PLANET_DATA *planet; CLAN_DATA *clan; int victims = 0; if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( ( clan = ch->pcdata->clan->mainclan ) == NULL ) clan = ch->pcdata->clan; planet = ch->in_room->area->planet; sprintf( buf, ", and the evils of %s" , planet->governed_by ? planet->governed_by->name : "their current leaders" ); ch_printf( ch, "You speak to the people about the benefits of the %s%s.\n\r", ch->pcdata->clan->name, planet->governed_by == clan ? "" : buf ); act( AT_ACTION, "$n speaks about their organization.\n\r", ch, NULL, NULL, TO_ROOM ); WAIT_STATE( ch, PULSE_PER_SECOND*3 ); if ( number_percent() < 0 ) { for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if ( rch == ch ) continue; if (!IS_NPC(rch)) continue; if ( rch->vip_flags == 0 ) continue; if ( can_see( ch, rch ) ) victims++; else continue; } if ( planet->governed_by == clan ) { planet->pop_support += (.5 + ch->top_level/10)*victims; send_to_char( "Popular support for your organization increases.\n\r", ch ); } else { planet->pop_support -= (ch->top_level/10)*victims; send_to_char( "Popular support for the current government decreases.\n\r", ch ); } if ( planet->pop_support > 100 ) planet->pop_support = 100; if ( planet->pop_support < -100 ) planet->pop_support = -100; save_planet(planet); return; } else { send_to_char("They don't even seem interested in what you have to say.\n\r",ch); return; } return; } void do_gatherinfo ( CHAR_DATA *ch , char *argument ) { CHAR_DATA *victim; PLANET_DATA *planet2; CHAR_DATA *mob; SHIP_DATA *ship2; bool has_mob = FALSE; bool ch_planet = FALSE; bool ship_landed = FALSE; bool ship_flight = FALSE; int iAbility; int diff = 40; int chance; if( IS_NPC(ch) ) return; if( ch->position < POS_STANDING ) { send_to_char( "Perhaps you should be standing to talk to people.\n\r", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Attempt to gather information on whom?\n\r", ch ); return; } if( ( victim = get_char_world( ch, argument ) ) == NULL ) { send_to_char( "That player is not logged on.\n\r", ch ); return; } if( IS_NPC(victim) ) { send_to_char( "Not on NPCs.\n\r", ch ); return; } if( !IS_IMMORTAL(ch) && IS_IMMORTAL(victim) ) { send_to_char( "Their god-like powers prevent you from discovering anything.\n\r", ch ); return; } if( !IS_IMMORTAL(ch) && ch == victim ) { send_to_char( "Lets not waste anymore time now.\n\r", ch ); return; } for( mob = ch->in_room->first_person; mob; mob = mob->next ) { if( IS_NPC(mob) ) { has_mob = TRUE; break; } } if( !has_mob ) { send_to_char( "There's no one around to tell you anything.\n\r", ch ); return; } diff -= victim->reputation; chance = ( number_range( 1, 20 ) + ch->skill_level[GATHER_INFO] + stat_table[get_curr_cha(ch)].mod + ch->reputation ); if( ch->in_room->area->planet ) { if( ch->pcdata->clan ) { if( !str_cmp( ch->in_room->area->planet->name, ch->pcdata->clan->name ) ) { ch_planet = TRUE; diff -= 5; } } else if( victim->pcdata->clan && !str_cmp( ch->in_room->area->planet->governed_by->name, victim->pcdata->clan->name ) ) diff += 10; else diff += 5; } if( diff <= 10 ) diff = 40; if( chance >= 10 && chance < diff ) { act( AT_PLAIN, "You are unable to extract any information on $N.", ch, NULL, victim, TO_CHAR ); WAIT_STATE( ch, PULSE_PER_SECOND*5 ); return; } else if( chance < 10 ) { act( AT_PLAIN, "You are unable to extract any information on $N.", ch, NULL, victim, TO_CHAR ); act( AT_BLOOD, "You hear a rumor that $n is inquiring about you.", ch, NULL, victim, TO_VICT ); WAIT_STATE( ch, PULSE_PER_SECOND*5 ); return; } if( ( ship2 = ship_from_room( victim->in_room->vnum ) ) != NULL ) { if( ship2->shipstate == SHIP_DOCKED ) ship_landed = TRUE; else ship_flight = TRUE; } WAIT_STATE( ch, PULSE_PER_SECOND*5 ); send_to_char( "\n\r", ch ); ch_printf( ch, "&w&WYou gather the following information about &G%s&w&W:\n\r", victim->name ); send_to_char( "\n\r", ch ); ch_printf( ch, "&G%s&w&W is a &G%s %s&w&W.\n\r", victim->name, victim->sex == SEX_MALE ? "Male" : victim->sex == SEX_FEMALE ? "Female" : "Neuter", get_race(victim) ); ch_printf( ch, "&G%s&w&W is &G%d&w&W years old.\n\r", victim->sex == SEX_MALE ? "He" : victim->sex == SEX_FEMALE ? "She" : "It", get_age(victim) ); if( victim->pcdata->clan && victim->class_level[INVESTIGATOR_ABILITY] > 0 && chance >= ( diff + 10 ) ) ch_printf( ch, "&G%s&w&W belongs to the &G%s&w&W.\n\r", victim->name, victim->pcdata->clan->name ); else if( victim->class_level[INVESTIGATOR_ABILITY] == 0 && victim->pcdata->clan ) ch_printf( ch, "&G%s&w&W belongs to the %&Gs&w&W.\n\r", victim->name, victim->pcdata->clan->name ); else ch_printf( ch, "&G%s&w&W belongs to no organization.\n\r", victim->name ); if( ch_planet ) { bool force = FALSE; for( iAbility = 0; iAbility < MAX_ABILITY; iAbility++ ) { if( victim->class_level[iAbility] == 0 ) continue; if( ( iAbility == JEDICONSULAR_ABILITY || iAbility == JEDIGUARDIAN_ABILITY || iAbility == JEDIMASTER_ABILITY ) && !force ) { force = TRUE; ch_printf( ch, "&G%s&w&W is strong in the Force.\n\r", victim->name ); break; } } } if( ship_landed ) { ch_printf( ch, "&G%s&w&W was last seen boarding the &G%s&w&W on &G%s&w&W\n\r", victim->name, ship2->name, ship2->lastdoc ); return; } if( ship_flight ) { ch_printf( ch, "&G%s&w&W was last seen departing from &G%s&w&W aboard the &G%s&w&W.\n\r", victim->name, ship2->lastdoc, ship2->name ); return; } planet2 = victim->in_room->area->planet; if( !planet2 ) { ch_printf( ch, "&G%s's&w&W current location is unknown.\n\r", victim->name ); return; } ch_printf( ch, "&G%s&w&W was last seen on &G%s&w&W\n\r", victim->name, planet2->name ); return; } void do_repair( CHAR_DATA *ch, char *argument) { OBJ_DATA *obj,*cobj; char arg[MAX_STRING_LENGTH]; int chance; bool checktool, checksew; strcpy(arg, argument); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "Repair what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "&RYou do not have that item.\n\r&w", ch); return; } checktool = FALSE; checksew = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR) { send_to_char( "&RYou can only repair weapons and armor.&w\n\r", ch); return; } if (obj->item_type == ITEM_WEAPON && obj->value[0] == INIT_WEAPON_CONDITION) { send_to_char("&WIt does not appear to be in need of repair.\n\r", ch); return; } else if(obj->item_type == ITEM_ARMOR && obj->value[0] == obj->value[1]) { send_to_char("&WIt does not appear to be in need of repair.\n\r", ch); return; } for ( cobj = ch->last_carrying; cobj; cobj = cobj->prev_content ) { if (cobj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (cobj->item_type == ITEM_THREAD) checksew = TRUE; } if(!checktool && obj->item_type == ITEM_WEAPON) { send_to_char("&w&RYou need a toolkit to repair weapons.\n\r", ch); return; } if(!checksew && obj->item_type == ITEM_ARMOR) { send_to_char("&w&RYou need a needle and thread to repair armor.\n\r", ch); return; } send_to_char( "&W&GYou begin to repair your equipment...&W\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to repair something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 5 , do_repair , 1 ); ch->dest_buf = str_dup(arg); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interrupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; chance = IS_NPC(ch) ? ch->top_level : (int)(0); if ( number_percent( ) > chance*2 ) { send_to_char("&RYou realize your attempts to repair your equipment have had no effect.\n\r", ch); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "&RError S3. Report to Administration\n\r&w", ch); return; } switch ( obj->item_type ) { default: send_to_char( "Error S4. Contact Administration.\n\r", ch); return; case ITEM_ARMOR: obj->value[0] = obj->value[1]; break; case ITEM_WEAPON: obj->value[0] = INIT_WEAPON_CONDITION; break; case ITEM_DEVICE: obj->value[2] = obj->value[1]; break; } send_to_char("&GYou repair your equipment back to fine condition.&W\n\r", ch); return; } void do_makepike( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, charge; bool checktool, checkdura, checkbatt, checkoven; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; AFFECT_DATA *paf; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makepike <name>\n\r&w", ch); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DURASTEEL) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a force pike.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your pike.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the metal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of crafting a force pike.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 30 , do_makepike , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interrupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 74; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURASTEEL && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { charge = UMAX( 5, obj->value[0] ); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) ) { send_to_char( "&RYou activate your newly created force pike.\n\r", ch); send_to_char( "&RIt hums softly for a few seconds then begins to shake violently.\n\r", ch); send_to_char( "&RIt finally shatters breaking apart into a dozen pieces.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " force pike" ); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "parry" ); paf->modifier = level/3; paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->description = STRALLOC( buf ); obj->value[0] = INIT_WEAPON_CONDITION; obj->value[1] = (int) (level/10+10); /* min dmg */ obj->value[2] = (int) (level/2+20); /* max dmg */ obj->value[3] = WEAPON_FORCE_PIKE; obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2]*10; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created force pike.&w\n\r", ch); act( AT_PLAIN, "$n finishes crafting a force pike.", ch, NULL, argument , TO_ROOM ); return; } void do_makebug( CHAR_DATA *ch, char *argument ) { int level, chance; bool checktool,checkbatt,checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; switch( ch->substate ) { default: checktool = FALSE; checkbatt = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a bug.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a small battery to power the bug.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou're going to need some circuitry.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the process of making a bug.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makebug , 1 ); ch->dest_buf = str_dup("blah"); return; } send_to_char("&RYou're not quite sure how to do it...\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; ch->dest_buf = str_dup("blah"); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interrupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 77; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkbatt ) || ( !checkcirc) ) { send_to_char( "&RYou finish and activate the bug, but sadly, it melts into nothing.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_BUG; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 1; STRFREE( obj->name ); obj->name = STRALLOC("device bug"); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( "a small bug" ); STRFREE( obj->description ); obj->description = STRALLOC( "A small electronic device was dropped here." ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish and activate the bug. It works beautifully.&w\n\r", ch); act( AT_PLAIN, "$n finishes making a bug.", ch, NULL, argument , TO_ROOM ); return; } void do_makebeacon( CHAR_DATA *ch, char *argument ) { int level, chance; bool checktool,checkbatt,checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; switch( ch->substate ) { default: checktool = FALSE; checkbatt = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a beacon.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a small battery to power the beacon.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou're going to need some circuitry.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the process of making a beacon.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makebeacon , 1 ); ch->dest_buf = str_dup("blah"); return; } send_to_char("&RYou're not quite sure how to do it...\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; ch->dest_buf = str_dup("blah"); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interrupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 78; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkbatt ) || ( !checkcirc) ) { send_to_char( "&RYou finish and activate the beacon, but sadly, it melts into nothing.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_BEACON; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 1; STRFREE( obj->name ); obj->name = STRALLOC("device beacon"); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( "a locator beacon" ); STRFREE( obj->description ); obj->description = STRALLOC( "A small electronic device was dropped here." ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish and activate the beacon. It works beautifully.&w\n\r", ch); act( AT_PLAIN, "$n finishes making a beacon.", ch, NULL, argument , TO_ROOM ); return; } void do_plantbeacon( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; OBJ_DATA *obj; bool checkbeacon = FALSE; char buf[MAX_STRING_LENGTH]; if(IS_NPC(ch)) return; if(argument[0] == '\0') { send_to_char("Usage: plantbeacon <ship>\n\r", ch); return; } if ((ship = ship_in_room(ch->in_room, argument)) == NULL){ send_to_char("That ship isn't here.\n\r", ch); return; } if(is_name(ch->name, ship->pbeacon)){ send_to_char("You have already planted a beacon on that ship.\n\r", ch); return; } for(obj = ch->last_carrying; obj; obj = obj->prev_content) if(obj->item_type == ITEM_BEACON) checkbeacon = TRUE; if(checkbeacon == FALSE) { send_to_char("You don't have any beacons to plant.\n\r", ch); return; } if (number_percent() < 0){ sprintf(buf, "You place a locating beacon on the hull of %s.\n\r", ship->name); send_to_char(buf, ch); sprintf(buf, "%s places a device on the hull of %s.", ch->name, ship->name); act(AT_PLAIN, buf, ch, NULL, NULL, TO_ROOM); sprintf(buf, "%s %s", ship->pbeacon, ch->name); STRFREE(ship->pbeacon); ship->pbeacon = STRALLOC(buf); save_ship(ship); for(obj = ch->last_carrying; obj; obj = obj->prev_content) { if(obj->item_type == ITEM_BEACON) { separate_obj(obj); obj_from_char(obj); extract_obj(obj); break; } } return; } else { send_to_char("&RYou're not quite sure where to place the beacon.\n\r", ch); return; } } void do_showbeacons( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; SHIP_DATA *ship2; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; int count = 0; if(IS_NPC(ch)) return; if (number_percent() > 0) { send_to_char("You can't figure out what to do.\n\r", ch); return; } send_to_char("\n\r",ch); send_to_char("&zRequesting response from active locator beacons...\n\r", ch); send_to_char("&w__________________________________________________\n\r\n\r",ch); for ( ship = first_ship; ship; ship = ship->next ) { if(is_name(ch->name, ship->pbeacon)) { if(!ship->in_room && ship->shipstate != SHIP_HYPERSPACE) sprintf(buf3, "&w%.0f&z, &w%.0f&z, &w%.0f", ship->vx, ship->vy, ship->vz); if(ship->shipstate == SHIP_HYPERSPACE) sprintf(buf3, "In Hyperspace"); for(ship2 = first_ship; ship2; ship2 = ship2->next) { if(ship->in_room) { if(ship->in_room->vnum == ship2->hanger1) { sprintf(buf, "%s", ship2->name); sprintf(buf2, "%s", ship->in_room->name); break; } if(ship->in_room->vnum == ship2->hanger2) { sprintf(buf, "%s", ship2->name); sprintf(buf2, "%s", ship->in_room->name); break; } if(ship->in_room->vnum == ship2->hanger3) { sprintf(buf, "%s", ship2->name); sprintf(buf2, "%s", ship->in_room->name); break; } if(ship->in_room->vnum == ship2->hanger4) { sprintf(buf, "%s", ship2->name); sprintf(buf2, "%s", ship->in_room->name); break; } } } ch_printf(ch,"^g&xACTIVE^x&z: &w%-15.15s&z Location:&w %s &z(&w%s&z)&w\n\r", ship->name, (ship->in_room && ship->in_room->area->planet) ? ship->in_room->area->planet->name : (ship->in_room && !ship->in_room->area->planet) ? buf : (!ship->in_room && ship->starsystem) ? ship->starsystem->name : ship->shipstate == SHIP_HYPERSPACE ? "Unknown" : "Unknown", (ship->in_room && ship->in_room->area->planet) ? ship->in_room->name : (ship->in_room && !ship->in_room->area->planet) ? buf2 : ship->shipstate == SHIP_HYPERSPACE ? "In Hyperspace" : (!ship->in_room) ? buf3 : "Unknown"); count++; } } if(count == 0) send_to_char(" &zNo active beacons found.\n\r", ch); } void do_checkbeacons( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; char arg[MAX_STRING_LENGTH]; int chance; if(IS_NPC(ch)) return; argument = one_argument( argument, arg ); switch( ch->substate ) { default: if( arg[0] == '\0') { send_to_char("Usage: checkbeacons <ship>\n\r", ch); return; } if((ship = ship_in_room(ch->in_room, arg)) == NULL) { send_to_char("That ship isn't here.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int)(0); if(number_percent() - 20 < chance) { send_to_char("&w&GYou take a scanner and begin to check over the ship.\n\r", ch); act( AT_PLAIN, "$n punches a few instructions into a scanner.", ch, NULL, NULL, TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 6 , do_checkbeacons , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("You punch random buttons on the scanner, unsure of what you are doing.\n\r", ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); ch->dest_buf = NULL; break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->dest_buf = NULL; ch->substate = SUB_NONE; send_to_char("&RYou are interrupted and fail to finish scanning.\n\r", ch); return; } ch->substate = SUB_NONE; if((ship = ship_in_room(ch->in_room, arg)) == NULL) { send_to_char("The ship left before you could complete the scan.\n\r", ch); return; } if(ship->pbeacon[0] == '\0') send_to_char("&w&GScan Complete. No unknown broadcast signals detected.\n\r", ch); else send_to_char("&w&GScan Complete. You've detected a strange signal being broadcast...\n\r", ch); return; } void do_nullifybeacons(CHAR_DATA *ch, char *argument) { SHIP_DATA *ship; char arg[MAX_STRING_LENGTH]; int chance; if(IS_NPC(ch)) return; argument = one_argument( argument, arg ); switch( ch->substate ) { default: if( arg[0] == '\0') { send_to_char("Syntax: nullifybeacons <ship>\n\r", ch); return; } if((ship = ship_in_room(ch->in_room, arg)) == NULL) { send_to_char("That ship isn't here.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int)(0); if(number_percent() < chance + 20) { send_to_char("&w&GYou place a small device on the ship, and input a few commands.\n\r", ch); act( AT_PLAIN, "$n places a device on a ship, and inputs a few commands.", ch, NULL, NULL, TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_nullifybeacons , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("You look over the ship, trying to find the correct spot to place the nullifier.\n\r", ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); ch->dest_buf = NULL; break; } ch->substate = SUB_NONE; chance = IS_NPC(ch) ? ch->top_level : (int)(0); if((ship = ship_in_room(ch->in_room, arg)) == NULL) { send_to_char("The ship left before the nullifier could work.\n\r", ch); return; } STRFREE(ship->pbeacon); ship->pbeacon = STRALLOC(""); save_ship(ship); send_to_char("&w>he nullifier emits several beeps, and shuts off.\n\r", ch); send_to_char("&GChecking your scanner, no foreign signals are actively broadcasting.\n\r", ch); send_to_char("&wYou remove the nullifier.\n\r", ch); act(AT_PLAIN, "A device on a ship emits several beeps.\n\r", ch, NULL, NULL, TO_ROOM); act(AT_PLAIN, "$n removes the device, and checks a scanner.\n\r", ch, NULL, NULL, TO_ROOM); return; } void do_makebinders( CHAR_DATA *ch, char *argument ) { int level, chance; bool checktool,checkoven,checkdura; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; switch( ch->substate ) { default: checktool = FALSE; checkdura = FALSE; checkoven = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURASTEEL) checkdura = TRUE; } if ( !checktool ) { send_to_char( "&RYou need a toolkit.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou'll need some durasteel to mold.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou're going to need an oven to heat the durasteel.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (0); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the process of making a pair of binders.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makebinders , 1 ); ch->dest_buf = str_dup("blah"); return; } send_to_char("&RYou're not quite sure how to do it...\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; ch->dest_buf = str_dup("blah"); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interrupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (0); vnum = 79; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkoven = FALSE; checkdura = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if(obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURASTEEL && checkdura == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkdura = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (0) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdura ) || ( !checkoven) ) { send_to_char( "&RYou finish making your binders, but the locking mechanism doesn't work.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_BINDERS; SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 1; STRFREE( obj->name ); obj->name = STRALLOC("binders"); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( "&Ya pair of binders&w" ); STRFREE( obj->description ); obj->description = STRALLOC( "A pair of binders was discarded here." ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish constructing a pair of binders.&w\n\r", ch); act( AT_PLAIN, "$n finishes making a pair of binders.", ch, NULL, argument , TO_ROOM ); return; } void do_setinfrared( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if(!IS_DROID(ch) || IS_NPC(ch)) { send_to_char("You turn your 'infrared knob'.. and, well, uh..Hm.\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Setinfrared ON or OFF?\n\r", ch ); return; } if ( (strcmp(arg,"on")==0) || (strcmp(arg,"ON") == 0) ) { SET_BIT(ch->affected_by,AFF_INFRARED); send_to_char( "You activate your infrared vision unit.\n\r", ch); return; } if ( (strcmp(arg,"off")==0) || (strcmp(arg,"OFF") == 0) ) { REMOVE_BIT(ch->affected_by, AFF_INFRARED); send_to_char( "You deactivate your infrared vision unit.\n\r", ch); return; } } void do_makecamera( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; bool checktool, checkdura, checkbatt, checkoven, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; int level; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makecamera <name>\n\r&w", ch); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcirc = FALSE; if ( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DURASTEEL) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a vibro-blade.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your blade.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the metal.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small piece of circuitry.&w\n\r", ch ); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->skill_level[CRAFT_DEVICE] + number_range(1,20) + stat_table[get_curr_int(ch)].mod); if ( chance >= 17 ) { send_to_char( "&GYou begin the long process of crafting a vibroblade.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makecamera , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = ch->top_level; vnum = OBJ_VNUM_CAMERA; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURASTEEL && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE ) { checkcirc = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->skill_level[CRAFT_DEVICE] + number_range(1,20) + stat_table[get_curr_int(ch)].mod) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) || ( !checkcirc ) ) { send_to_char( "&RYou activate your newly created camera.\n\r", ch); send_to_char( "&RIt hums softly for a few seconds then begins to shake violently.\n\r", ch); send_to_char( "&RIt finally shatters breaking apart into a dozen pieces.\n\r", ch); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_CAMERA; SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 2; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " camera " ); strcat( buf, remand(buf)); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); obj->cost = (obj->level*20); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created camera.&w\n\r", ch); act( AT_PLAIN, "$n finishes creating a camera.", ch, NULL, argument , TO_ROOM ); return; }