/***************************************************************************
* Star Wars: Rise in Power MUD Codebase *
*--------------------------------------------------------------------------*
* SWRiP Code Additions and changes from the SWReality and Smaug Code *
* copyright (c) 2001 by Mark Miller (Darrik Vequir) *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Commands for personal player settings/statictics *
****************************************************************************/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/*
* Locals
*/
char *tiny_affect_loc_name(int location);
void do_gold(CHAR_DATA * ch, char *argument)
{
set_char_color( AT_GOLD, ch );
ch_printf( ch, "You have %d credits", ch->gold );
if( ch->pcdata )
ch_printf( ch, ", and %d credits in the bank", ch->pcdata->bank );
ch_printf( ch, ".\n\r" );
return;
}
/*
* New score command by Haus
*/
void do_score(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
int iLang, drug;
if (IS_NPC(ch))
{
do_oldscore(ch, argument);
return;
}
set_char_color(AT_SCORE, ch);
ch_printf(ch, "\n\r&CScore for %s.\n\r", ch->pcdata->title);
set_char_color(AT_SCORE, ch);
if ( get_trust( ch ) != ch->top_level )
ch_printf( ch, "&cYou are trusted at level &C%d.\n\r", get_trust( ch ) );
send_to_char("&C----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "&cRace: %-17.10s &cLog In: &C%s\r",
capitalize(get_race(ch)), ( IS_NPC(ch) ? "(null)" : ctime(&(ch->pcdata->logon)) ) );
ch_printf(ch, "&cHitroll: &C%-2.2d &cDamroll: &C%-2.2d &cArmor: &C%-4d &cSaved: &C%s\r",
GET_HITROLL(ch), GET_DAMROLL(ch), GET_AC(ch),
(ch->pcdata && ch->pcdata->save_time) ? ctime(&(ch->pcdata->save_time)) : "no\n" );
ch_printf(ch, "&cAlign: &C%-5d &cWimpy: &C%-3d &cTime: &C%s\r",
ch->alignment, ch->wimpy , ctime(¤t_time) );
if ( ch->skill_level[FORCE_ABILITY] > 1
|| IS_IMMORTAL(ch) )
ch_printf(ch, "&cHit Points: &C%d &cof &C%d &cMove: &C%d &cof &C%d &cForce: &C%d &cof &C%d\n\r",
ch->hit, ch->max_hit, ch->move, ch->max_move, ch->mana, ch->max_mana );
else
ch_printf(ch, "&cHit Points: &C%d &cof &C%d &cMove: &C%d &cof &C%d\n\r",
ch->hit, ch->max_hit, ch->move, ch->max_move);
ch_printf(ch, "&cStr: &C%2d &cDex: &C%2d &cCon: &C%2d &cInt: &C%2d &cWis: &C%2d &cCha: &C%2d &cLck: &C?? &cFrc: &C??\n\r",
get_curr_str(ch), get_curr_dex(ch),get_curr_con(ch),get_curr_int(ch),get_curr_wis(ch),get_curr_cha(ch));
send_to_char("&C----------------------------------------------------------------------------\n\r", ch);
{
int ability;
for ( ability = 0 ; ability < MAX_RL_ABILITY ; ability++ )
if ( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
ch_printf( ch, "&c%-15s &CLevel: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r",
ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
exp_level( ch->skill_level[ability]+1 ) );
else
ch_printf( ch, "&c%-15s &CLevel: %-3d Max: ??? Exp: ??? Next: ???\n\r",
ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
}
send_to_char("&C----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "&cCREDITS: &C%-10d &cBANK: &C%-10d &cPkills: &C%-5.5d &cMkills: &C%-5.5d\n\r",
ch->gold, ch->pcdata->bank, ch->pcdata->pkills, ch->pcdata->mkills);
ch_printf(ch, "&cWeight: &C%5.5d &c(&Cmax %7.7d&c) Items: &C%5.5d &c(&Cmax %5.5d&c)\n\r",
ch->carry_weight, can_carry_w(ch) , ch->carry_number, can_carry_n(ch));
ch_printf(ch, "&cPager: &C(%c) %3d &cAutoExit(&C%c&c) AutoLoot(&C%c&c) Autosac(&C%c&c)\n\r",
IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ',
ch->pcdata->pagerlen, IS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' ',
IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ', IS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' ');
switch (ch->position)
{
case POS_DEAD:
sprintf(buf, "&CYou are slowly decomposing. ");
break;
case POS_MORTAL:
sprintf(buf, "&CYou are mortally wounded. ");
break;
case POS_INCAP:
sprintf(buf, "&CYou are incapacitated. ");
break;
case POS_STUNNED:
sprintf(buf, "&CYou are stunned. ");
break;
case POS_SLEEPING:
sprintf(buf, "&CYou are sleeping. ");
break;
case POS_RESTING:
sprintf(buf, "&CYou are resting. ");
break;
case POS_STANDING:
sprintf(buf, "&CYou are standing. ");
break;
case POS_FIGHTING:
sprintf(buf, "&CYou are fighting. " );
break;
case POS_MOUNTED:
sprintf(buf, "&CYou are mounted. ");
break;
case POS_SITTING:
sprintf(buf, "&CYou are sitting. ");
break;
}
send_to_char( buf, ch );
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("&CYou are drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
send_to_char("&CYou are in danger of dehydrating.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
send_to_char("&CYou are starving to death.\n\r", ch);
if ( ch->position != POS_SLEEPING )
switch( ch->mental_state / 10 )
{
default: send_to_char( "&CYou're completely messed up!\n\r", ch ); break;
case -10: send_to_char( "&CYou're barely conscious.\n\r", ch ); break;
case -9: send_to_char( "&CYou can barely keep your eyes open.\n\r", ch ); break;
case -8: send_to_char( "&CYou're extremely drowsy.\n\r", ch ); break;
case -7: send_to_char( "&CYou feel very unmotivated.\n\r", ch ); break;
case -6: send_to_char( "&CYou feel sedated.\n\r", ch ); break;
case -5: send_to_char( "&CYou feel sleepy.\n\r", ch ); break;
case -4: send_to_char( "&CYou feel tired.\n\r", ch ); break;
case -3: send_to_char( "&CYou could use a rest.\n\r", ch ); break;
case -2: send_to_char( "&CYou feel a little under the weather.\n\r", ch ); break;
case -1: send_to_char( "&CYou feel fine.\n\r", ch ); break;
case 0: send_to_char( "&CYou feel great.\n\r", ch ); break;
case 1: send_to_char( "&CYou feel energetic.\n\r", ch ); break;
case 2: send_to_char( "&CYour mind is racing.\n\r", ch ); break;
case 3: send_to_char( "&CYou can't think straight.\n\r", ch ); break;
case 4: send_to_char( "&CYour mind is going 100 miles an hour.\n\r", ch ); break;
case 5: send_to_char( "&CYou're high as a kite.\n\r", ch ); break;
case 6: send_to_char( "&CYour mind and body are slipping apart.\n\r", ch ); break;
case 7: send_to_char( "&CReality is slipping away.\n\r", ch ); break;
case 8: send_to_char( "&CYou have no idea what is real, and what is not.\n\r", ch ); break;
case 9: send_to_char( "&CYou feel immortal.\n\r", ch ); break;
case 10: send_to_char( "&CYou are a Supreme Entity.\n\r", ch ); break;
}
else
if ( ch->mental_state >45 )
send_to_char( "&CYour sleep is filled with strange and vivid dreams.\n\r", ch );
else
if ( ch->mental_state >25 )
send_to_char( "&CYour sleep is uneasy.\n\r", ch );
else
if ( ch->mental_state <-35 )
send_to_char( "&CYou are deep in a much needed sleep.\n\r", ch );
else
if ( ch->mental_state <-25 )
send_to_char( "&CYou are in deep slumber.\n\r", ch );
if ( !IS_NPC(ch) )
{
if (ch->pcdata->target && ch->pcdata->target[0] != '\0' )
{
sprintf( buf,
"&cYour current alias focus is : &C%s.\n\r", ch->pcdata->target);
send_to_char( buf, ch );
}
else
send_to_char( "&cYou have no current target.\n\r", ch);
}
send_to_char("&cSPICE Level/Addiction: &C", ch );
for ( drug = 0; drug <= 9; drug++ )
if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 )
{
ch_printf( ch, "%s&c(&C%d&c/&C%d&c) ", spice_table[drug],
ch->pcdata->drug_level[drug],
ch->pcdata->addiction[drug] );
}
send_to_char("\n\r&cLanguages: &c", ch );
for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ )
if ( knows_language( ch, lang_array[iLang], ch )
|| (IS_NPC(ch) && ch->speaks == 0) )
{
if ( lang_array[iLang] & ch->speaking
|| (IS_NPC(ch) && !ch->speaking) )
set_char_color( AT_RED, ch );
send_to_char( lang_names[iLang], ch );
send_to_char( " ", ch );
set_char_color( AT_SCORE, ch );
}
send_to_char( "\n\r", ch );
ch_printf( ch, "&cWANTED ON: &C%s\n\r",
flag_string(ch->pcdata->wanted_flags, planet_flags) );
if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
ch_printf( ch, "&cYou are bestowed with the command(s): &C%s.\n\r",
ch->pcdata->bestowments );
if ( ch->pcdata->clan )
{
send_to_char( "&C----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "&cORGANIZATION: &C%-35s &cSALARY: &C%-10d &cPkills/Deaths: &C%3.3d&c/&C%3.3d",
ch->pcdata->clan->name, ch->pcdata->salary, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ;
send_to_char( "\n\r", ch );
}
if (IS_IMMORTAL(ch))
{
send_to_char( "&C----------------------------------------------------------------------------\n\r", ch);
ch_printf(ch, "&cIMMORTAL DATA: Wizinvis [&C%s&c] Wizlevel (&C%d&c)\n\r",
IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis );
ch_printf(ch, "&cBamfin: &C%s\n\r", (ch->pcdata->bamfin[0] != '\0')
? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name);
ch_printf(ch, "&cBamfout: &C%s\n\r", (ch->pcdata->bamfout[0] != '\0')
? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name);
/* Area Loaded info - Scryn 8/11*/
if (ch->pcdata->area)
{
ch_printf(ch, "&cVnums: Room (&C%-5.5d &c- &C%-5.5d&c) Object (&C%-5.5d &c- &C%-5.5d&c) Mob (&C%-5.5d &c- &C%-5.5d&c)\n\r",
ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
ch_printf(ch, "&cArea Loaded [&C%s&c]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no");
}
}
if (ch->first_affect)
{
int i;
SKILLTYPE *sktmp;
i = 0;
send_to_char( "&C----------------------------------------------------------------------------\n\r", ch);
send_to_char("&cAFFECT DATA: &C", ch);
for (paf = ch->first_affect; paf; paf = paf->next)
{
if ( (sktmp=get_skilltype(paf->type)) == NULL )
continue;
if (ch->top_level < 20)
{
ch_printf(ch, "&c[&C%-34.34s&c] ", sktmp->name);
if (i == 0)
i = 2;
if ((++i % 3) == 0)
send_to_char("\n\r", ch);
}
else
{
if (paf->modifier == 0)
ch_printf(ch, "&c[&C%-24.24s&c;&C%5d rds&c] ",
sktmp->name,
paf->duration);
else
if (paf->modifier > 999)
ch_printf(ch, "&c[&C%-15.15s&c; &C%7.7s;%5d rds&c] ",
sktmp->name,
tiny_affect_loc_name(paf->location),
paf->duration);
else
ch_printf(ch, "&c[&C%-11.11s&c;&C%+-3.3d %7.7s&c;&C%5d rds&c] ",
sktmp->name,
paf->modifier,
tiny_affect_loc_name(paf->location),
paf->duration);
if (i == 0)
i = 1;
if ((++i % 2) == 0)
send_to_char("\n\r", ch);
}
}
}
send_to_char("\n\r", ch);
return;
}
/*
* Return ascii name of an affect location.
*/
char *
tiny_affect_loc_name(int location)
{
switch (location) {
case APPLY_NONE: return "NIL";
case APPLY_STR: return " STR ";
case APPLY_DEX: return " DEX ";
case APPLY_INT: return " INT ";
case APPLY_WIS: return " WIS ";
case APPLY_CON: return " CON ";
case APPLY_CHA: return " CHA ";
case APPLY_LCK: return " LCK ";
case APPLY_SEX: return " SEX ";
case APPLY_LEVEL: return " LVL ";
case APPLY_AGE: return " AGE ";
case APPLY_MANA: return " MANA ";
case APPLY_HIT: return " HV ";
case APPLY_MOVE: return " MOVE ";
case APPLY_GOLD: return " GOLD ";
case APPLY_EXP: return " EXP ";
case APPLY_AC: return " AC ";
case APPLY_HITROLL: return " HITRL";
case APPLY_DAMROLL: return " DAMRL";
case APPLY_SAVING_POISON: return "SV POI";
case APPLY_SAVING_ROD: return "SV ROD";
case APPLY_SAVING_PARA: return "SV PARA";
case APPLY_SAVING_BREATH: return "SV BRTH";
case APPLY_SAVING_SPELL: return "SV SPLL";
case APPLY_HEIGHT: return "HEIGHT";
case APPLY_WEIGHT: return "WEIGHT";
case APPLY_AFFECT: return "AFF BY";
case APPLY_RESISTANT: return "RESIST";
case APPLY_IMMUNE: return "IMMUNE";
case APPLY_SUSCEPTIBLE: return "SUSCEPT";
case APPLY_WEAPONSPELL: return " WEAPON";
case APPLY_BACKSTAB: return "BACKSTB";
case APPLY_PICK: return " PICK ";
case APPLY_TRACK: return " TRACK ";
case APPLY_STEAL: return " STEAL ";
case APPLY_SNEAK: return " SNEAK ";
case APPLY_HIDE: return " HIDE ";
case APPLY_PALM: return " PALM ";
case APPLY_DETRAP: return " DETRAP";
case APPLY_DODGE: return " DODGE ";
case APPLY_PEEK: return " PEEK ";
case APPLY_SCAN: return " SCAN ";
case APPLY_GOUGE: return " GOUGE ";
case APPLY_SEARCH: return " SEARCH";
case APPLY_MOUNT: return " MOUNT ";
case APPLY_DISARM: return " DISARM";
case APPLY_KICK: return " KICK ";
case APPLY_PARRY: return " PARRY ";
case APPLY_BASH: return " BASH ";
case APPLY_STUN: return " STUN ";
case APPLY_PUNCH: return " PUNCH ";
case APPLY_CLIMB: return " CLIMB ";
case APPLY_GRIP: return " GRIP ";
case APPLY_SCRIBE: return " SCRIBE";
case APPLY_BREW: return " BREW ";
case APPLY_WEARSPELL: return " WEAR ";
case APPLY_REMOVESPELL: return " REMOVE";
case APPLY_EMOTION: return "EMOTION";
case APPLY_MENTALSTATE: return " MENTAL";
case APPLY_STRIPSN: return " DISPEL";
case APPLY_REMOVE: return " REMOVE";
case APPLY_DIG: return " DIG ";
case APPLY_FULL: return " HUNGER";
case APPLY_THIRST: return " THIRST";
case APPLY_DRUNK: return " DRUNK ";
case APPLY_BLOOD: return " BLOOD ";
case APPLY_SNIPE: return " SNIPE ";
}
bug("Affect_location_name: unknown location %d.", location);
return "(?)";
}
char *
get_race( CHAR_DATA *ch)
{
if ( ch->race < MAX_NPC_RACE && ch->race >= 0)
return ( npc_race[ch->race] );
return ("Unknown");
}
void do_oldscore( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA *paf;
SKILLTYPE *skill;
if ( IS_AFFECTED(ch, AFF_POSSESS) )
{
send_to_char("You can't do that in your current state of mind!\n\r", ch);
return;
}
set_char_color( AT_SCORE, ch );
ch_printf( ch,
"You are %s%s, level %d.\n\r",
ch->name,
IS_NPC(ch) ? "" : ch->pcdata->title,
ch->top_level );
if ( get_trust( ch ) != ch->top_level )
ch_printf( ch, "You are trusted at level %d.\n\r",
get_trust( ch ) );
if ( IS_SET(ch->act, ACT_MOBINVIS) )
ch_printf( ch, "You are mobinvis at level %d.\n\r",
ch->mobinvis);
ch_printf( ch,
"You have %d/%d hit, %d/%d movement.\n\r",
ch->hit, ch->max_hit,
ch->move, ch->max_move);
ch_printf( ch,
"You are carrying %d/%d items with weight %d/%d kg.\n\r",
ch->carry_number, can_carry_n(ch),
ch->carry_weight, can_carry_w(ch) );
ch_printf( ch,
"Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ?? Frc: ??\n\r",
get_curr_str(ch),
get_curr_int(ch),
get_curr_wis(ch),
get_curr_dex(ch),
get_curr_con(ch),
get_curr_cha(ch) );
ch_printf( ch,
"You have have %d credits.\n\r" , ch->gold );
if ( !IS_NPC(ch) )
ch_printf( ch,
"You have achieved %d glory during your life, and currently have %d.\n\r",
ch->pcdata->quest_accum, ch->pcdata->quest_curr );
ch_printf( ch,
"Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\n\r",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );
ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You are drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
send_to_char( "You are thirsty.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 )
send_to_char( "You are hungry.\n\r", ch );
switch( ch->mental_state / 10 )
{
default: send_to_char( "You're completely messed up!\n\r", ch ); break;
case -10: send_to_char( "You're barely conscious.\n\r", ch ); break;
case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break;
case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break;
case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break;
case -6: send_to_char( "You feel sedated.\n\r", ch ); break;
case -5: send_to_char( "You feel sleepy.\n\r", ch ); break;
case -4: send_to_char( "You feel tired.\n\r", ch ); break;
case -3: send_to_char( "You could use a rest.\n\r", ch ); break;
case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break;
case -1: send_to_char( "You feel fine.\n\r", ch ); break;
case 0: send_to_char( "You feel great.\n\r", ch ); break;
case 1: send_to_char( "You feel energetic.\n\r", ch ); break;
case 2: send_to_char( "Your mind is racing.\n\r", ch ); break;
case 3: send_to_char( "You can't think straight.\n\r", ch ); break;
case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break;
case 5: send_to_char( "You're high as a kite.\n\r", ch ); break;
case 6: send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break;
case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break;
case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break;
case 9: send_to_char( "You feel immortal.\n\r", ch ); break;
case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break;
}
switch ( ch->position )
{
case POS_DEAD:
send_to_char( "You are DEAD!!\n\r", ch );
break;
case POS_MORTAL:
send_to_char( "You are mortally wounded.\n\r", ch );
break;
case POS_INCAP:
send_to_char( "You are incapacitated.\n\r", ch );
break;
case POS_STUNNED:
send_to_char( "You are stunned.\n\r", ch );
break;
case POS_SLEEPING:
send_to_char( "You are sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are resting.\n\r", ch );
break;
case POS_STANDING:
send_to_char( "You are standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are fighting.\n\r", ch );
break;
case POS_MOUNTED:
send_to_char( "Mounted.\n\r", ch );
break;
case POS_SHOVE:
send_to_char( "Being shoved.\n\r", ch );
break;
case POS_DRAG:
send_to_char( "Being dragged.\n\r", ch );
break;
}
if ( ch->top_level >= 25 )
ch_printf( ch, "AC: %d. ", GET_AC(ch) );
send_to_char( "You are ", ch );
if ( GET_AC(ch) >= 101 ) send_to_char( "WORSE than naked!\n\r", ch );
else if ( GET_AC(ch) >= 80 ) send_to_char( "naked.\n\r", ch );
else if ( GET_AC(ch) >= 60 ) send_to_char( "wearing clothes.\n\r", ch );
else if ( GET_AC(ch) >= 40 ) send_to_char( "slightly armored.\n\r", ch );
else if ( GET_AC(ch) >= 20 ) send_to_char( "somewhat armored.\n\r", ch );
else if ( GET_AC(ch) >= 0 ) send_to_char( "armored.\n\r", ch );
else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r", ch );
else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch );
else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r", ch );
else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch );
else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch );
else send_to_char( "invincible!\n\r", ch );
if ( ch->top_level >= 15 )
ch_printf( ch, "Hitroll: %d Damroll: %d.\n\r",
GET_HITROLL(ch), GET_DAMROLL(ch) );
if ( ch->top_level >= 10 )
ch_printf( ch, "Alignment: %d. ", ch->alignment );
send_to_char( "You are ", ch );
if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch );
else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch );
else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch );
else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch );
else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch );
else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch );
else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch );
else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch );
else send_to_char( "satanic.\n\r", ch );
if ( ch->first_affect )
{
send_to_char( "You are affected by:\n\r", ch );
for ( paf = ch->first_affect; paf; paf = paf->next )
if ( (skill=get_skilltype(paf->type)) != NULL )
{
ch_printf( ch, "Spell: '%s'", skill->name );
if ( ch->top_level >= 20 )
ch_printf( ch,
" modifies %s by %d for %d rounds",
affect_loc_name( paf->location ),
paf->modifier,
paf->duration );
send_to_char( ".\n\r", ch );
}
}
if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) )
{
ch_printf( ch, "WizInvis level: %d WizInvis is %s\n\r",
ch->pcdata->wizinvis,
IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo,
ch->pcdata->r_range_hi );
if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo,
ch->pcdata->o_range_hi );
if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo,
ch->pcdata->m_range_hi );
}
return;
}
/* -Thoric
* Display your current exp, level, and surrounding level exp requirements
*/
void do_level( CHAR_DATA *ch, char *argument )
{
int ability;
for ( ability = 0 ; ability < MAX_RL_ABILITY ; ability++ )
if ( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 )
ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r",
ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability],
exp_level( ch->skill_level[ability]+1 ) );
else
ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\n\r",
ability_name[ability], ch->skill_level[ability], ch->experience[ability]);
}
void do_affected ( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
AFFECT_DATA *paf;
SKILLTYPE *skill;
if ( IS_NPC(ch) )
return;
argument = one_argument( argument, arg );
if ( !str_cmp( arg, "by" ) )
{
set_char_color( AT_BLUE, ch );
send_to_char( "\n\rImbued with:\n\r", ch );
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", affect_bit_name( ch->affected_by ) );
if ( ch->top_level >= 20 )
{
send_to_char( "\n\r", ch );
if ( ch->resistant > 0 )
{
set_char_color ( AT_BLUE, ch );
send_to_char( "Resistances: ", ch );
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", flag_string(ch->resistant, ris_flags) );
}
if ( ch->immune > 0 )
{
set_char_color( AT_BLUE, ch );
send_to_char( "Immunities: ", ch);
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", flag_string(ch->immune, ris_flags) );
}
if ( ch->susceptible > 0 )
{
set_char_color( AT_BLUE, ch );
send_to_char( "Suscepts: ", ch );
set_char_color( AT_SCORE, ch );
ch_printf( ch, "%s\n\r", flag_string(ch->susceptible, ris_flags) );
}
}
return;
}
if ( !ch->first_affect )
{
set_char_color( AT_SCORE, ch );
send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch );
}
else
{
send_to_char( "\n\r", ch );
for (paf = ch->first_affect; paf; paf = paf->next)
if ( (skill=get_skilltype(paf->type)) != NULL )
{
set_char_color( AT_BLUE, ch );
send_to_char( "Affected: ", ch );
set_char_color( AT_SCORE, ch );
if ( ch->top_level >= 20 )
{
if (paf->duration < 25 ) set_char_color( AT_WHITE, ch );
if (paf->duration < 6 ) set_char_color( AT_WHITE + AT_BLINK, ch );
ch_printf( ch, "(%5d) ", paf->duration );
}
ch_printf( ch, "%-18s\n\r", skill->name );
}
}
return;
}
void do_inventory( CHAR_DATA *ch, char *argument )
{
set_char_color( AT_RED, ch );
send_to_char( "You are carrying:\n\r", ch );
show_list_to_char( ch->first_carrying, ch, TRUE, TRUE );
return;
}
void do_equipment( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int iWear, dam;
bool found;
char buf[MAX_STRING_LENGTH];
set_char_color( AT_RED, ch );
send_to_char( "You are using:\n\r", ch );
found = FALSE;
set_char_color( AT_OBJECT, ch );
for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
{
for ( obj = ch->first_carrying; obj; obj = obj->next_content )
if ( obj->wear_loc == iWear )
{
send_to_char( where_name[iWear], ch );
if ( can_see_obj( ch, obj ) )
{
send_to_char( format_obj_to_char( obj, ch, TRUE ), ch );
strcpy( buf , "" );
switch ( obj->item_type )
{
default:
break;
case ITEM_ARMOR:
if ( obj->value[1] == 0 )
obj->value[1] = obj->value[0];
if ( obj->value[1] == 0 )
obj->value[1] = 1;
dam = (sh_int) ((obj->value[0] * 10) / obj->value[1]);
if (dam >= 10) strcat( buf, " (superb) ");
else if (dam >= 7) strcat( buf, " (good) ");
else if (dam >= 5) strcat( buf, " (worn) ");
else if (dam >= 3) strcat( buf, " (poor) ");
else if (dam >= 1) strcat( buf, " (awful) ");
else if (dam == 0) strcat( buf, " (broken) ");
send_to_char( buf, ch );
break;
case ITEM_WEAPON:
dam = INIT_WEAPON_CONDITION - obj->value[0];
if (dam < 2) strcat( buf, " (superb) ");
else if (dam < 4) strcat( buf, " (good) ");
else if (dam < 7) strcat( buf, " (worn) ");
else if (dam < 10) strcat( buf, " (poor) ");
else if (dam < 12) strcat( buf, " (awful) ");
else if (dam == 12) strcat( buf, " (broken) ");
send_to_char( buf, ch );
if (obj->value[3] == WEAPON_BLASTER )
{
if (obj->blaster_setting == BLASTER_FULL)
ch_printf( ch, "FULL");
else if (obj->blaster_setting == BLASTER_HIGH)
ch_printf( ch, "HIGH");
else if (obj->blaster_setting == BLASTER_NORMAL)
ch_printf( ch, "NORMAL");
else if (obj->blaster_setting == BLASTER_HALF)
ch_printf( ch, "HALF");
else if (obj->blaster_setting == BLASTER_LOW)
ch_printf( ch, "LOW");
else if (obj->blaster_setting == BLASTER_STUN)
ch_printf( ch, "STUN");
ch_printf( ch, " %d", obj->value[4] );
}
else if ( ( obj->value[3] == WEAPON_LIGHTSABER ||
obj->value[3] == WEAPON_VIBRO_BLADE
|| obj->value[3] == WEAPON_FORCE_PIKE
|| obj->value[3] == WEAPON_BOWCASTER ) )
{
ch_printf( ch, "%d", obj->value[4] );
}
break;
}
send_to_char( "\n\r", ch );
}
else
send_to_char( "something.\n\r", ch );
found = TRUE;
}
}
if ( !found )
send_to_char( "Nothing.\n\r", ch );
return;
}
void set_title( CHAR_DATA *ch, char *title )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
{
bug( "Set_title: NPC.", 0 );
return;
}
if ( isalpha(title[0]) || isdigit(title[0]) )
{
buf[0] = ' ';
strcpy( buf+1, title );
}
else
strcpy( buf, title );
STRFREE( ch->pcdata->title );
ch->pcdata->title = STRALLOC( buf );
return;
}
void do_title( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
{
send_to_char( "You try but the Force resists you.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Change your title to what?\n\r", ch );
return;
}
if ((get_trust(ch) <= LEVEL_IMMORTAL) && (!nifty_is_name(ch->name, argument)))
{
send_to_char("You must include your name somewhere in your title!", ch);
return;
}
if (strlen(argument) >40)
{
send_to_char("40 characters is maximum allowed for titles now.\n\r", ch);
return;
}
smash_tilde( argument );
strcat(argument, " &R&W^x");
set_title( ch, argument );
send_to_char( "Ok.\n\r", ch );
}
void do_homepage( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if ( argument[0] == '\0' )
{
if ( !ch->pcdata->homepage )
ch->pcdata->homepage = str_dup( "" );
ch_printf( ch, "Your homepage is: %s\n\r",
show_tilde( ch->pcdata->homepage ) );
return;
}
if ( !str_cmp( argument, "clear" ) )
{
if ( ch->pcdata->homepage )
DISPOSE(ch->pcdata->homepage);
ch->pcdata->homepage = str_dup("");
send_to_char( "Homepage cleared.\n\r", ch );
return;
}
if ( strstr( argument, "://" ) )
strcpy( buf, argument );
else
sprintf( buf, "http://%s", argument );
if ( strlen(buf) > 70 )
buf[70] = '\0';
hide_tilde( buf );
if ( ch->pcdata->homepage )
DISPOSE(ch->pcdata->homepage);
ch->pcdata->homepage = str_dup(buf);
send_to_char( "Homepage set.\n\r", ch );
}
/*
* Set your personal description -Thoric
*/
void do_description( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch ) )
{
send_to_char( "Monsters are too dumb to do that!\n\r", ch );
return;
}
if ( !ch->desc )
{
bug( "do_description: no descriptor", 0 );
return;
}
switch( ch->substate )
{
default:
bug( "do_description: illegal substate", 0 );
return;
case SUB_RESTRICTED:
send_to_char( "You cannot use this command from within another command.\n\r", ch );
return;
case SUB_NONE:
ch->substate = SUB_PERSONAL_DESC;
ch->dest_buf = ch;
start_editing( ch, ch->description );
return;
case SUB_PERSONAL_DESC:
STRFREE( ch->description );
ch->description = copy_buffer( ch );
stop_editing( ch );
return;
}
}
/* Ripped off do_description for whois bio's -- Scryn*/
void do_bio( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC( ch ) )
{
send_to_char( "Mobs can't set bio's!\n\r", ch );
return;
}
if ( !ch->desc )
{
bug( "do_bio: no descriptor", 0 );
return;
}
switch( ch->substate )
{
default:
bug( "do_bio: illegal substate", 0 );
return;
case SUB_RESTRICTED:
send_to_char( "You cannot use this command from within another command.\n\r", ch );
return;
case SUB_NONE:
ch->substate = SUB_PERSONAL_BIO;
ch->dest_buf = ch;
start_editing( ch, ch->pcdata->bio );
return;
case SUB_PERSONAL_BIO:
STRFREE( ch->pcdata->bio );
ch->pcdata->bio = copy_buffer( ch );
stop_editing( ch );
return;
}
}
void do_report( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
if ( IS_AFFECTED(ch, AFF_POSSESS) )
{
send_to_char("You can't do that in your current state of mind!\n\r", ch);
return;
}
ch_printf( ch,
"You report: %d/%d hp %d/%d mv.\n\r",
ch->hit, ch->max_hit,
ch->move, ch->max_move );
sprintf( buf, "$n reports: %d/%d hp %d/%d.",
ch->hit, ch->max_hit,
ch->move, ch->max_move );
act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM );
return;
}
void do_prompt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
if ( IS_NPC(ch) )
{
send_to_char( "NPC's can't change their prompt..\n\r", ch );
return;
}
smash_tilde( argument );
one_argument( argument, arg );
if ( !*arg )
{
send_to_char( "Set prompt to what? (try help prompt)\n\r", ch );
return;
}
if (ch->pcdata->prompt)
STRFREE(ch->pcdata->prompt);
if ( strlen(argument) > 128 )
argument[128] = '\0';
/* Can add a list of pre-set prompts here if wanted.. perhaps
'prompt 1' brings up a different, pre-set prompt */
if ( !str_cmp(arg, "default") )
ch->pcdata->prompt = STRALLOC("");
else
ch->pcdata->prompt = STRALLOC(argument);
send_to_char( "Ok.\n\r", ch );
return;
}
void set_target( CHAR_DATA *ch, char *target )
{
char buf[MAX_STRING_LENGTH];
strcpy( buf, target );
if (ch->pcdata->target && ch->pcdata->target[0] != '\0')
STRFREE( ch->pcdata->target );
ch->pcdata->target = STRALLOC( buf );
return;
}
void do_focusalias( CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
smash_tilde(argument);
one_argument( argument, arg );
if ( IS_NPC(ch) )
{
send_to_char("Alias focuses are for players!\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
if ( ch->pcdata->target && ch->pcdata->target[0] != '\0' )
{
sprintf( buf, "Your current alias focus is : %s\n\r", ch->pcdata->target);
send_to_char(buf,ch);
return;
}
send_to_char("You have no current alias focus.\n\r",ch);
return;
}
else
{
set_target( ch, arg );
sprintf( buf, "Your new alias focus is : %s\n\r", ch->pcdata->target);
send_to_char( buf, ch );
return;
}
}
void do_unfocusalias(CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
{
send_to_char("Only players can have alias focuses!\n\r", ch);
return;
}
if ( ch->pcdata->target && ch->pcdata->target[0] == '\0' )
{
send_to_char("Your alias focus is not defined at the moment.\n\r", ch);
return;
}
send_to_char("You remove your current alias focus.\n\r", ch);
ch->pcdata->target = STRALLOC("");
return;
}