/*************************************************************************** * 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. * * ------------------------------------------------------------------------ * * Space Module * ****************************************************************************/ #include <math.h> #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include <unistd.h> #include <sys/stat.h> #include <dirent.h> #include "mud.h" SHIP_DATA * first_ship; SHIP_DATA * last_ship; MISSILE_DATA * first_missile; MISSILE_DATA * last_missile; SPACE_DATA * first_spaceobject; SPACE_DATA * last_spaceobject; int bus_pos =0; int bus_planet =0; int bus2_planet = 8; int bus3_planet = 11; int bus4_planet = 3; int turbocar_stop =0; int corus_shuttle =0; int baycount = 0; #define DEGMULTI 149760 #define MAX_COORD 15000000 #define MAX_COORD_S 13000000 #define MAX_STATION 10 #define MAX_BUS_STOP 14 #define STOP_PLANET 202 #define STOP_SHIPYARD 32015 #define SENATEPAD 32055 #define OUTERPAD 2064 struct serin_shuttle { char name [20]; int startingloc; int cockpitvnum; int planetloc; int const bus_vnum [12]; char * const bus_stop [12]; }; /* New Serin system, makes it much easier to add new ones - Darrik Vequir, May, 01 */ /* MAX_BUS defined in mud.h */ struct serin_shuttle serin[MAX_BUS] = { { "Pluogus", 0, 32140, 0, { 201, 21943, 28613, 21100, 28038, 10500, 201 }, { "Coruscant", "Corulag", "Kashyyyk", "Mon Calamari", "Gamorr", "Corellia", "Coruscant" } }, { "Tocca", 0, 32410, 0, { 5550, 21943, 10500, 29001, 11800, 4100, 23082, 5550 }, { "Ord Mantell", "Corulag", "Corellia", "Adari", "Roche", "Sullust", "Kuat", "Ord Mantell" } }, { "Cassia", 0, 32425, 0, { 28247, 10500, 5200, 31872, 822, 28038, 10500, 28247 }, { "Byss", "Corellia", "Af'el", "Tatooine", "Ryloth", "Gamorr", "Corellia", "Byss" } }, { "Siego", 0, 32435, 0, { 201, 10500, 6264, 11206, 3060, 4305, 28247, 201 }, { "Coruscant", "Corellia", "Bespin", "Hoth", "Endor", "Wroona", "Byss", "Coruscant"} }, { "Amose", 0, 32445, 0, { 3060, 6264, 4100, 31872, 28038, 21100, 5550, 3060 }, { "Endor", "Bespin", "Sullust", "Tatooine", "Gamorr", "Mon Calamari", "Ord Mantell", "Endor"} }, { "Edena", 0, 32440, 0, { 28247, 201, 21943, 23082, 10500, 29001, 4305, 28247 }, { "Byss", "Coruscant", "Corulag", "Kuat", "Corellia", "Adari", "Wroona", "Byss"} }, { "Odani", 0, 32450, 0, { 4305, 11800, 28613, 5550, 23082, 10500, 29001, 4305 }, { "Wroona", "Roche", "Kashyyyk", "Ord Mantell", "Kuat", "Corellia", "Adari", "Wroona"} } }; int const station_vnum [MAX_STATION] = { 215 , 216 , 217 , 218 , 219 , 220 , 221 ,222 , 223 , 224 }; char * const station_name [MAX_STATION] = { "Menari Spaceport" , "Skydome Botanical Gardens" , "Grand Towers" , "Grandis Mon Theater" , "Palace Station" , "Great Galactic Museum" , "College Station" , "Holographic Zoo of Extinct Animals" , "Dometown Station " , "Monument Plaza" }; int const bus_vnum [MAX_BUS_STOP] = { 201 , 21100 , 29001 , 28038 , 31872 , 822 , 6264, 28613 , 3060 , 28247, 32297, 2065, 10500, 11206 }; int const bus_vnum2 [MAX_BUS_STOP] = { 201, 11206 , 10500 , 2065 , 32297 , 28247 , 3060 , 28613 , 6264, 822 , 31872, 28038, 29001, 21100 }; char * const bus_stop [MAX_BUS_STOP+1] = { "Coruscant", "Mon Calamari", "Adari", "Gamorr", "Tatooine" , "Ryloth", "Bespin", "Kashyyyk", "Endor", "Byss", "Cloning Facilities", "Kuat", "Corellia", "Hoth", "Coruscant" /* last should always be same as first */ }; char * const bus_stoprev [MAX_BUS_STOP+1] = { "Coruscant", "Hoth", "Corellia", "Kuat", "Cloning Facilities" , "Byss" , "Endor", "Kashyyyk", "Bespin", "Ryloth", "Tatooine", "Gamorr", "Adari", "Mon Calamari", "Coruscant" /* last should always be same as first */ }; /* local routines */ void fread_ship args( ( SHIP_DATA *ship, FILE *fp ) ); bool load_ship_file args( ( char *shipfile ) ); void write_ship_list args( ( void ) ); void fread_spaceobject args( ( SPACE_DATA *spaceobject, FILE *fp ) ); bool load_spaceobject args( ( char *spaceobjectfile ) ); void write_spaceobject_list args( ( void ) ); void resetship args( ( SHIP_DATA *ship ) ); void approachland args( ( SHIP_DATA *ship, char *arg ) ); void landship args( ( SHIP_DATA *ship, char *arg ) ); void launchship args( ( SHIP_DATA *ship ) ); bool land_bus args( ( SHIP_DATA *ship, int destination ) ); void launch_bus args( ( SHIP_DATA *ship ) ); void echo_to_room_dnr args( ( int ecolor , ROOM_INDEX_DATA *room , char *argument ) ); ch_ret drive_ship( CHAR_DATA *ch, SHIP_DATA *ship, EXIT_DATA *exit , int fall ); bool autofly(SHIP_DATA *ship); bool is_facing( SHIP_DATA *ship , SHIP_DATA *target ); void sound_to_ship( SHIP_DATA *ship , char *argument ); void modtrainer( SHIP_DATA *ship, sh_int class ); void makedebris( SHIP_DATA *ship ); bool space_in_range_h( SHIP_DATA *ship, SPACE_DATA *space); /* from comm.c */ bool write_to_descriptor args( ( int desc, char *txt, int length ) ); ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit ); void echo_to_room_dnr ( int ecolor , ROOM_INDEX_DATA *room , char *argument ) { CHAR_DATA *vic; if ( room == NULL ) return; for ( vic = room->first_person; vic; vic = vic->next_in_room ) { set_char_color( ecolor, vic ); send_to_char( argument, vic ); } } bool land_bus( SHIP_DATA *ship, int destination ) { char buf[MAX_STRING_LENGTH]; if ( !ship_to_room( ship , destination ) ) { return FALSE; } echo_to_ship( AT_YELLOW , ship , "You feel a slight thud as the ship sets down on the ground."); ship->location = destination; ship->lastdoc = ship->location; ship->shipstate = SHIP_LANDED; if (ship->spaceobject) ship_from_spaceobject( ship, ship->spaceobject ); sprintf( buf, "%s lands on the platform.", ship->name ); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); sprintf( buf , "The hatch on %s opens." , 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 opens." ); ship->hatchopen = TRUE; sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); return TRUE; } void launch_bus( SHIP_DATA *ship ) { char buf[MAX_STRING_LENGTH]; sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); sprintf( buf , "The hatch on %s closes and it begins to launch." , 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." ); ship->hatchopen = FALSE; extract_ship( ship ); echo_to_ship( AT_YELLOW , ship , "The ship begins to launch."); ship->location = 0; ship->shipstate = SHIP_READY; } void update_traffic( ) { SHIP_DATA *shuttle, *senate; SHIP_DATA *turbocar; char buf[MAX_STRING_LENGTH]; shuttle = ship_from_cockpit( ROOM_CORUSCANT_SHUTTLE ); senate = ship_from_cockpit( ROOM_SENATE_SHUTTLE ); if ( senate != NULL && shuttle != NULL ) { switch (corus_shuttle) { default: corus_shuttle++; break; case 0: land_bus( shuttle , STOP_PLANET ); land_bus( senate , SENATEPAD ); corus_shuttle++; echo_to_ship( AT_CYAN , shuttle , "Welcome to Menari Spaceport." ); echo_to_ship( AT_CYAN , senate , "Welcome to Kuat Shipyard." ); break; case 4: launch_bus( shuttle ); launch_bus( senate ); corus_shuttle++; break; case 5: land_bus( shuttle , STOP_SHIPYARD ); land_bus( senate , OUTERPAD ); echo_to_ship( AT_CYAN , shuttle , "Welcome to Coruscant Shipyard." ); echo_to_ship( AT_CYAN , senate , "Welcome to the planet of Kuat." ); corus_shuttle++; break; case 9: launch_bus( shuttle ); launch_bus( senate ); corus_shuttle++; break; } if ( corus_shuttle >= 10 ) corus_shuttle = 0; } turbocar = ship_from_cockpit( ROOM_CORUSCANT_TURBOCAR ); if ( turbocar != NULL ) { sprintf( buf , "The turbocar doors close and it speeds out of the station."); echo_to_room( AT_YELLOW , get_room_index(turbocar->location) , buf ); extract_ship( turbocar ); turbocar->location = 0; ship_to_room( turbocar , station_vnum[turbocar_stop] ); echo_to_ship( AT_YELLOW , turbocar , "The turbocar makes a quick journey to the next station."); turbocar->location = station_vnum[turbocar_stop]; turbocar->lastdoc = turbocar->location; turbocar->shipstate = SHIP_LANDED; if (turbocar->spaceobject) ship_from_spaceobject( turbocar, turbocar->spaceobject ); sprintf( buf, "A turbocar pulls into the platform and the doors slide open."); echo_to_room( AT_YELLOW , get_room_index(turbocar->location) , buf ); sprintf( buf, "Welcome to %s." , station_name[turbocar_stop] ); echo_to_ship( AT_CYAN , turbocar , buf ); turbocar->hatchopen = TRUE; turbocar_stop++; if ( turbocar_stop >= MAX_STATION ) turbocar_stop = 0; } } void update_bus( ) { SHIP_DATA * ship[MAX_BUS]; /* SHIP_DATA *ship2; SHIP_DATA *ship3; SHIP_DATA *ship4; */ SHIP_DATA *target; int destination, bus; char buf[MAX_STRING_LENGTH]; for( bus = 0; bus < MAX_BUS; bus++ ) ship[bus] = ship_from_cockpit( serin[bus].cockpitvnum ); switch (bus_pos) { case 0: for( bus = 0; bus < MAX_BUS; bus++ ) { if( ship_from_cockpit( serin[bus].cockpitvnum ) == NULL ) continue; target = ship_from_hanger( serin[bus].bus_vnum[serin[bus].planetloc] ); if ( target != NULL && !target->spaceobject ) { sprintf( buf, "An electronic voice says, 'Cannot land at %s ... it seems to have dissapeared.'", serin[bus].bus_stop[serin[bus].planetloc] ); echo_to_ship( AT_CYAN , ship[bus] , buf ); bus_pos = 5; } } /* target = ship_from_hanger( bus_vnum[bus_planet] ); if ( target != NULL && !target->spaceobject ) { sprintf( buf, "An electronic voice says, 'Cannot land at %s ... it seems to have dissapeared.'", bus_stop[bus_planet] ); echo_to_ship( AT_CYAN , ship , buf ); bus_pos = 5; } target = ship_from_hanger( bus_vnum[bus2_planet] ); if ( target != NULL && !target->spaceobject ) { sprintf( buf, "An electronic voice says, 'Cannot land at %s ... it seems to have dissapeared.'", bus_stop[bus_planet] ); echo_to_ship( AT_CYAN , ship2 , buf ); bus_pos = 5; } target = ship_from_hanger( bus_vnum2[bus3_planet] ); if ( target != NULL && !target->spaceobject ) { sprintf( buf, "An electronic voice says, 'Cannot land at %s ... it seems to have dissapeared.'", bus_stoprev[bus_planet] ); echo_to_ship( AT_CYAN , ship3 , buf ); bus_pos = 5; } target = ship_from_hanger( bus_vnum2[bus4_planet] ); if ( target != NULL && !target->spaceobject ) { sprintf( buf, "An electronic voice says, 'Cannot land at %s ... it seems to have dissapeared.'", bus_stoprev[bus_planet] ); echo_to_ship( AT_CYAN , ship4 , buf ); bus_pos = 5; } */ bus_pos++; break; case 6: /* launch_bus ( ship ); launch_bus ( ship2 ); launch_bus ( ship3 ); launch_bus ( ship4 ); */ for( bus = 0; bus < MAX_BUS; bus++ ) { if( ship_from_cockpit( serin[bus].cockpitvnum ) == NULL ) continue; launch_bus( ship[bus] ); } bus_pos++; break; case 7: /* echo_to_ship( AT_YELLOW , ship , "The ship lurches slightly as it makes the jump to lightspeed."); echo_to_ship( AT_YELLOW , ship2 , "The ship lurches slightly as it makes the jump to lightspeed."); echo_to_ship( AT_YELLOW , ship3 , "The ship lurches slightly as it makes the jump to lightspeed."); echo_to_ship( AT_YELLOW , ship4 , "The ship lurches slightly as it makes the jump to lightspeed."); */ for( bus = 0; bus < MAX_BUS; bus++ ) { if( ship_from_cockpit( serin[bus].cockpitvnum ) == NULL ) continue; echo_to_ship( AT_YELLOW , ship[bus] , "The ship lurches slightly as it makes the jump to lightspeed."); } bus_pos++; break; case 9: /* echo_to_ship( AT_YELLOW , ship , "The ship lurches slightly as it comes out of hyperspace.."); echo_to_ship( AT_YELLOW , ship2 , "The ship lurches slightly as it comes out of hyperspace.."); echo_to_ship( AT_YELLOW , ship3 , "The ship lurches slightly as it comes out of hyperspace.."); echo_to_ship( AT_YELLOW , ship4 , "The ship lurches slightly as it comes out of hyperspace.."); */ for( bus = 0; bus < MAX_BUS; bus++ ) { if( ship_from_cockpit( serin[bus].cockpitvnum ) == NULL ) continue; echo_to_ship( AT_YELLOW , ship[bus] , "The ship lurches slightly as it comes out of hyperspace."); } bus_pos++; break; case 1: for( bus = 0; bus < MAX_BUS; bus++ ) { if( ship_from_cockpit( serin[bus].cockpitvnum ) == NULL ) continue; destination = serin[bus].bus_vnum[serin[bus].planetloc]; if ( !land_bus( ship[bus], destination ) ) { sprintf( buf, "An electronic voice says, 'Oh My, %s seems to have dissapeared.'" , serin[bus].bus_stop[serin[bus].planetloc] ); echo_to_ship( AT_CYAN , ship[bus] , buf ); echo_to_ship( AT_CYAN , ship[bus] , "An electronic voice says, 'Alderaan was bad enough... Landing aborted.'"); } else { sprintf( buf, "An electronic voice says, 'Welcome to %s'" , serin[bus].bus_stop[serin[bus].planetloc] ); echo_to_ship( AT_CYAN , ship[bus] , buf); echo_to_ship( AT_CYAN , ship[bus] , "It continues, 'Please exit through the main ramp. Enjoy your stay.'"); } } /* destination = bus_vnum[bus2_planet]; if ( !land_bus( ship2, destination ) ) { sprintf( buf, "An electronic voice says, 'Oh My, %s seems to have dissapeared.'" , bus_stop[bus2_planet] ); echo_to_ship( AT_CYAN , ship2 , buf ); echo_to_ship( AT_CYAN , ship2 , "An electronic voice says, 'I do hope it wasn't a superlaser. Landing aborted.'"); } else { sprintf( buf, "An electronic voice says, 'Welcome to %s'" , bus_stop[bus2_planet] ); echo_to_ship( AT_CYAN , ship2 , buf); echo_to_ship( AT_CYAN , ship2 , "It continues, 'Please exit through the main ramp. Enjoy your stay.'"); } destination = bus_vnum2[bus3_planet]; if ( !land_bus( ship3, destination ) ) { sprintf( buf, "An electronic voice says, 'Oh My, %s seems to have dissapeared.'" , bus_stoprev[bus3_planet] ); echo_to_ship( AT_CYAN , ship3 , buf ); echo_to_ship( AT_CYAN , ship3 , "An electronic voice says, 'I do hope it wasn't a superlaser. Landing aborted.'"); } else { sprintf( buf, "An electronic voice says, 'Welcome to %s'" , bus_stoprev[bus3_planet] ); echo_to_ship( AT_CYAN , ship3 , buf); echo_to_ship( AT_CYAN , ship3 , "It continues, 'Please exit through the main ramp. Enjoy your stay.'"); } destination = bus_vnum2[bus4_planet]; if ( !land_bus( ship4, destination ) ) { sprintf( buf, "An electronic voice says, 'Oh My, %s seems to have dissapeared.'" , bus_stoprev[bus4_planet] ); echo_to_ship( AT_CYAN , ship4 , buf ); echo_to_ship( AT_CYAN , ship4 , "An electronic voice says, 'I do hope it wasn't a superlaser. Landing aborted.'"); } else { sprintf( buf, "An electronic voice says, 'Welcome to %s'" , bus_stoprev[bus4_planet] ); echo_to_ship( AT_CYAN , ship4 , buf); echo_to_ship( AT_CYAN , ship4 , "It continues, 'Please exit through the main ramp. Enjoy your stay.'"); } */ bus_pos++; break; case 5: for( bus = 0; bus < MAX_BUS; bus++) { if( ship_from_cockpit( serin[bus].cockpitvnum ) == NULL ) continue; sprintf( buf, "It continues, 'Next stop, %s'" , serin[bus].bus_stop[serin[bus].planetloc+1] ); echo_to_ship( AT_CYAN , ship[bus] , "An electronic voice says, 'Preparing for launch.'"); echo_to_ship( AT_CYAN , ship[bus] , buf); } /* sprintf( buf, "It continues, 'Next stop, %s'" , bus_stop[bus2_planet+1] ); echo_to_ship( AT_CYAN , ship2 , "An electronic voice says, 'Preparing for launch.'"); echo_to_ship( AT_CYAN , ship2 , buf); sprintf( buf, "It continues, 'Next stop, %s'" , bus_stoprev[bus3_planet+1] ); echo_to_ship( AT_CYAN , ship3 , "An electronic voice says, 'Preparing for launch.'"); echo_to_ship( AT_CYAN , ship3 , buf); sprintf( buf, "It continues, 'Next stop, %s'" , bus_stoprev[bus4_planet+1] ); echo_to_ship( AT_CYAN , ship4 , "An electronic voice says, 'Preparing for launch.'"); echo_to_ship( AT_CYAN , ship4 , buf); */ bus_pos++; break; default: bus_pos++; break; } if ( bus_pos >= 10 ) { bus_pos = 0; for( bus = 0; bus < MAX_BUS; bus++ ) { serin[bus].planetloc++; if( serin[bus].bus_vnum[serin[bus].planetloc] == serin[bus].bus_vnum[0] ) serin[bus].planetloc = 0; } /* bus_planet++; bus2_planet++; bus3_planet++; bus4_planet++; */ } /* if ( bus_planet >= MAX_BUS_STOP ) bus_planet = 0; if ( bus2_planet >= MAX_BUS_STOP ) bus2_planet = 0; if ( bus3_planet >= MAX_BUS_STOP ) bus3_planet = 0; if ( bus4_planet >= MAX_BUS_STOP ) bus4_planet = 0; */ } void move_ships( ) { SHIP_DATA *ship; MISSILE_DATA *missile; MISSILE_DATA *m_next; SHIP_DATA *target; SPACE_DATA *spaceobj; float dx, dy, dz, change; char buf[MAX_STRING_LENGTH]; CHAR_DATA *ch; bool ch_found = FALSE; sh_int crashsun = 0; int speed; for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { if ( spaceobj->speed > 0 ) { change = sqrt( spaceobj->hx*spaceobj->hx + spaceobj->hy*spaceobj->hy + spaceobj->hz*spaceobj->hz ); if (change > 0) { dx = spaceobj->hx/change; dy = spaceobj->hy/change; dz = spaceobj->hz/change; spaceobj->xpos += (dx * spaceobj->speed/5); spaceobj->ypos += (dy * spaceobj->speed/5); spaceobj->zpos += (dz * spaceobj->speed/5); } } if( spaceobj->xpos > MAX_COORD ) spaceobj->xpos = -MAX_COORD_S; if( spaceobj->ypos > MAX_COORD ) spaceobj->ypos = -MAX_COORD_S; if( spaceobj->zpos > MAX_COORD ) spaceobj->zpos = -MAX_COORD_S; if( spaceobj->xpos < -MAX_COORD ) spaceobj->xpos = MAX_COORD_S; if( spaceobj->ypos < -MAX_COORD ) spaceobj->ypos = MAX_COORD_S; if( spaceobj->zpos < -MAX_COORD ) spaceobj->zpos = MAX_COORD_S; } for ( missile = first_missile; missile; missile = m_next ) { m_next = missile->next; ship = missile->fired_from; target = missile->target; if ( target->spaceobject && missile_in_range( ship, missile ) ) { if ( missile->mx < target->vx ) missile->mx += UMIN( missile->speed/5 , target->vx - missile->mx ); else if ( missile->mx > target->vx ) missile->mx -= UMIN( missile->speed/5 , missile->mx - target->vx ); if ( missile->my < target->vy ) missile->my += UMIN( missile->speed/5 , target->vy - missile->my ); else if ( missile->my > target->vy ) missile->my -= UMIN( missile->speed/5 , missile->my - target->vy ); if ( missile->mz < target->vz ) missile->mz += UMIN( missile->speed/5 , target->vz - missile->mz ); else if ( missile->mz > target->vz ) missile->mz -= UMIN( missile->speed/5 , missile->mz - target->vz ); if ( abs(missile->mx) - abs(target->vx) <= 20 && abs(missile->mx) - abs(target->vx) >= -20 && abs(missile->my) - abs(target->vy) <= 20 && abs(missile->my) - abs(target->vy) >= -20 && abs(missile->mz) - abs(target->vz) <= 20 && abs(missile->mz) - abs(target->vz) >= -20 ) { if ( target->chaff_released <= 0) { echo_to_room( AT_YELLOW , get_room_index(ship->gunseat), "Your missile hits its target dead on!" ); echo_to_cockpit( AT_BLOOD, target, "The ship is hit by a missile."); echo_to_ship( AT_RED , target , "A loud explosion shakes thee ship violently!" ); sprintf( buf, "You see a small explosion as %s is hit by a missile" , target->name ); echo_to_system( AT_ORANGE , target , buf , ship ); for ( ch = first_char; ch; ch = ch->next ) if ( !IS_NPC( ch ) && nifty_is_name( missile->fired_by, ch->name ) ) { ch_found = TRUE; damage_ship_ch( target , 30+missile->missiletype*missile->missiletype*30 , 50+missile->missiletype*missile->missiletype*missile->missiletype*50 , ch ); } if ( !ch_found ) damage_ship( target , ship, 20+missile->missiletype*missile->missiletype*20 , 30+missile->missiletype*missile->missiletype*ship->missiletype*30 ); extract_missile( missile ); } else { echo_to_room( AT_YELLOW , get_room_index(ship->gunseat), "Your missile explodes harmlessly in a cloud of chaff!" ); echo_to_cockpit( AT_YELLOW, target, "A missile explodes in your chaff."); extract_missile( missile ); } continue; } else { missile->age++; if (missile->age >= 50) { extract_missile( missile ); continue; } } } else { missile->age++; if (missile->age >= 50) extract_missile( missile ); } } for ( ship = first_ship; ship; ship = ship->next ) { if ( !ship->spaceobject ) continue; if( ship->shipstate == SHIP_LANDED && ship->spaceobject ) ship->shipstate = SHIP_READY; if ( ship->currspeed > 0 && ship->shipstate != SHIP_LAND && ship->shipstate != SHIP_LAND_2) { change = sqrt( ship->hx*ship->hx + ship->hy*ship->hy + ship->hz*ship->hz ); if (change > 0) { dx = ship->hx/change; dy = ship->hy/change; dz = ship->hz/change; ship->vx += (dx * ship->currspeed/5); ship->vy += (dy * ship->currspeed/5); ship->vz += (dz * ship->currspeed/5); } } if ( ship->tractoredby && ship->tractoredby->class <= ship->class ) { ship->tractoredby->currspeed = (ship->tractoredby->tractorbeam)/4; ship->tractoredby->hx = ship->vx - ship->tractoredby->vx; ship->tractoredby->hy = ship->vy - ship->tractoredby->vy; ship->tractoredby->hz = ship->vz - ship->tractoredby->vz; /* float hx,hy,hz; hx = ship->tractoredby->vx - ship->vx; hy = ship->tractoredby->vy - ship->vy; hz = ship->tractoredby->vz - ship->vz; change = sqrt( hx*hx + hy*hy + hz*hz ); if (change > 0) { dx = hx/change; dy = hy/change; dz = hz/change; ship->vx += UMIN( hx, (dx * (ship->tractoredby->currspeed+25)/5)); ship->vy += UMIN( hy, (dy * (ship->tractoredby->currspeed+25)/5)); ship->vz += UMIN( hz, (dz * (ship->tractoredby->currspeed+25)/5)); } */ } if ( ship->tractoredby && ship->tractoredby->class > ship->class ) { ship->currspeed = ship->tractoredby->tractorbeam/4; ship->hx = ship->tractoredby->vx - ship->vx; ship->hy = ship->tractoredby->vy - ship->vy; ship->hz = ship->tractoredby->vz - ship->vz; /* float hx,hy,hz; hx = ship->tractored->vx - ship->vx; hy = ship->tractored->vy - ship->vy; hz = ship->tractored->vz - ship->vz; change = sqrt( hx*hx + hy*hy + hz*hz ); if (change > 0) { dx = hx/change; dy = hy/change; dz = hz/change; ship->vx += UMIN( hx, (dx * (ship->tractored->currspeed+25)/5)); ship->vy += UMIN( hy, (dy * (ship->tractored->currspeed+25)/5)); ship->vz += UMIN( hz, (dz * (ship->tractored->currspeed+25)/5)); } */ } if ( ship->tractoredby ) { if ( abs(ship->vx - ship->tractoredby->vx) < 10 && abs(ship->vy - ship->tractoredby->vy) < 10 && abs(ship->vz - ship->tractoredby->vz) < 10 ) { if ( ship->class < ship->tractoredby->class ) { ship->vx = ship->tractoredby->vx; ship->vy = ship->tractoredby->vy; ship->vz = ship->tractoredby->vz; } if ( ship->class >= ship->tractoredby->class ) { ship->tractoredby->vx = ship->vx; ship->tractoredby->vy = ship->vy; ship->tractoredby->vz = ship->vz; } } } if ( autofly(ship) ) continue; for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { /* if ( ship->class != SHIP_PLATFORM && !autofly(ship) && ship->currspeed < 50) { if ( (spaceobj->gravity > 50) && strcmp(spaceobj->name,"") && space_in_range( ship, spaceobj ) ) { if (ship->vx >= spaceobj->xpos + 1 || ship->vx <= spaceobj->xpos - 1 ) ship->vx -= URANGE(-3,(spaceobj->gravity)/(ship->vx - spaceobj->xpos)/2,3); if (ship->vy >= spaceobj->ypos + 1 || ship->vy <= spaceobj->ypos - 1 ) ship->vy -= URANGE(-3,(spaceobj->gravity)/(ship->vy - spaceobj->ypos)/2,3); if (ship->vz >= spaceobj->zpos + 1 || ship->vz <= spaceobj->zpos - 1 ) ship->vz -= URANGE(-3,(spaceobj->gravity)/(ship->vz - spaceobj->zpos)/2,3); } } */ /* for ( target = ship->spaceobject->first_ship; target; target = target->next_in_spaceobject) { if ( target != ship && abs(ship->vx - target->vx) < 1 && abs(ship->vy - target->vy) < 1 && abs(ship->vz - target->vz) < 1 ) { ship->collision = target->maxhull; target->collision = ship->maxhull; } } */ if ( spaceobj->type == SPACE_SUN && spaceobj->name && strcmp(spaceobj->name,"") && abs(ship->vx - spaceobj->xpos) < 10 && abs(ship->vy - spaceobj->ypos) < 10 && abs(ship->vz - spaceobj->zpos) < 10 ) { /* Why the redundence of code here? Only need to evade once. Darrik Vequir */ crashsun = 1; } if (crashsun == 1) { /* Evading the sun added by Darrik Vequir */ ship->hx = 10 * ship->vx; ship->hy = 10 * ship->vy; ship->hz = 10 * ship->vz; ship->energy -= ship->currspeed/10; ship->currspeed = ship->realspeed; echo_to_room( AT_RED , get_room_index(ship->pilotseat), "Automatic Override: Evading to avoid collision with sun!\n\r" ); if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_3; else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_2; else ship->shipstate = SHIP_BUSY; } /* echo_to_cockpit( AT_BLOOD+AT_BLINK, ship, "You fly directly into the sun."); sprintf( buf , "%s flys directly into %s!", ship->name, ship->spaceobject->star2); echo_to_system( AT_ORANGE , ship , buf , NULL ); destroy_ship(ship , NULL); continue; */ if ( ship->currspeed > 0 ) { if ( spaceobj->type >= SPACE_PLANET && spaceobj->name && strcmp(spaceobj->name,"") && abs(ship->vx - spaceobj->xpos) < 10 && abs(ship->vy - spaceobj->ypos) < 10 && abs(ship->vz - spaceobj->zpos) < 10 ) { sprintf( buf , "You begin orbitting %s.", spaceobj->name); echo_to_cockpit( AT_YELLOW, ship, buf); sprintf( buf , "%s begins orbiting %s.", ship->name, spaceobj->name); echo_to_system( AT_ORANGE , ship , buf , NULL ); ship->inorbitof = spaceobj; ship->currspeed = 0; } } } } for ( ship = first_ship; ship; ship = ship->next ) { if (ship->shipstate == SHIP_HYPERSPACE) { float tx, ty, tz; float dist, origdist; ship->hyperdistance -= ship->hyperspeed; dist = (float) ship->hyperdistance; origdist = (float) ship->orighyperdistance; if ( dist == 0) dist = -1; tx = ( ship->vx - ship->jx ); ty = ( ship->vy - ship->jy ); tz = ( ship->vz - ship->jz ); ship->cx = ship->vx - (tx*(dist/origdist)); ship->cy = ship->vy - (ty*(dist/origdist)); ship->cz = ship->vz - (tz*(dist/origdist)); ship->count++; for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if( space_in_range_h( ship, spaceobj ) ) { int damage; echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Hyperjump complete."); echo_to_ship( AT_YELLOW, ship, "The ship slams to a halt as it comes out of hyperspace."); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); damage = 15* number_range( 1, 4 ); ship->hull -= damage; echo_to_ship( AT_YELLOW, ship, "The hull cracks from the pressure."); ship->vx = ship->cx; ship->vy = ship->cy; ship->vz = ship->cz; ship_to_spaceobject( ship, ship->currjump ); ship->currjump = NULL; echo_to_system( AT_YELLOW, ship, buf , NULL ); ship->shipstate = SHIP_READY; STRFREE( ship->home ); ship->home = STRALLOC( ship->spaceobject->name ); } if( target ) { echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Hyperjump complete."); echo_to_ship( AT_YELLOW, ship, "The ship slams to a halt as it comes out of hyperspace. An artificial gravity well surrounds you!"); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); ship->vx = ship->cx; ship->vy = ship->cy; ship->vz = ship->cz; ship_to_spaceobject( ship, ship->currjump ); ship->currjump = NULL; echo_to_system( AT_YELLOW, ship, buf , NULL ); ship->shipstate = SHIP_READY; STRFREE( ship->home ); ship->home = STRALLOC( ship->spaceobject->name ); } if (ship->shipstate == SHIP_HYPERSPACE && ship->hyperdistance <= 0 && !ship->tracking) { ship->count = 0; ship_to_spaceobject (ship, ship->currjump); if (ship->spaceobject == NULL) { echo_to_cockpit( AT_RED, ship, "Ship lost in Hyperspace. Make new calculations."); } else { echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Hyperjump complete."); echo_to_ship( AT_YELLOW, ship, "The ship lurches slightly as it comes out of hyperspace."); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); ship->cx = ship->vx; ship->cy = ship->vy; ship->cz = ship->vz; ship_to_spaceobject( ship, ship->currjump ); ship->currjump = NULL; echo_to_system( AT_YELLOW, ship, buf , NULL ); ship->shipstate = SHIP_READY; STRFREE( ship->home ); ship->home = STRALLOC( ship->spaceobject->name ); } } else if ( ( ship->count >= (ship->tcount ? ship->tcount : 10 ) ) && ship->shipstate == SHIP_HYPERSPACE && ship->tracking == TRUE) { ship_to_spaceobject (ship, ship->currjump); if (ship->spaceobject == NULL) { echo_to_cockpit( AT_RED, ship, "Ship lost in Hyperspace. Make new calculations."); } else { echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Hyperjump complete."); echo_to_ship( AT_YELLOW, ship, "The ship lurches slightly as it comes out of hyperspace."); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); ship->vx = ship->cx; ship->vy = ship->cy; ship->vz = ship->cz; ship_to_spaceobject( ship, ship->currjump ); ship->currjump = NULL; echo_to_system( AT_YELLOW, ship, buf , NULL ); ship->shipstate = SHIP_READY; STRFREE( ship->home ); ship->home = STRALLOC( ship->spaceobject->name ); speed = ship->hyperspeed; ship->jx = ship->vx + ship->tx; ship->jy = ship->vy + ship->ty; ship->jz = ship->vz + ship->tz; for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if( space_in_range( ship, spaceobj ) ) { ship->currjump = spaceobj; break; } if( !spaceobj ) ship->currjump = ship->spaceobject; ship->hyperdistance = abs(ship->vx - ship->jx) ; ship->hyperdistance += abs(ship->vy - ship->jy) ; ship->hyperdistance += abs(ship->vz - ship->jz) ; ship->hyperdistance /= 50; ship->orighyperdistance = ship->hyperdistance; ship->count = 0; do_radar( ship->ch, "" ); } } else if (ship->count >= 10 && ship->shipstate == SHIP_HYPERSPACE) { ship->count = 0; sprintf( buf ,"%d" , ship->hyperdistance ); echo_to_room_dnr( AT_YELLOW , get_room_index(ship->pilotseat), "Remaining jump distance: " ); echo_to_room( AT_WHITE , get_room_index(ship->pilotseat), buf ); } if( ship->shipstate == SHIP_HYPERSPACE ) if( ship->count%2 && ship->hyperdistance < 10*ship->hyperspeed && ship->hyperdistance > 0 ) { sprintf( buf ,"An alarm sounds. Your hyperjump is ending: %d" , ship->hyperdistance ); echo_to_ship( AT_RED , ship, buf ); } } if( ship->docked ) { ship->vx = ship->docked->vx; ship->vy = ship->docked->vy; ship->vz = ship->docked->vz; ship->cx = ship->docked->cx; ship->cy = ship->docked->cy; ship->cz = ship->docked->cz; ship->ox = ship->docked->ox; ship->oy = ship->docked->oy; ship->oz = ship->docked->oz; ship->jx = ship->docked->jx; ship->jy = ship->docked->jy; ship->jz = ship->docked->jz; ship->hx = ship->docked->hx; ship->hy = ship->docked->hy; ship->hz = ship->docked->hz; ship->shipstate = ship->docked->shipstate; ship->hyperdistance = ship->docked->hyperdistance; ship->currspeed = ship->docked->currspeed; ship->orighyperdistance = ship->docked->orighyperdistance; ship->location = ship->docked->location; ship->dest = ship->docked->dest; ship->spaceobject = ship->docked->spaceobject; ship->currjump = ship->docked->currjump; } if( ship->vx > MAX_COORD) ship->vx = -MAX_COORD_S; if( ship->vy > MAX_COORD) ship->vy = -MAX_COORD_S; if( ship->vz > MAX_COORD) ship->vz = -MAX_COORD_S; if( ship->vx > MAX_COORD) ship->vx = MAX_COORD_S; if( ship->vy > MAX_COORD) ship->vy = MAX_COORD_S; if( ship->vz > MAX_COORD) ship->vz = MAX_COORD_S; } /* if (ship->collision) { echo_to_cockpit( AT_WHITE+AT_BLINK , ship, "You have collided with another ship!" ); echo_to_ship( AT_RED , ship , "A loud explosion shakes the ship violently!" ); damage_ship( ship , NULL, ship->collision , ship->collision ); ship->collision = 0; } */ } void recharge_ships( ) { SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; bool closeem = FALSE; int distance, origchance = 100; baycount++; if ( baycount >= 60 ) { closeem = TRUE; baycount = 0; } for ( ship = first_ship; ship; ship = ship->next ) { if ( ship->class == 3 ) if ( closeem && ship->guard ) ship->bayopen = FALSE; if (ship->statet0 > 0) { ship->energy -= ship->statet0; ship->statet0 = 0; } if (ship->statei0 > 0) { ship->energy -= 10*ship->statei0; ship->statei0 = 0; } if (ship->statet1 > 0) { ship->energy -= ship->statet1; ship->statet1 = 0; } if (ship->statet2 > 0) { ship->energy -= ship->statet2; ship->statet2 = 0; } if (ship->statet3 > 0) { ship->energy -= ship->statet3; ship->statet3 = 0; } if (ship->statet4 > 0) { ship->energy -= ship->statet4; ship->statet4 = 0; } if (ship->statet5 > 0) { ship->energy -= ship->statet5; ship->statet5 = 0; } if (ship->statet6 > 0) { ship->energy -= ship->statet6; ship->statet6 = 0; } if (ship->statet7 > 0) { ship->energy -= ship->statet7; ship->statet7 = 0; } if (ship->statet8 > 0) { ship->energy -= ship->statet8; ship->statet8 = 0; } if (ship->statet9 > 0) { ship->energy -= ship->statet9; ship->statet9 = 0; } if (ship->statet10 > 0) { ship->energy -= ship->statet10; ship->statet10 = 0; } if( ship->docked && ship->docked->class == SHIP_PLATFORM ) { if( ship->maxenergy - ship->energy > 500 ) ship->energy += 500; else ship->energy = ship->maxenergy; } if (ship->missilestate == MISSILE_RELOAD_2) { ship->missilestate = MISSILE_READY; if ( ship->missiles > 0 ) echo_to_room( AT_YELLOW, get_room_index(ship->gunseat), "Missile launcher reloaded."); } if (ship->missilestate == MISSILE_RELOAD ) { ship->missilestate = MISSILE_RELOAD_2; } if (ship->missilestate == MISSILE_FIRED ) ship->missilestate = MISSILE_RELOAD; if ( autofly(ship) ) { if ( ship->spaceobject && ship->class != SHIP_DEBRIS ) { if (ship->target0 && ship->statet0 != LASER_DAMAGED ) { int chance = 75; SHIP_DATA * target = ship->target0; int shots, guns; int whichguns = 0; if ( ship->lasers && ship->ions && ship->lasers < 7 && ship->ions < 7 ) { whichguns = 2; guns = ship->lasers + ship->ions; } else if ( ship->target0->shield > 0 && ship->ions ) { whichguns = 1; guns = ship->ions; } else guns = ship->lasers; for ( shots=0 ; shots < guns; shots++ ) { if (ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25 && ship_in_range( ship, target ) && abs(target->vx - ship->vx) <= 1000 && abs(target->vy - ship->vy) <= 1000 && abs(target->vz - ship->vz) <= 1000 ) { if ( ship->class > 1 || is_facing ( ship , target ) ) { distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - ship->class; chance += ship->currspeed - target->currspeed; chance += ship->manuever - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); if ( number_percent( ) > chance ) { sprintf( buf , "%s fires at you but misses." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf, "Weaponsfire from %s barely misses %s." , ship->name , target->name ); echo_to_system( AT_ORANGE , target , buf , NULL ); } else { if( whichguns == 0 ) { sprintf( buf, "Laserfire from %s hits %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , target , buf , NULL ); sprintf( buf , "You are hit by lasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM ) damage_ship( target, ship, 100, 250 ); else if( ship->class == CAPITAL_SHIP && target->class != CAPITAL_SHIP ) damage_ship( target, ship, 50, 200 ); else damage_ship( target, ship , 5 , 10 ); } else if( whichguns == 1 ) { sprintf( buf, "Blue plasma from %s engulfs %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , target , buf , NULL ); sprintf( buf , "You are engulfed by ion energy from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM ) damage_ship( target, ship, -250, -100 ); else if( ship->class == CAPITAL_SHIP && target->class != CAPITAL_SHIP ) damage_ship( target, ship, -200, -50 ); else damage_ship( target, ship , -10, -5 ); } else if( whichguns == 2 ) { if( shots < ship->lasers ) { sprintf( buf, "Laserfire from %s hits %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , target , buf , NULL ); sprintf( buf , "You are hit by lasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM ) damage_ship( target, ship, 100, 250 ); else if( ship->class == CAPITAL_SHIP && target->class != CAPITAL_SHIP ) damage_ship( target, ship, 50, 200 ); else damage_ship( target, ship , 5 , 10 ); } else { sprintf( buf, "Ion energy from %s hits %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , target , buf , NULL ); sprintf( buf , "You are hit by an ion cannon from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM ) damage_ship( target, ship, -250, -100 ); else if( ship->class == CAPITAL_SHIP && target->class != CAPITAL_SHIP ) damage_ship( target, ship, -200, -50 ); else damage_ship( target, ship , -10, -5 ); } } } ship->statet0++; if ( autofly(target) && !target->target0) { sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); target->target0 = ship; } } } } } } } } } void update_space( ) { SHIP_DATA *ship; SHIP_DATA *target; char buf[MAX_STRING_LENGTH]; int too_close, target_too_close; SPACE_DATA *spaceobj; int recharge; for ( ship = first_ship; ship; ship = ship->next ) { if ( ship->spaceobject && ship->energy > 0 && ship->shipstate == SHIP_DISABLED && ship->class != SHIP_PLATFORM ) ship->energy -= 100; else if ( ship->energy > 0 ) ship->energy += ( 5 + ship->class*5 ); else ship->energy = 0; if ( ship->chaff_released > 0 ) ship->chaff_released--; /* following was originaly to fix ships that lost their pilot in the middle of a manuever and are stuck in a busy state but now used for timed manouevers such as turning */ if( ship->shipstate == SHIP_READY && ship->tracking == TRUE ) { if( ship->count == 0 ) { ship->count++; } else { do_hyperspace( ship->ch, "" ); ship->count = 0; } } if (ship->shipstate == SHIP_BUSY_3) { echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Manuever complete."); ship->shipstate = SHIP_READY; } if (ship->shipstate == SHIP_BUSY_2) ship->shipstate = SHIP_BUSY_3; if (ship->shipstate == SHIP_BUSY) ship->shipstate = SHIP_BUSY_2; if (ship->shipstate == SHIP_LAND_2) landship( ship , ship->dest ); if (ship->shipstate == SHIP_LAND) { approachland( ship, ship->dest ); ship->shipstate = SHIP_LAND_2; } if (ship->shipstate == SHIP_LAUNCH_2) launchship( ship ); if (ship->shipstate == SHIP_LAUNCH) ship->shipstate = SHIP_LAUNCH_2; if (ship->docking == SHIP_DOCK_2) dockship( ship->ch , ship ); if (ship->docking == SHIP_DOCK) ship->docking = SHIP_DOCK_2; ship->shield = UMAX( 0 , ship->shield-1-ship->class); if (ship->autorecharge && ship->maxshield > ship->shield && ship->energy > 100) { recharge = UMIN( ship->maxshield-ship->shield, 10 + ship->class*10 ); recharge = UMIN( recharge , ship->energy/2 -100 ); recharge = UMAX( 1, recharge ); ship->shield += recharge; ship->energy -= recharge; } if ( autofly(ship) && ( ship->energy >= ((25+ship->class*25)*(2+ship->class) ) ) && ((ship->maxshield - ship->shield) >= ( 25+ship->class*25 ) ) ) { recharge = 25+ship->class*25; recharge = UMIN( ship->maxshield-ship->shield , recharge ); ship->shield += recharge; ship->energy -= ( recharge*2 + recharge * ship->class ); } if (ship->shield > 0) { if (ship->energy < 200) { ship->shield = 0; echo_to_cockpit( AT_RED, ship,"The ships shields fizzle and die."); ship->autorecharge = FALSE; } } if ( ship->spaceobject && ship->currspeed > 0 ) { sprintf( buf, "%d", ship->currspeed ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->pilotseat), "Speed: " ); echo_to_room_dnr( AT_LBLUE , get_room_index(ship->pilotseat), buf ); sprintf( buf, "%.0f %.0f %.0f", ship->vx , ship->vy, ship->vz ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->pilotseat), " Coords: " ); echo_to_room( AT_LBLUE , get_room_index(ship->pilotseat), buf ); if ( ship->pilotseat != ship->coseat ) { sprintf( buf, "%d", ship->currspeed ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->coseat), "Speed: " ); echo_to_room_dnr( AT_LBLUE , get_room_index(ship->coseat), buf ); sprintf( buf, "%.0f %.0f %.0f", ship->vx , ship->vy, ship->vz ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->coseat), " Coords: " ); echo_to_room( AT_LBLUE , get_room_index(ship->coseat), buf ); } } if ( ship->spaceobject ) { too_close = ship->currspeed + 50; too_close = ship->currspeed + 50; for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if ( spaceobj->name && strcmp(spaceobj->name,"") && abs(ship->vx - spaceobj->xpos) < too_close && abs(ship->vy - spaceobj->ypos) < too_close && abs(ship->vz - spaceobj->zpos) < too_close ) { sprintf( buf, "Proximity alert: %s %.0f %.0f %.0f", spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos); echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf ); } for ( target = first_ship; target; target = target->next ) { if( (target->docked && target->docked == ship) || (ship->docked && ship->docked == target ) ) continue; if ( ship->docked && target->docked && target->docked == ship->docked ) continue; target_too_close = too_close+target->currspeed; if( target->spaceobject ) if ( target != ship && abs(ship->vx - target->vx) < target_too_close && abs(ship->vy - target->vy) < target_too_close && abs(ship->vz - target->vz) < target_too_close && ship->docked != target && target->docked != ship ) { sprintf( buf, "Proximity alert: %s %.0f %.0f %.0f" , target->name, target->vx - ship->vx, target->vy - ship->vy, target->vz - ship->vz); echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf ); } } too_close = ship->currspeed + 100; } if (ship->target0 && ship->class <= SHIP_PLATFORM) { sprintf( buf, "%s %.0f %.0f %.0f", ship->target0->name, ship->target0->vx , ship->target0->vy, ship->target0->vz ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->gunseat), "Target: " ); echo_to_room( AT_LBLUE , get_room_index(ship->gunseat), buf ); if (!ship_in_range( ship, ship->target0 ) ) { echo_to_room( AT_LBLUE , get_room_index(ship->gunseat), "Your target seems to have left."); ship->target0 = NULL; } } if (ship->target1 && ship->class <= SHIP_PLATFORM) { sprintf( buf, "%s %.0f %.0f %.0f", ship->target1->name, ship->target1->vx , ship->target1->vy, ship->target1->vz ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->turret1), "Target: " ); echo_to_room( AT_LBLUE , get_room_index(ship->turret1), buf ); if (!ship_in_range( ship, ship->target1 ) ) ship->target1 = NULL; } if (ship->target2 && ship->class <= SHIP_PLATFORM) { sprintf( buf, "%s %.0f %.0f %.0f", ship->target2->name, ship->target2->vx , ship->target2->vy, ship->target2->vz ); echo_to_room_dnr( AT_BLUE , get_room_index(ship->turret2), "Target: " ); echo_to_room( AT_LBLUE , get_room_index(ship->turret2), buf ); if (!ship_in_range( ship, ship->target2 ) ) ship->target2 = NULL; } if (ship->energy < 100 && ship->spaceobject ) { echo_to_cockpit( AT_RED , ship, "Warning: Ship fuel low." ); } ship->energy = URANGE( 0 , ship->energy, ship->maxenergy ); } for ( ship = first_ship; ship; ship = ship->next ) { if( ship->target0 && autofly(ship) ) if( !ship_in_range( ship->target0, ship ) ) { echo_to_room( AT_BLUE , get_room_index(ship->pilotseat), "Target left, returning to NORMAL condition.\n\r" ); ship->currspeed = 0; ship->target0 = NULL; } if (ship->autotrack && ship->docking == SHIP_READY && ship->target0 && ship->class < 3 ) { target = ship->target0; too_close = ship->currspeed + 10; target_too_close = too_close+target->currspeed; if ( target != ship && ship->shipstate == SHIP_READY && ship->docked == NULL && ship->shipstate != SHIP_DOCKED && abs(ship->vx - target->vx) < target_too_close && abs(ship->vy - target->vy) < target_too_close && abs(ship->vz - target->vz) < target_too_close ) { ship->hx = 0-(ship->target0->vx - ship->vx); ship->hy = 0-(ship->target0->vy - ship->vy); ship->hz = 0-(ship->target0->vz - ship->vz); ship->energy -= ship->currspeed/10; echo_to_room( AT_RED , get_room_index(ship->pilotseat), "Autotrack: Evading to avoid collision!\n\r" ); if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_3; else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_2; else ship->shipstate = SHIP_BUSY; } else if ( !is_facing(ship, ship->target0) && ship->docked == NULL && ship->shipstate != SHIP_DOCKED ) { ship->hx = ship->target0->vx - ship->vx; ship->hy = ship->target0->vy - ship->vy; ship->hz = ship->target0->vz - ship->vz; ship->energy -= ship->currspeed/10; echo_to_room( AT_BLUE , get_room_index(ship->pilotseat), "Autotracking target ... setting new course.\n\r" ); if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_3; else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_2; else ship->shipstate = SHIP_BUSY; } } if ( autofly(ship) && ship->class != SHIP_DEBRIS ) { if ( ship->spaceobject ) { check_hostile( ship ); if (ship->target0 ) { int chance = 50; int projectiles = -1; if ( !ship->target0->target0 && autofly(ship->target0)) ship->target0->target0 = ship; /* auto assist ships */ for ( target = first_ship; target; target = target->next) { if( ship_in_range( ship, target ) ) if ( autofly(target) && target->docked == NULL && target->shipstate != SHIP_DOCKED ) if ( !str_cmp ( target->owner , ship->owner ) && target != ship ) if ( target->target0 == NULL && ship->target0 != target ) { target->target0 = ship->target0; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , target->target0 , buf ); break; } } target = ship->target0; ship->autotrack = TRUE; if( ship->class != SHIP_PLATFORM && !ship->guard && ship->docked == NULL && ship->shipstate != SHIP_DOCKED ) ship->currspeed = ship->realspeed; if ( ship->energy >200 ) ship->autorecharge=TRUE; if (ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25 && ship->missilestate == MISSILE_READY && ship_in_range( ship, target ) && abs(target->vx - ship->vx) <= 1200 && abs(target->vy - ship->vy) <= 1200 && abs(target->vz - ship->vz) <= 1200 ) { if ( ship->class > 1 || is_facing( ship , target ) ) { chance -= target->manuever/5; chance -= target->currspeed/20; chance += target->class*target->class*25; chance -= ( abs(target->vx - ship->vx)/100 ); chance -= ( abs(target->vy - ship->vy)/100 ); chance -= ( abs(target->vz - ship->vz)/100 ); chance += ( 30 ); chance = URANGE( 10 , chance , 90 ); if( ( target->class == SHIP_PLATFORM || ( target->class == CAPITAL_SHIP && target->currspeed < 50 )) && ship->rockets > 0 ) projectiles = HEAVY_ROCKET; else if ( ( target->class == MIDSIZE_SHIP || ( target->class == CAPITAL_SHIP) ) && ship->torpedos > 0 ) projectiles = PROTON_TORPEDO; else if ( ship->missiles < 0 && ship->torpedos > 0 ) projectiles = PROTON_TORPEDO; else if ( ship->missiles < 0 && ship->rockets > 0 ) projectiles = HEAVY_ROCKET; else if ( ship->missiles > 0 ) projectiles = CONCUSSION_MISSILE; else projectiles = -1; if ( number_percent( ) > chance || projectiles == -1 ) { } else { new_missile( ship , target , NULL , projectiles ); if( projectiles == CONCUSSION_MISSILE ) ship->missiles--; if( projectiles == PROTON_TORPEDO ) ship->torpedos--; if( projectiles == HEAVY_ROCKET ) ship->rockets--; sprintf( buf , "Incoming projectile from %s." , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf, "%s fires a projectile towards %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , target , buf , NULL ); if ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM ) ship->missilestate = MISSILE_RELOAD_2; else ship->missilestate = MISSILE_FIRED; } } } if( ship->missilestate == MISSILE_DAMAGED ) ship->missilestate = MISSILE_READY; if( ship->statet0 == LASER_DAMAGED ) ship->statet0 = LASER_READY; if( ship->statei0 == LASER_DAMAGED ) ship->statei0 = LASER_READY; if( ship->shipstate == SHIP_DISABLED ) ship->shipstate = SHIP_READY; } else ship->currspeed = 0; } else { if ( number_range(1, 25) == 25 ) { ship_to_spaceobject(ship, spaceobject_from_name(ship->home) ); if( ship->spaceobject ) { ship->vx = ship->spaceobject->xpos + number_range( -5000 , 5000 ); ship->vy = ship->spaceobject->ypos + number_range( -5000 , 5000 ); ship->vz = ship->spaceobject->zpos + number_range( -5000 , 5000 ); ship->hx = 1; ship->hy = 1; ship->hz = 1; } } } } if ( ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM ) && ship->target0 == NULL ) { if( ship->missiles < ship->maxmissiles ) ship->missiles++; if( ship->torpedos < ship->maxtorpedos ) ship->torpedos++; if( ship->rockets < ship->maxrockets ) ship->rockets++; if( ship->chaff < ship->maxchaff ) ship->chaff++; } save_ship( ship ); } } void write_spaceobject_list( ) { SPACE_DATA *tspaceobject; FILE *fpout; char filename[256]; sprintf( filename, "%s%s", SPACE_DIR, SPACE_LIST ); fpout = fopen( filename, "w" ); if ( !fpout ) { bug( "FATAL: cannot open space.lst for writing!\n\r", 0 ); return; } for ( tspaceobject = first_spaceobject; tspaceobject; tspaceobject = tspaceobject->next ) fprintf( fpout, "%s\n", tspaceobject->filename ); fprintf( fpout, "$\n" ); fclose( fpout ); } /* * Get pointer to space structure from spaceobject name. */ SPACE_DATA *spaceobject_from_name( char *name ) { SPACE_DATA *spaceobject; for ( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) if ( !str_cmp( name, spaceobject->name ) ) return spaceobject; for ( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) if ( !str_prefix( name, spaceobject->name ) ) return spaceobject; return NULL; } /* * Get pointer to space structure from the dock vnun. */ SPACE_DATA *spaceobject_from_vnum( int vnum ) { SPACE_DATA *spaceobject; SHIP_DATA *ship; for ( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) if ( vnum == spaceobject->doca || vnum == spaceobject->docb || vnum == spaceobject->docc ) return spaceobject; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->hanger ) { if( !(ship->bayopen) ) return NULL; return ship->spaceobject; } return NULL; } /* * Save a spaceobject's data to its data file */ void save_spaceobject( SPACE_DATA *spaceobject ) { FILE *fp; char filename[256]; char buf[MAX_STRING_LENGTH]; if ( !spaceobject ) { bug( "save_spaceobject: null pointer!", 0 ); return; } if ( !spaceobject->filename || spaceobject->filename[0] == '\0' ) { sprintf( buf, "save_spaceobject: %s has no filename", spaceobject->name ); bug( buf, 0 ); return; } sprintf( filename, "%s%s", SPACE_DIR, spaceobject->filename ); fclose( fpReserve ); if ( ( fp = fopen( filename, "w" ) ) == NULL ) { bug( "save_spaceobject: fopen", 0 ); perror( filename ); } else { fprintf( fp, "#SPACE\n" ); fprintf( fp, "Name %s~\n", spaceobject->name ); fprintf( fp, "Filename %s~\n", spaceobject->filename ); fprintf( fp, "Type %d~\n", spaceobject->type ); fprintf( fp, "Locationa %s~\n", spaceobject->locationa ); fprintf( fp, "Locationb %s~\n", spaceobject->locationb ); fprintf( fp, "Locationc %s~\n", spaceobject->locationc ); fprintf( fp, "Doca %d\n", spaceobject->doca ); fprintf( fp, "Docb %d\n", spaceobject->docb ); fprintf( fp, "Docc %d\n", spaceobject->docc ); fprintf( fp, "Seca %d\n", spaceobject->seca ); fprintf( fp, "Secb %d\n", spaceobject->secb ); fprintf( fp, "Secc %d\n", spaceobject->secc ); fprintf( fp, "Gravity %d\n", spaceobject->gravity ); fprintf( fp, "Xpos %.0f\n", spaceobject->xpos ); fprintf( fp, "Ypos %.0f\n", spaceobject->ypos ); fprintf( fp, "Zpos %.0f\n", spaceobject->zpos ); fprintf( fp, "HX %.0f\n", spaceobject->hx ); fprintf( fp, "HY %.0f\n", spaceobject->hy ); fprintf( fp, "HZ %.0f\n", spaceobject->hz ); fprintf( fp, "SP %d\n", spaceobject->speed ); fprintf( fp, "Trainer %d\n", spaceobject->trainer ); fprintf( fp, "End\n\n" ); fprintf( fp, "#END\n" ); } fclose( fp ); fpReserve = fopen( NULL_FILE, "r" ); return; } /* * Read in actual spaceobject data. */ #if defined(KEY) #undef KEY #endif #define KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = value; \ fMatch = TRUE; \ break; \ } void fread_spaceobject( SPACE_DATA *spaceobject, FILE *fp ) { char buf[MAX_STRING_LENGTH]; char *word; bool fMatch; for ( ; ; ) { word = feof( fp ) ? "End" : fread_word( fp ); fMatch = FALSE; switch ( UPPER(word[0]) ) { case '*': fMatch = TRUE; fread_to_eol( fp ); break; case 'D': KEY( "Doca", spaceobject->doca, fread_number( fp ) ); KEY( "Docb", spaceobject->docb, fread_number( fp ) ); KEY( "Docc", spaceobject->docc, fread_number( fp ) ); break; case 'E': if ( !str_cmp( word, "End" ) ) { if (!spaceobject->name) spaceobject->name = STRALLOC( "" ); if (!spaceobject->locationa) spaceobject->locationa = STRALLOC( "" ); if (!spaceobject->locationb) spaceobject->locationb = STRALLOC( "" ); if (!spaceobject->locationc) spaceobject->locationc = STRALLOC( "" ); return; } break; case 'F': KEY( "Filename", spaceobject->filename, fread_string_nohash( fp ) ); break; case 'G': KEY( "Gravity", spaceobject->gravity, fread_number( fp ) ); break; case 'H': KEY( "HX", spaceobject->hx, fread_number( fp ) ); KEY( "HY", spaceobject->hy, fread_number( fp ) ); KEY( "HZ", spaceobject->hz, fread_number( fp ) ); break; case 'L': KEY( "Locationa", spaceobject->locationa, fread_string( fp ) ); KEY( "Locationb", spaceobject->locationb, fread_string( fp ) ); KEY( "Locationc", spaceobject->locationc, fread_string( fp ) ); break; case 'N': KEY( "Name", spaceobject->name, fread_string( fp ) ); break; /* case 'P': break; KEY( "Star1", spaceobject->star1, fread_string( fp ) ); KEY( "Star2", spaceobject->star2, fread_string( fp ) ); KEY( "S1x", spaceobject->s1x, fread_number( fp ) ); KEY( "S1y", spaceobject->s1y, fread_number( fp ) ); KEY( "S1z", spaceobject->s1z, fread_number( fp ) ); KEY( "S2x", spaceobject->s2x, fread_number( fp ) ); KEY( "S2y", spaceobject->s2y, fread_number( fp ) ); KEY( "S2z", spaceobject->s2z, fread_number( fp ) ); */ case 'S': KEY( "Seca", spaceobject->seca, fread_number( fp ) ); KEY( "Secb", spaceobject->secb, fread_number( fp ) ); KEY( "Secc", spaceobject->secc, fread_number( fp ) ); KEY( "SP", spaceobject->speed, fread_number( fp ) ); case 'T': KEY( "Trainer", spaceobject->trainer, fread_number( fp ) ); KEY( "Type", spaceobject->type, fread_number( fp ) ); case 'X': KEY( "Xpos", spaceobject->xpos, fread_number( fp ) ); case 'Y': KEY( "Ypos", spaceobject->ypos, fread_number( fp ) ); case 'Z': KEY( "Zpos", spaceobject->zpos, fread_number( fp ) ); } if ( !fMatch ) { sprintf( buf, "Fread_spaceobject: no match: %s", word ); bug( buf, 0 ); } } } /* * Load a spaceobject file */ bool load_spaceobject( char *spaceobjectfile ) { char filename[256]; SPACE_DATA *spaceobject; FILE *fp; bool found; CREATE( spaceobject, SPACE_DATA, 1 ); found = FALSE; sprintf( filename, "%s%s", SPACE_DIR, spaceobjectfile ); if ( ( fp = fopen( filename, "r" ) ) != NULL ) { found = TRUE; LINK( spaceobject, first_spaceobject, last_spaceobject, next, prev ); for ( ; ; ) { char letter; char *word; letter = fread_letter( fp ); if ( letter == '*' ) { fread_to_eol( fp ); continue; } if ( letter != '#' ) { bug( "Load_spaceobject_file: # not found.", 0 ); break; } word = fread_word( fp ); if ( !str_cmp( word, "SPACE" ) ) { fread_spaceobject( spaceobject, fp ); break; } else if ( !str_cmp( word, "END" ) ) break; else { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Load_spaceobject_file: bad section: %s.", word ); bug( buf, 0 ); break; } } fclose( fp ); } if ( !(found) ) DISPOSE( spaceobject ); return found; } /* * Load in all the spaceobject files. */ void load_space( ) { FILE *fpList; char *filename; char spaceobjectlist[256]; char buf[MAX_STRING_LENGTH]; first_spaceobject = NULL; last_spaceobject = NULL; log_string( "Loading space..." ); sprintf( spaceobjectlist, "%s%s", SPACE_DIR, SPACE_LIST ); fclose( fpReserve ); if ( ( fpList = fopen( spaceobjectlist, "r" ) ) == NULL ) { perror( spaceobjectlist ); exit( 1 ); } for ( ; ; ) { filename = feof( fpList ) ? "$" : fread_word( fpList ); if ( filename[0] == '$' ) break; if ( !load_spaceobject( filename ) ) { sprintf( buf, "Cannot load spaceobject file: %s", filename ); bug( buf, 0 ); } } fclose( fpList ); log_string(" Done spaceobjects " ); fpReserve = fopen( NULL_FILE, "r" ); return; } void do_setspaceobject( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; SPACE_DATA *spaceobject; if ( IS_NPC( ch ) ) { send_to_char( "Huh?\n\r", ch ); return; } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' || arg1[0] == '\0' ) { send_to_char( "Usage: setspaceobject <spaceobject> <field> <values>\n\r", ch ); send_to_char( "\n\rField being one of:\n\r", ch ); send_to_char( "name filename type trainer,\n\r", ch ); send_to_char( "xpos ypos zpos gravity seca secb secc,\n\r", ch ); send_to_char( "locationa locationb locationc doca docb docc\n\r", ch ); send_to_char( "", ch ); return; } spaceobject = spaceobject_from_name( arg1 ); if ( !spaceobject ) { send_to_char( "No such spaceobject.\n\r", ch ); return; } if ( !str_cmp( arg2, "trainer" ) ) { if ( spaceobject->trainer ) spaceobject->trainer = 0; else spaceobject->trainer = 1; send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "seca" ) ) { if ( spaceobject->seca ) spaceobject->seca = 0; else spaceobject->seca = 1; send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "secb" ) ) { if ( spaceobject->secb ) spaceobject->secb = 0; else spaceobject->secb = 1; send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "secc" ) ) { if ( spaceobject->secc ) spaceobject->secc = 0; else spaceobject->secc = 1; send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "type" ) ) { spaceobject->type = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "doca" ) ) { spaceobject->doca = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "docb" ) ) { spaceobject->docb = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "docc" ) ) { spaceobject->docc = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "xpos" ) ) { spaceobject->xpos = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "ypos" ) ) { spaceobject->ypos = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "zpos" ) ) { spaceobject->zpos = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "gravity" ) ) { spaceobject->gravity = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "hx" ) ) { spaceobject->hx = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "hy" ) ) { spaceobject->hy = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "hz" ) ) { spaceobject->hz = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "speed" ) ) { spaceobject->speed = atoi( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "name" ) ) { STRFREE( spaceobject->name ); spaceobject->name = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "filename" ) ) { DISPOSE( spaceobject->filename ); spaceobject->filename = strdup( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "locationa" ) ) { STRFREE( spaceobject->locationa ); spaceobject->locationa = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "locationb" ) ) { STRFREE( spaceobject->locationb ); spaceobject->locationb = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } if ( !str_cmp( arg2, "locationc" ) ) { STRFREE( spaceobject->locationc ); spaceobject->locationc = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_spaceobject( spaceobject ); return; } do_setspaceobject( ch, "" ); return; } void showspaceobject( CHAR_DATA *ch , SPACE_DATA *spaceobject ) { ch_printf( ch, "Space object:%s Trainer: %s Filename: %s Type %d\n\r", spaceobject->name, (spaceobject->trainer ? "Yes" : "No"), spaceobject->filename, spaceobject->type ); ch_printf( ch, "Coordinates: %.0f %0.f %.0f\n\rGravity: %d\n\r", spaceobject->xpos , spaceobject->ypos, spaceobject->zpos, spaceobject->gravity); ch_printf( ch, " doca: %5d (%s)\n\r", spaceobject->doca, spaceobject->locationa); ch_printf( ch, " docb: %5d (%s)\n\r", spaceobject->docb, spaceobject->locationb); ch_printf( ch, " docc: %5d (%s)\n\r", spaceobject->docc, spaceobject->locationc); return; } void do_showspaceobject( CHAR_DATA *ch, char *argument ) { SPACE_DATA *spaceobject; spaceobject = spaceobject_from_name( argument ); if ( spaceobject == NULL ) send_to_char("&RNo such spaceobject.\n\r",ch); else showspaceobject(ch , spaceobject); } void do_makespaceobject( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char filename[256]; SPACE_DATA *spaceobject; if ( !argument || argument[0] == '\0' ) { send_to_char( "Usage: makespaceobject <spaceobject name>\n\r", ch ); return; } CREATE( spaceobject, SPACE_DATA, 1 ); LINK( spaceobject, first_spaceobject, last_spaceobject, next, prev ); spaceobject->name = STRALLOC( argument ); spaceobject->locationa = STRALLOC( "" ); spaceobject->locationb = STRALLOC( "" ); spaceobject->locationc = STRALLOC( "" ); argument = one_argument( argument, arg ); sprintf( filename, "%s.system" , strlower(arg) ); spaceobject->filename = str_dup( filename ); save_spaceobject( spaceobject ); write_spaceobject_list(); } void do_spaceobjects( CHAR_DATA *ch, char *argument ) { SPACE_DATA *spaceobject; int count = 0; set_char_color( AT_RED, ch ); for ( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) { if( spaceobject->type > SPACE_SUN ) continue; if ( !(spaceobject->trainer && (!IS_GOD(ch))) ) ch_printf( ch, "%s\n\r", spaceobject->name ); count++; } ch_printf( ch, "\n\r" ); set_char_color( AT_NOTE, ch ); for ( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) { if( spaceobject->type != SPACE_PLANET ) continue; if ( !(spaceobject->trainer && (!IS_GOD(ch))) ) ch_printf( ch, "%s\n\r", spaceobject->name ); count++; } if ( !count ) { send_to_char( "There are no spaceobjects currently formed.\n\r", ch ); return; } } void echo_to_ship( int color , SHIP_DATA *ship , char *argument ) { int room; for ( room = ship->firstroom ; room <= ship->lastroom ;room++ ) { echo_to_room( color , get_room_index(room) , argument ); } } void sound_to_ship( SHIP_DATA *ship , char *argument ) { int roomnum; ROOM_INDEX_DATA *room; CHAR_DATA *vic; for ( roomnum = ship->firstroom ; roomnum <= ship->lastroom ;roomnum++ ) { room = get_room_index( roomnum ); if ( room == NULL ) continue; for ( vic = room->first_person; vic; vic = vic->next_in_room ) { if ( !IS_NPC(vic) && IS_SET( vic->act, PLR_SOUND ) ) send_to_char( argument, vic ); } } } void echo_to_docked( int color , SHIP_DATA *ship , char *argument ) { SHIP_DATA *dship; for( dship = first_ship; dship; dship = dship->next ) if( dship->docked && dship->docked == ship) echo_to_cockpit( color, dship, argument ); } void echo_to_cockpit( int color , SHIP_DATA *ship , char *argument ) { int room; for ( room = ship->firstroom ; room <= ship->lastroom ;room++ ) { if ( room == ship->cockpit || room == ship->navseat || room == ship->pilotseat || room == ship->coseat || room == ship->gunseat || room == ship->engineroom || room == ship->turret1 || room == ship->turret2 || room == ship->turret3 || room == ship->turret4 || room == ship->turret5 || room == ship->turret6 || room == ship->turret7 || room == ship->turret8 || room == ship->turret9 || room == ship->turret0) echo_to_room( color , get_room_index(room) , argument ); } } bool ship_in_range( SHIP_DATA *ship, SHIP_DATA *target ) { if (target && ship && target != ship ) if ( target->spaceobject && ship->spaceobject && target->shipstate != SHIP_LANDED && abs(target->vx - ship->vx) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+3) && abs(target->vy - ship->vy) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+3) && abs(target->vz - ship->vz) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+3) ) return TRUE; return FALSE; } bool missile_in_range( SHIP_DATA *ship, MISSILE_DATA *missile ) { if ( missile && ship ) if ( ship->spaceobject && abs(missile->mx - ship->vx) < 5000 && abs(missile->my - ship->vy) < 5000 && abs(missile->mz - ship->vz) < 5000 ) return TRUE; return FALSE; } bool space_in_range( SHIP_DATA *ship, SPACE_DATA *object ) { if (object && ship ) if ( ship->spaceobject && abs(object->xpos - ship->vx) < 100000 && abs(object->ypos - ship->vy) < 100000 && abs(object->zpos - ship->vz) < 100000 ) return TRUE; return FALSE; } bool space_in_range_c( SHIP_DATA *ship, SPACE_DATA *object ) { if (object && ship ) if ( abs(object->xpos - ship->vx) < 10000 && abs(object->ypos - ship->vy) < 10000 && abs(object->zpos - ship->vz) < 10000 ) return TRUE; return FALSE; } bool space_in_range_h( SHIP_DATA *ship, SPACE_DATA *object ) { if (object && ship ) if ( abs(object->xpos - ship->cx) < (object->gravity*5) && abs(object->ypos - ship->cy) < (object->gravity*5) && abs(object->zpos - ship->cz) < (object->gravity*5) ) return TRUE; return FALSE; } char * print_distance_ship( SHIP_DATA *ship, SHIP_DATA *target ) { char *buf; float hx, hy, hz; hx = target->vx - ship->vx; hy = target->vy - ship->vy; hz = target->vz - ship->vz; sprintf( buf, "%.0f %.0f %.0f", hx, hy, hz); return buf; } void echo_to_system( int color , SHIP_DATA *ship , char *argument , SHIP_DATA *ignore ) { SHIP_DATA *target; if (!ship->spaceobject) return; for ( target = first_ship; target; target = target->next ) { if( !ship_in_range( ship, target ) ) continue; if (target != ship && target != ignore ) if ( abs(target->vx - ship->vx) < 100*(target->sensor+10)*((ship->class == SHIP_DEBRIS ? 2 : ship->class)+1) && abs(target->vy - ship->vy) < 100*(target->sensor+10)*((ship->class == SHIP_DEBRIS ? 2 : ship->class)+1) && abs(target->vz - ship->vz) < 100*(target->sensor+10)*((ship->class == SHIP_DEBRIS ? 2 : ship->class)+1) ) echo_to_cockpit( color , target , argument ); } } bool is_facing( SHIP_DATA *ship , SHIP_DATA *target ) { float dy, dx, dz, hx, hy, hz; float cosofa; hx = ship->hx; hy = ship->hy; hz = ship->hz; dx = target->vx - ship->vx; dy = target->vy - ship->vy; dz = target->vz - ship->vz; cosofa = ( hx*dx + hy*dy + hz*dz ) / ( sqrt(hx*hx+hy*hy+hz*hz) + sqrt(dx*dx+dy*dy+dz*dz) ); if ( cosofa > 0.75 ) return TRUE; return FALSE; } long int get_ship_value( SHIP_DATA *ship ) { long int price; if (ship->class == FIGHTER_SHIP) price = 5000; else if (ship->class == MIDSIZE_SHIP) price = 50000; else if (ship->class == CAPITAL_SHIP) price = 500000; else price = 2000; if ( ship->class <= CAPITAL_SHIP ) price += ( ship->manuever*100*(1+ship->class) ); price += ( ship->tractorbeam * 100 ); price += ( ship->realspeed * 10 ); price += ( ship->astro_array *5 ); price += ( 5 * ship->maxhull ); price += ( 2 * ship->maxenergy ); if (ship->maxenergy > 5000 ) price += ( (ship->maxenergy-5000)*20 ) ; if (ship->maxenergy > 10000 ) price += ( (ship->maxenergy-10000)*50 ); if (ship->maxhull > 1000) price += ( (ship->maxhull-1000)*10 ); if (ship->maxhull > 10000) price += ( (ship->maxhull-10000)*20 ); if (ship->maxshield > 200) price += ( (ship->maxshield-200)*50 ); if (ship->maxshield > 1000) price += ( (ship->maxshield-1000)*100 ); if (ship->realspeed > 100 ) price += ( (ship->realspeed-100)*500 ) ; if (ship->lasers > 5 ) price += ( (ship->lasers-5)*500 ); if (ship->maxshield) price += ( 1000 + 10 * ship->maxshield); if (ship->lasers) price += ( 500 + 500 * ship->lasers ); if (ship->missiles ) price += ( 250 * ship->missiles ); else if (ship->torpedos ) price += ( 500 * ship->torpedos ); else if (ship->rockets ) price += ( 1000 * ship->rockets ); if (ship->turret1) price += 5000; if (ship->turret2) price += 5000; if (ship->hyperspeed) price += ( 1000 + ship->hyperspeed * 10 ); if (ship->hanger) price += ( ship->class == MIDSIZE_SHIP ? 50000 : 100000 ); price *= 1.5; return price; } void write_ship_list( ) { SHIP_DATA *tship; FILE *fpout; char filename[256]; sprintf( filename, "%s%s", SHIP_DIR, SHIP_LIST ); fpout = fopen( filename, "w" ); if ( !fpout ) { bug( "FATAL: cannot open ship.lst for writing!\n\r", 0 ); return; } for ( tship = first_ship; tship; tship = tship->next ) { if( tship->class != SHIP_DEBRIS ) fprintf( fpout, "%s\n", tship->filename ); } fprintf( fpout, "$\n" ); fclose( fpout ); } SHIP_DATA * ship_in_room( ROOM_INDEX_DATA *room, char *name ) { SHIP_DATA *ship; if ( !room ) return NULL; for ( ship = room->first_ship ; ship ; ship = ship->next_in_room ) { if( ship->personalname ) if ( !str_cmp( name, ship->personalname ) ) return ship; if ( !str_cmp( name, ship->name ) ) return ship; } for ( ship = room->first_ship ; ship ; ship = ship->next_in_room ) { if( ship->personalname ) if ( nifty_is_name_prefix( name, ship->personalname ) ) return ship; if ( nifty_is_name_prefix( name, ship->name ) ) return ship; } return NULL; } /* * Get pointer to ship structure from ship name. */ SHIP_DATA *get_ship( char *name ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) { if( ship->personalname ) if ( !str_cmp( name, ship->personalname ) ) return ship; if ( !str_cmp( name, ship->name ) ) return ship; if( ship->personalname ) if ( nifty_is_name_prefix( name, ship->personalname ) ) return ship; if ( nifty_is_name_prefix( name, ship->name ) ) return ship; } /* for ( ship = first_ship; ship; ship = ship->next ) { } */ return NULL; } /* * Checks if ships in a spaceobject and returns poiner if it is. */ SHIP_DATA *get_ship_here( char *name , SHIP_DATA *eShip) { SHIP_DATA *ship; int number, count = 0; char arg[MAX_INPUT_LENGTH]; if ( eShip == NULL ) return NULL; number = number_argument( name, arg ); for ( ship = first_ship ; ship; ship = ship->next ) { if( !ship_in_range( eShip, ship ) ) continue; if( !ship->spaceobject ) continue; if( ship->personalname ) if ( !str_cmp( arg, ship->personalname ) ) { count++; if( !number || count == number ) return ship; } if ( !str_cmp( arg, ship->name ) ) { count++; if( !number || count == number ) return ship; } } count = 0; for ( ship = first_ship; ship; ship = ship->next ) { if( !ship_in_range( eShip, ship ) ) continue; if( ship->personalname ) if ( nifty_is_name_prefix( arg, ship->personalname ) ) { count++; if( !number || count == number ) return ship; } if ( nifty_is_name_prefix( arg, ship->name ) ) { count++; if( !number || count == number ) return ship; } } return NULL; } /* * Get pointer to ship structure from pilot name. */ SHIP_DATA *ship_from_pilot( char *name ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( !str_cmp( name, ship->pilot ) ) return ship; if ( !str_cmp( name, ship->copilot ) ) return ship; if ( !str_cmp( name, ship->owner ) ) return ship; return NULL; } /* * Get pointer to # ship structure from pilot name. */ SHIP_DATA *ship_from_pilot_num( char *name, int num ) { SHIP_DATA *ship; int count = 1; if ( !num ) num = 1; for ( ship = first_ship; ship; ship = ship->next ) { if ( !str_cmp( name, ship->pilot ) && count == num ) return ship; if ( !str_cmp( name, ship->copilot ) && count == num ) return ship; if ( !str_cmp( name, ship->owner ) && count == num ) return ship; count++; } return NULL; } /* * Get pointer to ship structure from cockpit, turret, or entrance ramp vnum. */ SHIP_DATA *ship_from_cockpit( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->cockpit || vnum == ship->turret1 || vnum == ship->turret2 || vnum == ship->turret3 || vnum == ship->turret4 || vnum == ship->turret5 || vnum == ship->turret6 || vnum == ship->turret7 || vnum == ship->turret8 || vnum == ship->turret9 || vnum == ship->turret0 || vnum == ship->hanger || vnum == ship->pilotseat || vnum == ship->coseat || vnum == ship->navseat || vnum == ship->gunseat || vnum == ship->engineroom ) return ship; return NULL; } SHIP_DATA *ship_from_pilotseat( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->pilotseat ) return ship; return NULL; } SHIP_DATA *ship_from_coseat( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->coseat ) return ship; return NULL; } SHIP_DATA *ship_from_navseat( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->navseat ) return ship; return NULL; } SHIP_DATA *ship_from_gunseat( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->gunseat ) return ship; return NULL; } SHIP_DATA *ship_from_engine( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) { if (ship->engineroom) { if ( vnum == ship->engineroom ) return ship; } else { if ( vnum == ship->cockpit ) return ship; } } return NULL; } SHIP_DATA *ship_from_turret( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->gunseat || vnum == ship->turret1 || vnum == ship->turret2 || vnum == ship->turret3 || vnum == ship->turret4 || vnum == ship->turret5 || vnum == ship->turret6 || vnum == ship->turret7 || vnum == ship->turret8 || vnum == ship->turret9 || vnum == ship->turret0 ) return ship; return NULL; } SHIP_DATA *ship_from_entrance( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->entrance ) return ship; return NULL; } SHIP_DATA *ship_from_hanger( int vnum ) { SHIP_DATA *ship; for ( ship = first_ship; ship; ship = ship->next ) if ( vnum == ship->hanger ) return ship; return NULL; } void save_ship( SHIP_DATA *ship ) { FILE *fp; char filename[256]; char buf[MAX_STRING_LENGTH]; if ( !ship ) { bug( "save_ship: null ship pointer!", 0 ); return; } if ( ship->class == SHIP_DEBRIS ) return; if ( !ship->filename || ship->filename[0] == '\0' ) { sprintf( buf, "save_ship: %s has no filename", ship->name ); bug( buf, 0 ); return; } sprintf( filename, "%s%s", SHIP_DIR, ship->filename ); fclose( fpReserve ); if ( ( fp = fopen( filename, "w" ) ) == NULL ) { bug( "save_ship: fopen", 0 ); perror( filename ); } else { fprintf( fp, "#SHIP\n" ); fprintf( fp, "Name %s~\n", ship->name ); fprintf( fp, "PersonalName %s~\n", ship->personalname ); fprintf( fp, "Filename %s~\n", ship->filename ); fprintf( fp, "Description %s~\n", ship->description ); fprintf( fp, "Owner %s~\n", ship->owner ); fprintf( fp, "Pilot %s~\n", ship->pilot ); fprintf( fp, "Copilot %s~\n", ship->copilot ); fprintf( fp, "Class %d\n", ship->class ); fprintf( fp, "Tractorbeam %d\n", ship->tractorbeam ); fprintf( fp, "Shipyard %d\n", ship->shipyard ); fprintf( fp, "Hanger %d\n", ship->hanger ); fprintf( fp, "Cargohold %d\n", ship->cargohold ); fprintf( fp, "Vx %.0f\n", ship->vx ); fprintf( fp, "Vy %.0f\n", ship->vy ); fprintf( fp, "Vz %.0f\n", ship->vz ); fprintf( fp, "Turret1 %d\n", ship->turret1 ); fprintf( fp, "Turret2 %d\n", ship->turret2 ); fprintf( fp, "Turret3 %d\n", ship->turret3 ); fprintf( fp, "Turret4 %d\n", ship->turret4 ); fprintf( fp, "Turret5 %d\n", ship->turret5 ); fprintf( fp, "Turret6 %d\n", ship->turret6 ); fprintf( fp, "Turret7 %d\n", ship->turret7 ); fprintf( fp, "Turret8 %d\n", ship->turret8 ); fprintf( fp, "Turret9 %d\n", ship->turret9 ); fprintf( fp, "Turret0 %d\n", ship->turret0 ); fprintf( fp, "Statet0 %d\n", ship->statet0 ); fprintf( fp, "Statei0 %d\n", ship->statei0 ); fprintf( fp, "Statet1 %d\n", ship->statet1 ); fprintf( fp, "Statet2 %d\n", ship->statet2 ); fprintf( fp, "Lasers %d\n", ship->lasers ); fprintf( fp, "Missiles %d\n", ship->missiles ); fprintf( fp, "Maxmissiles %d\n", ship->maxmissiles ); fprintf( fp, "Rockets %d\n", ship->rockets ); fprintf( fp, "Maxrockets %d\n", ship->maxrockets ); fprintf( fp, "Torpedos %d\n", ship->torpedos ); fprintf( fp, "Maxtorpedos %d\n", ship->maxtorpedos ); fprintf( fp, "Lastdoc %d\n", ship->lastdoc ); fprintf( fp, "Firstroom %d\n", ship->firstroom ); fprintf( fp, "Lastroom %d\n", ship->lastroom ); fprintf( fp, "Shield %d\n", ship->shield ); fprintf( fp, "Maxshield %d\n", ship->maxshield ); fprintf( fp, "Hull %d\n", ship->hull ); fprintf( fp, "Maxhull %d\n", ship->maxhull ); fprintf( fp, "Maxenergy %d\n", ship->maxenergy ); fprintf( fp, "Hyperspeed %d\n", ship->hyperspeed ); fprintf( fp, "Comm %d\n", ship->comm ); fprintf( fp, "Chaff %d\n", ship->chaff ); fprintf( fp, "Maxchaff %d\n", ship->maxchaff ); fprintf( fp, "Sensor %d\n", ship->sensor ); fprintf( fp, "Astro_array %d\n", ship->astro_array ); fprintf( fp, "Realspeed %d\n", ship->realspeed ); fprintf( fp, "Type %d\n", ship->type ); fprintf( fp, "Cockpit %d\n", ship->cockpit ); fprintf( fp, "Coseat %d\n", ship->coseat ); fprintf( fp, "Pilotseat %d\n", ship->pilotseat ); fprintf( fp, "Gunseat %d\n", ship->gunseat ); fprintf( fp, "Navseat %d\n", ship->navseat ); fprintf( fp, "Engineroom %d\n", ship->engineroom ); fprintf( fp, "Entrance %d\n", ship->entrance ); fprintf( fp, "Shipstate %d\n", ship->shipstate ); fprintf( fp, "Missilestate %d\n", ship->missilestate ); fprintf( fp, "Energy %d\n", ship->energy ); fprintf( fp, "Manuever %d\n", ship->manuever ); fprintf( fp, "Alarm %d\n", ship->alarm ); fprintf( fp, "UpgradeBlock %d\n", ship->upgradeblock ); fprintf( fp, "Ions %d\n", ship->ions ); fprintf( fp, "Maxcargo %d\n", ship->maxcargo ); fprintf( fp, "Cargo0 %d\n", ship->cargo0 ); fprintf( fp, "Cargo1 %d\n", ship->cargo1 ); fprintf( fp, "Cargo2 %d\n", ship->cargo2 ); fprintf( fp, "Cargo3 %d\n", ship->cargo3 ); fprintf( fp, "Cargo4 %d\n", ship->cargo4 ); fprintf( fp, "Cargo5 %d\n", ship->cargo5 ); fprintf( fp, "Cargo6 %d\n", ship->cargo6 ); fprintf( fp, "Cargo7 %d\n", ship->cargo7 ); fprintf( fp, "Cargo8 %d\n", ship->cargo8 ); fprintf( fp, "Cargo9 %d\n", ship->cargo9 ); fprintf( fp, "CaughtSmug %d\n", ship->caughtsmug ); fprintf( fp, "Dockingports %d\n", ship->dockingports ); fprintf( fp, "Guard %d\n", ship->guard ); fprintf( fp, "Home %s~\n", ship->home ); fprintf( fp, "End\n" ); } /* if ( ship->cargohold ) { OBJ_DATA *contents; ROOM_INDEX_DATA *cargoroom; cargoroom = get_room_index(ship->cargohold); if ( cargoroom != NULL ) { contents = cargoroom->last_content; // fprintf( fp, "#CARGO\n" ); if (contents) fwrite_obj(NULL, contents, fp, 0, OS_CARRY ); fprintf( fp, "END\n" ); fprintf( fp, "#END\n" ); } } */ fclose( fp ); fpReserve = fopen( NULL_FILE, "r" ); return; } /* * Read in actual ship data. */ #if defined(KEY) #undef KEY #endif #define KEY( literal, field, value ) \ if ( !str_cmp( word, literal ) ) \ { \ field = value; \ fMatch = TRUE; \ break; \ } void fread_cargohold( SHIP_DATA *ship, FILE *fp ) { ROOM_INDEX_DATA *storeroom = get_room_index(ship->cargohold); OBJ_DATA *obj; OBJ_DATA *obj_next; if( !storeroom ) return; for ( obj = storeroom->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; extract_obj( obj ); } if ( fp != NULL ) { bool found; OBJ_DATA *tobj, *tobj_next; rset_supermob(storeroom); found = TRUE; for ( ; ; ) { char letter; char *word; letter = fread_letter( fp ); if ( letter == '*' ) { fread_to_eol( fp ); continue; } if ( letter != '#' ) { bug( "fread_cargohold: # not found.", 0 ); bug( &letter, 0 ); bug( ship->name, 0 ); break; } word = fread_word( fp ); if ( !str_cmp( word, "OBJECT" ) ) /* Objects */ { bug( "Read an object!.", 0 ); fread_obj ( supermob, fp, OS_CARRY ); } else if ( !str_cmp( word, "END" ) ) /* Done */ break; else { bug( "fread_cargohold: bad section.", 0 ); bug( ship->name, 0 ); break; } } fclose( fp ); for ( tobj = supermob->first_carrying; tobj; tobj = tobj_next ) { tobj_next = tobj->next_content; obj_from_char( tobj ); if( tobj->item_type != ITEM_MONEY ) obj_to_room( tobj, storeroom ); } release_supermob(); } } void fread_ship( SHIP_DATA *ship, FILE *fp ) { char buf[MAX_STRING_LENGTH]; char *word; bool fMatch; int dummy_number; for ( ; ; ) { word = feof( fp ) ? "End" : fread_word( fp ); fMatch = FALSE; switch ( UPPER(word[0]) ) { case '*': fMatch = TRUE; fread_to_eol( fp ); break; case 'A': KEY( "Astro_array", ship->astro_array, fread_number( fp ) ); KEY( "Alarm", ship->alarm, fread_number( fp ) ); break; case 'C': KEY( "Cargo0", ship->cargo0, fread_number( fp ) ); KEY( "Cargo1", ship->cargo1, fread_number( fp ) ); KEY( "Cargo2", ship->cargo2, fread_number( fp ) ); KEY( "Cargo3", ship->cargo3, fread_number( fp ) ); KEY( "Cargo4", ship->cargo4, fread_number( fp ) ); KEY( "Cargo5", ship->cargo5, fread_number( fp ) ); KEY( "Cargo6", ship->cargo6, fread_number( fp ) ); KEY( "Cargo7", ship->cargo7, fread_number( fp ) ); KEY( "Cargo8", ship->cargo8, fread_number( fp ) ); KEY( "Cargo9", ship->cargo9, fread_number( fp ) ); KEY( "Cargohold", ship->cargohold, fread_number( fp ) ); KEY( "CaughtSmug", ship->caughtsmug, fread_number( fp ) ); KEY( "Cockpit", ship->cockpit, fread_number( fp ) ); KEY( "Coseat", ship->coseat, fread_number( fp ) ); KEY( "Class", ship->class, fread_number( fp ) ); KEY( "Copilot", ship->copilot, fread_string( fp ) ); KEY( "Comm", ship->comm, fread_number( fp ) ); KEY( "Chaff", ship->chaff, fread_number( fp ) ); break; case 'D': KEY( "Description", ship->description, fread_string( fp ) ); KEY( "DockingPorts", ship->dockingports, fread_number( fp ) ); break; case 'E': KEY( "Engineroom", ship->engineroom, fread_number( fp ) ); KEY( "Entrance", ship->entrance, fread_number( fp ) ); KEY( "Energy", ship->energy, fread_number( fp ) ); if ( !str_cmp( word, "End" ) ) { if (!ship->home) ship->home = STRALLOC( "" ); if (!ship->name) ship->name = STRALLOC( "" ); if (!ship->owner) ship->owner = STRALLOC( "" ); if (!ship->description) ship->description = STRALLOC( "" ); if (!ship->copilot) ship->copilot = STRALLOC( "" ); if (!ship->pilot) ship->pilot = STRALLOC( "" ); if (ship->shipstate != SHIP_DISABLED) ship->shipstate = SHIP_LANDED; if (ship->statet0 != LASER_DAMAGED) ship->statet0 = LASER_READY; if (ship->statei0 != LASER_DAMAGED) ship->statei0 = LASER_READY; if (ship->statet1 != LASER_DAMAGED) ship->statet1 = LASER_READY; if (ship->statet2 != LASER_DAMAGED) ship->statet2 = LASER_READY; if (ship->statet3 != LASER_DAMAGED) ship->statet3 = LASER_READY; if (ship->statet4 != LASER_DAMAGED) ship->statet4 = LASER_READY; if (ship->statet5 != LASER_DAMAGED) ship->statet5 = LASER_READY; if (ship->statet6 != LASER_DAMAGED) ship->statet6 = LASER_READY; if (ship->statet7 != LASER_DAMAGED) ship->statet7 = LASER_READY; if (ship->statet8 != LASER_DAMAGED) ship->statet8 = LASER_READY; if (ship->statet9 != LASER_DAMAGED) ship->statet9 = LASER_READY; if (ship->statet10 != LASER_DAMAGED) ship->statet10 = LASER_READY; if (ship->missilestate != MISSILE_DAMAGED) ship->missilestate = MISSILE_READY; if (ship->shipyard <= 0) ship->shipyard = ROOM_LIMBO_SHIPYARD; if (ship->lastdoc <= 0) ship->lastdoc = ship->shipyard; ship->bayopen = FALSE; ship->autopilot = FALSE; ship->hatchopen = FALSE; ship->tractored = NULL; ship->tractoredby = NULL; if (ship->navseat <= 0) ship->navseat = ship->cockpit; if (ship->gunseat <= 0) ship->gunseat = ship->cockpit; if (ship->coseat <= 0) ship->coseat = ship->cockpit; if (ship->pilotseat <= 0) ship->pilotseat = ship->cockpit; if (ship->missiletype == 1) { ship->torpedos = ship->missiles; /* for back compatability */ ship->missiles = 0; } ship->spaceobject = NULL; ship->in_room=NULL; ship->next_in_room=NULL; ship->prev_in_room=NULL; ship->tcount = 0; if( ship->class < 3 ) ship->bayopen = FALSE; return; } break; case 'F': KEY( "Filename", ship->filename, fread_string_nohash( fp ) ); KEY( "Firstroom", ship->firstroom, fread_number( fp ) ); break; case 'G': KEY( "Guard", ship->guard, fread_number( fp ) ); KEY( "Gunseat", ship->gunseat, fread_number( fp ) ); break; case 'H': KEY( "Home" , ship->home, fread_string( fp ) ); KEY( "Hyperspeed", ship->hyperspeed, fread_number( fp ) ); KEY( "Hull", ship->hull, fread_number( fp ) ); KEY( "Hanger", ship->hanger, fread_number( fp ) ); break; case 'I': KEY( "Ions" , ship->ions, fread_number( fp ) ); break; case 'L': KEY( "Laserstr", ship->lasers, (sh_int) ( fread_number( fp )/10 ) ); KEY( "Lasers", ship->lasers, fread_number( fp ) ); KEY( "Lastdoc", ship->lastdoc, fread_number( fp ) ); KEY( "Lastroom", ship->lastroom, fread_number( fp ) ); break; case 'M': KEY( "Manuever", ship->manuever, fread_number( fp ) ); KEY( "Maxcargo", ship->maxcargo, fread_number( fp ) ); KEY( "Maxmissiles", ship->maxmissiles, fread_number( fp ) ); KEY( "Maxtorpedos", ship->maxtorpedos, fread_number( fp ) ); KEY( "Maxrockets", ship->maxrockets, fread_number( fp ) ); KEY( "Missiles", ship->missiles, fread_number( fp ) ); KEY( "Missiletype", ship->missiletype, fread_number( fp ) ); KEY( "Maxshield", ship->maxshield, fread_number( fp ) ); KEY( "Maxenergy", ship->maxenergy, fread_number( fp ) ); KEY( "Missilestate", ship->missilestate, fread_number( fp ) ); KEY( "Maxhull", ship->maxhull, fread_number( fp ) ); KEY( "Maxchaff", ship->maxchaff, fread_number( fp ) ); break; case 'N': KEY( "Name", ship->name, fread_string( fp ) ); KEY( "Navseat", ship->navseat, fread_number( fp ) ); break; case 'O': KEY( "Owner", ship->owner, fread_string( fp ) ); KEY( "Objectnum", dummy_number, fread_number( fp ) ); break; case 'P': KEY( "PersonalName", ship->personalname, fread_string( fp ) ); KEY( "Pilot", ship->pilot, fread_string( fp ) ); KEY( "Pilotseat", ship->pilotseat, fread_number( fp ) ); break; case 'R': KEY( "Realspeed", ship->realspeed, fread_number( fp ) ); KEY( "Rockets", ship->rockets, fread_number( fp ) ); break; case 'S': KEY( "Shipyard", ship->shipyard, fread_number( fp ) ); KEY( "Sensor", ship->sensor, fread_number( fp ) ); KEY( "Shield", ship->shield, fread_number( fp ) ); KEY( "Shipstate", ship->shipstate, fread_number( fp ) ); KEY( "Statei0", ship->statet0, fread_number( fp ) ); KEY( "Statet0", ship->statet0, fread_number( fp ) ); KEY( "Statet1", ship->statet1, fread_number( fp ) ); KEY( "Statet2", ship->statet2, fread_number( fp ) ); KEY( "Statet3", ship->statet3, fread_number( fp ) ); KEY( "Statet4", ship->statet4, fread_number( fp ) ); KEY( "Statet5", ship->statet5, fread_number( fp ) ); KEY( "Statet6", ship->statet6, fread_number( fp ) ); KEY( "Statet7", ship->statet7, fread_number( fp ) ); KEY( "Statet8", ship->statet8, fread_number( fp ) ); KEY( "Statet9", ship->statet9, fread_number( fp ) ); KEY( "Statet10", ship->statet10, fread_number( fp ) ); break; case 'T': KEY( "Type", ship->type, fread_number( fp ) ); KEY( "Tractorbeam", ship->tractorbeam, fread_number( fp ) ); KEY( "Turret1", ship->turret1, fread_number( fp ) ); KEY( "Turret2", ship->turret2, fread_number( fp ) ); KEY( "Turret3", ship->turret3, fread_number( fp ) ); KEY( "Turret4", ship->turret4, fread_number( fp ) ); KEY( "Turret5", ship->turret5, fread_number( fp ) ); KEY( "Turret6", ship->turret6, fread_number( fp ) ); KEY( "Turret7", ship->turret7, fread_number( fp ) ); KEY( "Turret8", ship->turret8, fread_number( fp ) ); KEY( "Turret9", ship->turret9, fread_number( fp ) ); KEY( "Turret0", ship->turret0, fread_number( fp ) ); KEY( "Torpedos", ship->torpedos, fread_number( fp ) ); break; case 'U': KEY( "UpgradeBlock", ship->upgradeblock, fread_number( fp ) ); break; case 'V': KEY( "Vx", ship->vx, fread_number( fp ) ); KEY( "Vy", ship->vy, fread_number( fp ) ); KEY( "Vz", ship->vz, fread_number( fp ) ); } if ( !fMatch ) { sprintf( buf, "Fread_ship: no match: %s", word ); bug( buf, 0 ); } } } /* * Load a ship file */ bool load_ship_file( char *shipfile ) { char filename[256]; SHIP_DATA *ship; FILE *fp; bool found, isbus = FALSE; int bus; ROOM_INDEX_DATA *pRoomIndex; CLAN_DATA *clan; CREATE( ship, SHIP_DATA, 1 ); found = FALSE; sprintf( filename, "%s%s", SHIP_DIR, shipfile ); if ( ( fp = fopen( filename, "r" ) ) != NULL ) { found = TRUE; for ( ; ; ) { char letter; char *word; letter = fread_letter( fp ); if ( letter == '*' ) { fread_to_eol( fp ); continue; } if ( letter != '#' ) { bug( "Load_ship_file: # not found.", 0 ); break; } word = fread_word( fp ); if ( !str_cmp( word, "SHIP" ) ) { fread_ship( ship, fp ); } else if ( !str_cmp( word, "END" ) ) break; else { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Load_ship_file: bad section: %s.", word ); bug( buf, 0 ); break; } } fclose( fp ); } if ( !(found) ) DISPOSE( ship ); else { LINK( ship, first_ship, last_ship, next, prev ); ship->docking = SHIP_READY; if( !(ship->dockingports) ) ship->dockingports = 0; for( bus = 0; bus < MAX_BUS; bus++ ) if( ship->cockpit == serin[bus].cockpitvnum ) isbus = TRUE; if ( ( !str_cmp("Trainer", ship->owner) || !str_cmp("Public",ship->owner) || ship->type == MOB_SHIP ) && !isbus ) { if ( ship->class != SHIP_PLATFORM && ship->type != MOB_SHIP && ship->class != CAPITAL_SHIP ) { extract_ship( ship ); ship_to_room( ship , ship->shipyard ); ship->location = ship->shipyard; ship->lastdoc = ship->shipyard; ship->shipstate = SHIP_LANDED; ship->docking = SHIP_READY; } if( ship->personalname == NULL ) ship->personalname = STRALLOC(ship->name); ship->currspeed=0; ship->energy=ship->maxenergy; ship->hull=ship->maxhull; ship->shield=0; ship->statet1 = LASER_READY; ship->statet2 = LASER_READY; ship->statet0 = LASER_READY; ship->statet3 = LASER_READY; ship->statet4 = LASER_READY; ship->statet5 = LASER_READY; ship->statet6 = LASER_READY; ship->statet7 = LASER_READY; ship->statet8 = LASER_READY; ship->statet9 = LASER_READY; ship->statet10 = LASER_READY; ship->missilestate = LASER_READY; ship->statettractor = SHIP_READY; ship->statetdocking = SHIP_READY; ship->docking = SHIP_READY; ship->currjump=NULL; ship->target0=NULL; ship->target1=NULL; ship->target2=NULL; ship->target3=NULL; ship->target4=NULL; ship->target5=NULL; ship->target6=NULL; ship->target7=NULL; ship->target8=NULL; ship->target9=NULL; ship->target10=NULL; ship->hatchopen = FALSE; ship->bayopen = FALSE; ship->autorecharge = FALSE; ship->autotrack = FALSE; ship->autospeed = FALSE; } else if ( ship->cockpit == ROOM_SENATE_SHUTTLE || ship->cockpit == ROOM_CORUSCANT_TURBOCAR || ship->cockpit == ROOM_CORUSCANT_SHUTTLE || isbus ) {} else if ( ( pRoomIndex = get_room_index( ship->lastdoc ) ) != NULL && ship->class != CAPITAL_SHIP && ship->class != SHIP_PLATFORM ) { LINK( ship, pRoomIndex->first_ship, pRoomIndex->last_ship, next_in_room, prev_in_room ); ship->in_room = pRoomIndex; ship->location = ship->lastdoc; } if ( ship->class == SHIP_PLATFORM || ship->type == MOB_SHIP || ship->class == CAPITAL_SHIP ) { ship_to_spaceobject(ship, spaceobject_from_name(ship->home) ); /* Do not need now that coordinates are saved in ship files. ship->vx = number_range( -5000 , 5000 ); ship->vy = number_range( -5000 , 5000 ); ship->vz = number_range( -5000 , 5000 ); */ ship->hx = 1; ship->hy = 1; ship->hz = 1; if( ship->vx == 0 && ship->vy == 0 && ship->vz == 0 ) if ( ( ship->class == SHIP_PLATFORM || ship->type == MOB_SHIP || ship->class == CAPITAL_SHIP ) && ship->home ) { ship_to_spaceobject(ship, spaceobject_from_name(ship->home) ); ship->vx = number_range( -5000 , 5000 ); ship->vy = number_range( -5000 , 5000 ); ship->vz = number_range( -5000 , 5000 ); if( ship->spaceobject ) { ship->vx += ship->spaceobject->xpos; ship->vy += ship->spaceobject->ypos; ship->vz += ship->spaceobject->zpos; } ship->shipstate = SHIP_READY; ship->autopilot = TRUE; ship->autorecharge = TRUE; ship->shield = ship->maxshield; } ship->shipstate = SHIP_READY; ship->docking = SHIP_READY; ship->autopilot = TRUE; ship->autorecharge = TRUE; ship->shield = ship->maxshield; } if ( ship->type != MOB_SHIP && (clan = get_clan( ship->owner )) != NULL ) { if ( ship->class <= SHIP_PLATFORM ) clan->spacecraft++; else clan->vehicles++; } ship->docking = SHIP_READY; } return found; } /* * Load in all the ship files. */ void load_ships( ) { FILE *fpList; char *filename; char shiplist[256]; char buf[MAX_STRING_LENGTH]; first_ship = NULL; last_ship = NULL; first_missile = NULL; last_missile = NULL; log_string( "Loading ships..." ); sprintf( shiplist, "%s%s", SHIP_DIR, SHIP_LIST ); fclose( fpReserve ); if ( ( fpList = fopen( shiplist, "r" ) ) == NULL ) { perror( shiplist ); exit( 1 ); } for ( ; ; ) { filename = feof( fpList ) ? "$" : fread_word( fpList ); if ( filename[0] == '$' ) break; if ( !load_ship_file( filename ) ) { sprintf( buf, "Cannot load ship file: %s", filename ); bug( buf, 0 ); } } fclose( fpList ); log_string(" Done ships " ); fpReserve = fopen( NULL_FILE, "r" ); return; } void resetship( SHIP_DATA *ship ) { ship->shipstate = SHIP_READY; ship->docking = SHIP_READY; ship->docked = NULL; if ( (ship->class != SHIP_PLATFORM && ship->class != CAPITAL_SHIP) && ship->type != MOB_SHIP ) { extract_ship( ship ); ship_to_room( ship , ship->shipyard ); ship->location = ship->shipyard; ship->lastdoc = ship->shipyard; ship->shipstate = SHIP_LANDED; } if (ship->spaceobject) ship_from_spaceobject( ship, ship->spaceobject ); ship->currspeed=0; ship->energy=ship->maxenergy; ship->hull=ship->maxhull; ship->shield=0; ship->statet1 = LASER_READY; ship->statet2 = LASER_READY; ship->statet0 = LASER_READY; ship->statet3 = LASER_READY; ship->statet4 = LASER_READY; ship->statet5 = LASER_READY; ship->statet6 = LASER_READY; ship->statet7 = LASER_READY; ship->statet8 = LASER_READY; ship->statet9 = LASER_READY; ship->statet10 = LASER_READY; ship->missilestate = LASER_READY; ship->currjump=NULL; ship->target0=NULL; ship->target1=NULL; ship->target2=NULL; ship->target3=NULL; ship->target4=NULL; ship->target5=NULL; ship->target6=NULL; ship->target7=NULL; ship->target8=NULL; ship->target9=NULL; ship->target10=NULL; ship->hatchopen = FALSE; ship->bayopen = FALSE; ship->autorecharge = FALSE; ship->autotrack = FALSE; ship->autospeed = FALSE; #ifndef NODEATH #ifndef NODEATHSHIP if ( str_cmp("Trainer", ship->owner) && str_cmp("Public",ship->owner) && ship->type != MOB_SHIP ) { CLAN_DATA *clan; if ( ship->type != MOB_SHIP && (clan = get_clan( ship->owner )) != NULL ) { if ( ship->class <= SHIP_PLATFORM ) clan->spacecraft--; else clan->vehicles--; } STRFREE( ship->owner ); ship->owner = STRALLOC( "" ); STRFREE( ship->pilot ); ship->pilot = STRALLOC( "" ); STRFREE( ship->copilot ); ship->copilot = STRALLOC( "" ); } #endif #endif if (!(ship->home)) { if ( ship->type == SHIP_REBEL || ( ship->type == MOB_SHIP && ((!str_cmp( ship->owner , "The Rebel Alliance" )) || (!str_cmp( ship->owner , "The New Republic" ))))) { STRFREE( ship->home ); ship->home = STRALLOC( "Mon Calamari" ); } else if ( ship->type == SHIP_IMPERIAL || ( ship->type == MOB_SHIP && !str_cmp(ship->owner, "the empire") )) { STRFREE( ship->home ); ship->home = STRALLOC( "coruscant" ); } else if ( ship->type == SHIP_CIVILIAN) { STRFREE( ship->home ); ship->home = STRALLOC( "corperate" ); } } save_ship(ship); } void do_resetship( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; ship = get_ship( argument ); if (ship == NULL) { send_to_char("&RNo such ship!",ch); return; } resetship( ship ); if ( ( ship->class == SHIP_PLATFORM || ship->type == MOB_SHIP || ship->class == CAPITAL_SHIP ) && ship->home ) { ship_to_spaceobject(ship, spaceobject_from_name(ship->home) ); ship->vx = number_range( -5000 , 5000 ); ship->vy = number_range( -5000 , 5000 ); ship->vz = number_range( -5000 , 5000 ); if( ship->spaceobject ) { ship->vx += ship->spaceobject->xpos; ship->vy += ship->spaceobject->ypos; ship->vz += ship->spaceobject->zpos; } ship->shipstate = SHIP_READY; ship->autopilot = TRUE; ship->autorecharge = TRUE; ship->shield = ship->maxshield; } } void do_setship( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; SHIP_DATA *ship; int tempnum; ROOM_INDEX_DATA *roomindex; if ( IS_NPC( ch ) ) { send_to_char( "Huh?\n\r", ch ); return; } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || arg1[0] == '\0' ) { send_to_char( "Usage: setship <ship> <field> <values>\n\r", ch ); send_to_char( "\n\rField being one of:\n\r", ch ); send_to_char( "filename name personalname owner copilot pilot description home\n\r", ch ); send_to_char( "cockpit entrance turret1 turret2 hanger cargohold\n\r", ch ); send_to_char( "engineroom firstroom lastroom shipyard\n\r", ch ); send_to_char( "manuever speed hyperspeed tractorbeam\n\r", ch ); send_to_char( "lasers missiles shield hull energy chaff\n\r", ch ); send_to_char( "comm sensor astroarray class torpedos\n\r", ch ); send_to_char( "pilotseat coseat gunseat navseat rockets alarm\n\r", ch ); send_to_char( "ions maxcargo cargo# dockingports guard (0-1)\n\r", ch ); send_to_char( "\n\r\n\r", ch ); send_to_char( "Cargo types:\n\r", ch ); send_to_char( "Numbered 1 - 8\n\r", ch ); send_to_char( "food metal equipment lumber medical spice\n\r", ch ); send_to_char( "weapons valuables\n\r", ch ); return; } ship = get_ship( arg1 ); if ( !ship ) { send_to_char( "No such ship.\n\r", ch ); return; } if ( !str_cmp( arg2, "owner" ) ) { CLAN_DATA *clan; if ( ship->type != MOB_SHIP && (clan = get_clan( ship->owner )) != NULL ) { if ( ship->class <= SHIP_PLATFORM ) clan->spacecraft--; else clan->vehicles--; } STRFREE( ship->owner ); ship->owner = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); if ( ship->type != MOB_SHIP && (clan = get_clan( ship->owner )) != NULL ) { if ( ship->class <= SHIP_PLATFORM ) clan->spacecraft++; else clan->vehicles++; } return; } if ( !str_cmp( arg2, "home" ) ) { STRFREE( ship->home ); ship->home = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "pilot" ) ) { STRFREE( ship->pilot ); ship->pilot = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "copilot" ) ) { STRFREE( ship->copilot ); ship->copilot = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "firstroom" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } ship->firstroom = tempnum; ship->lastroom = tempnum; ship->cockpit = tempnum; ship->coseat = tempnum; ship->pilotseat = tempnum; ship->gunseat = tempnum; ship->navseat = tempnum; ship->entrance = tempnum; ship->turret1 = 0; ship->turret2 = 0; ship->hanger = 0; send_to_char( "You will now need to set the other rooms in the ship.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "lastroom" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom ) { send_to_char("The last room on a ship must be greater than or equal to the first room.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP && (tempnum - ship->firstroom) > 5 ) { send_to_char("Starfighters may have up to 5 rooms only.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP && (tempnum - ship->firstroom) > 25 ) { send_to_char("Midships may have up to 25 rooms only.\n\r",ch); return; } if ( ship->class == CAPITAL_SHIP && (tempnum - ship->firstroom) > 100 ) { send_to_char("Capital Ships may have up to 100 rooms only.\n\r",ch); return; } ship->lastroom = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cockpit" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->cockpit = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "pilotseat" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->pilotseat = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "coseat" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->coseat = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "navseat" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->navseat = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "gunseat" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->gunseat = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "entrance" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } ship->entrance = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret1" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret2 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret1 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret2" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret2 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret3" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret3 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret4" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret4 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret5" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret5 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret6" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret6 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret7" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret7 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret8" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret8 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret9" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret9 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "turret0" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters can't have extra laser turrets.\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP ) { send_to_char("Midships can't have more than 2 laser turrets.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->turret0 = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "hanger" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL && atoi(argument) != 0 ) { send_to_char("That room doesn't exist.\n\r",ch); return; } if (( tempnum < ship->firstroom || tempnum > ship->lastroom ) && (atoi(argument) != 0 )) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters are to small to have hangers for other ships!\n\r",ch); return; } ship->hanger = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargohold" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->engineroom ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) { send_to_char("Starfighters are to small to have cargo holds!\n\r",ch); return; } ship->cargohold = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "engineroom" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.\n\r",ch); return; } if ( tempnum < ship->firstroom || tempnum > ship->lastroom ) { send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch); return; } if ( tempnum == ship->cockpit || tempnum == ship->entrance || tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger ) { send_to_char("That room is already being used by another part of the ship\n\r",ch); return; } ship->engineroom = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "shipyard" ) ) { tempnum = atoi(argument); roomindex = get_room_index(tempnum); if (roomindex == NULL) { send_to_char("That room doesn't exist.",ch); return; } ship->shipyard = tempnum; send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "type" ) ) { if ( !str_cmp( argument, "rebel" ) ) ship->type = SHIP_REBEL; else if ( !str_cmp( argument, "imperial" ) ) ship->type = SHIP_IMPERIAL; else if ( !str_cmp( argument, "civilian" ) ) ship->type = SHIP_CIVILIAN; else if ( !str_cmp( argument, "mob" ) ) ship->type = MOB_SHIP; else { send_to_char( "Ship type must be either: rebel, imperial, civilian or mob.\n\r", ch ); return; } send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "name" ) ) { STRFREE( ship->name ); ship->name = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "personalname" ) ) { if ( ship->personalname ) STRFREE( ship->personalname ); ship->personalname = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "filename" ) ) { DISPOSE( ship->filename ); ship->filename = str_dup( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); write_ship_list( ); return; } if ( !str_cmp( arg2, "desc" ) ) { STRFREE( ship->description ); ship->description = STRALLOC( argument ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "dockingports" ) ) { ship->dockingports = URANGE( -1, atoi(argument) , 20 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "guard" ) ) { ship->guard = URANGE( -1, atoi(argument) , 1 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "manuever" ) ) { ship->manuever = URANGE( 0, atoi(argument) , 250 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "upgradeblock" ) ) { if ( ch->top_level < 105 ) return; ship->upgradeblock = atoi(argument); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "lasers" ) ) { if ( ch->top_level == 105 ) ship->lasers = URANGE( 0, atoi(argument) , 20 ); else ship->lasers = URANGE( 0, atoi(argument) , 10 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "ions" ) ) { if ( ch->top_level == 105 ) ship->ions = URANGE( 0, atoi(argument) , 20 ); else ship->ions = URANGE( 0, atoi(argument) , 10 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "maxcargo" ) ) { if ( ch->top_level == 105 ) ship->maxcargo = URANGE( 0, atoi(argument) , 30000 ); else ship->maxcargo = URANGE( 0, atoi(argument) , 1000 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo1" ) ) { if ( ch->top_level == 105 ) ship->cargo1 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo1 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo2" ) ) { if ( ch->top_level == 105 ) ship->cargo2 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo2 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo3" ) ) { if ( ch->top_level == 105 ) ship->cargo3 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo3 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo4" ) ) { if ( ch->top_level == 105 ) ship->cargo4 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo4 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo5" ) ) { if ( ch->top_level == 105 ) ship->cargo5 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo5 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo6" ) ) { if ( ch->top_level == 105 ) ship->cargo6 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo6 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo7" ) ) { if ( ch->top_level == 105 ) ship->cargo7 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo7 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo8" ) ) { if ( ch->top_level == 105 ) ship->cargo8 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo8 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo9" ) ) { if ( ch->top_level == 105 ) ship->cargo9 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo9 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "cargo0" ) ) { if ( ch->top_level == 105 ) ship->cargo0 = URANGE( 0, atoi(argument) , 30000 ); else ship->cargo0 = URANGE( 0, atoi(argument) , ship->maxcargo ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "class" ) ) { ship->class = URANGE( 0, atoi(argument) , 9 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "missiles" ) ) { ship->missiles = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "torpedos" ) ) { ship->torpedos = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "rockets" ) ) { ship->rockets = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "speed" ) ) { if ( ch->top_level == 105 ) ship->realspeed = URANGE( 0, atoi(argument) , 255 ); else ship->realspeed = URANGE( 0, atoi(argument) , 150 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "tractorbeam" ) ) { ship->tractorbeam = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "hyperspeed" ) ) { ship->hyperspeed = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "shield" ) ) { if ( ch->top_level == 105 ) ship->maxshield = URANGE( 0, atoi(argument) , 30000 ); else ship->maxshield = URANGE( 0, atoi(argument) , 1000 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "hull" ) ) { if ( ch->top_level == 105 ) { ship->hull = URANGE( 1, atoi(argument) , 30000 ); ship->maxhull = URANGE( 1, atoi(argument) , 30000 ); } else { ship->hull = URANGE( 1, atoi(argument) , 20000 ); ship->maxhull = URANGE( 1, atoi(argument) , 20000 ); } send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "energy" ) ) { ship->energy = URANGE( 1, atoi(argument) , 30000 ); ship->maxenergy = URANGE( 1, atoi(argument) , 30000 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "sensor" ) ) { ship->sensor = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "astroarray" ) ) { ship->astro_array = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "comm" ) ) { ship->comm = URANGE( 0, atoi(argument) , 255 ); send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( arg2, "chaff" ) ) { if ( ch->top_level == 105 ) { ship->chaff = URANGE( 0, atoi(argument) , 255 ); } else { ship->chaff = URANGE( 0, atoi(argument) , 25 ); } send_to_char( "Done.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp(arg2,"alarm") ) { ship->alarm = URANGE(0,atoi(argument),5); send_to_char("Done.\n\r",ch); save_ship(ship); return; } do_setship( ch, "" ); return; } void do_showship( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; if ( IS_NPC( ch ) ) { send_to_char( "Huh?\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Usage: showship <ship>\n\r", ch ); return; } ship = get_ship( argument ); if ( !ship ) { send_to_char( "No such ship.\n\r", ch ); return; } set_char_color( AT_YELLOW, ch ); ch_printf( ch, "%s %s : %s (%s)\n\rFilename: %s\n\r", ship->type == SHIP_REBEL ? "Rebel Alliance" : (ship->type == SHIP_IMPERIAL ? "Imperial" : (ship->type == SHIP_CIVILIAN ? "Civilian" : "Mob" ) ), ship->class == FIGHTER_SHIP ? "Starfighter" : (ship->class == MIDSIZE_SHIP ? "Midship" : (ship->class == CAPITAL_SHIP ? "Capital Ship" : (ship->class == SHIP_PLATFORM ? "Platform" : (ship->class == CLOUD_CAR ? "Cloudcar" : (ship->class == OCEAN_SHIP ? "Boat" : (ship->class == LAND_SPEEDER ? "Speeder" : (ship->class == WHEELED ? "Wheeled Transport" : (ship->class == LAND_CRAWLER ? "Crawler" : (ship->class == WALKER ? "Walker" : "Unknown" ) ) ) ) ) ) ) ) ), ship->name, ship->personalname, ship->filename); ch_printf( ch, "Home: %s Description: %s\n\rOwner: %s Pilot: %s Copilot: %s\n\r", ship->home, ship->description, ship->owner, ship->pilot, ship->copilot ); ch_printf( ch, "Current Jump Destination: %s Jump Point: %s\n\r", (ship->currjump ? ship->currjump->name : "(null)"), (ship->lastsystem ? ship->lastsystem->name : "(null)" )); ch_printf( ch, "Firstroom: %d Lastroom: %d", ship->firstroom, ship->lastroom); ch_printf( ch, "Cockpit: %d Entrance: %d Hanger: %d CargoHold: %d Engineroom: %d\n\r", ship->cockpit, ship->entrance, ship->hanger, ship->cargohold, ship->engineroom); ch_printf( ch, "Pilotseat: %d Coseat: %d Navseat: %d Gunseat: %d\n\r", ship->pilotseat, ship->coseat, ship->navseat, ship->gunseat); ch_printf( ch, "Location: %d Lastdoc: %d Shipyard: %d\n\r", ship->location, ship->lastdoc, ship->shipyard); ch_printf( ch, "Tractor Beam: %d Comm: %d Sensor: %d Astro Array: %d\n\r", ship->tractorbeam, ship->comm, ship->sensor, ship->astro_array); ch_printf( ch, "Lasers: %d Ions: %d Laser Condition: %s\n\r", ship->lasers, ship->ions, ship->statet0 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret1 ) ch_printf( ch, "Turret One: %d Condition: %s\n\r", ship->turret1, ship->statet1 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret2 ) ch_printf( ch, "Turret Two: %d Condition: %s\n\r", ship->turret2, ship->statet2 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret3 ) ch_printf( ch, "Turret Three: %d Condition: %s\n\r", ship->turret3, ship->statet3 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret4 ) ch_printf( ch, "Turret Four: %d Condition: %s\n\r", ship->turret4, ship->statet4 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret5 ) ch_printf( ch, "Turret Five: %d Condition: %s\n\r", ship->turret5, ship->statet5 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret6 ) ch_printf( ch, "Turret Six: %d Condition: %s\n\r", ship->turret6, ship->statet6 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret7 ) ch_printf( ch, "Turret Seven: %d Condition: %s\n\r", ship->turret7, ship->statet7 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret8 ) ch_printf( ch, "Turret Eight: %d Condition: %s\n\r", ship->turret8, ship->statet8 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret9 ) ch_printf( ch, "Turret Nine: %d Condition: %s\n\r", ship->turret9, ship->statet9 == LASER_DAMAGED ? "Damaged" : "Good"); if ( ship->turret0 ) ch_printf( ch, "Turret Ten: %d Condition: %s\n\r", ship->turret0, ship->statet10 == LASER_DAMAGED ? "Damaged" : "Good"); ch_printf( ch, "Missiles: %d Torpedos: %d Rockets: %d Condition: %s\n\r", ship->missiles, ship->torpedos, ship->rockets, ship->missilestate == MISSILE_DAMAGED ? "Damaged" : "Good"); ch_printf( ch, "Hull: %d/%d Ship Condition: %s\n\r", ship->hull, ship->maxhull, ship->shipstate == SHIP_DISABLED ? "Disabled" : "Running"); ch_printf( ch, "Shields: %d/%d Energy(fuel): %d/%d Chaff: %d \n\r", ship->shield, ship->maxshield, ship->energy, ship->maxenergy, ship->chaff ); ch_printf( ch, "Current Coordinates: %.0f %.0f %.0f\n\r", ship->vx, ship->vy, ship->vz ); ch_printf( ch, "Current Heading: %.0f %.0f %.0f\n\r", ship->hx, ship->hy, ship->hz ); ch_printf( ch, "Speed: %d/%d Hyperspeed: %d Manueverability: %d\r\n", ship->currspeed, ship->realspeed, ship->hyperspeed , ship->manuever ); ch_printf( ch, "Docked: "); if ((ship->docked) != NULL) { ch_printf( ch, "with %s",ship->docked->name); } else { ch_printf( ch, "NO"); } ch_printf(ch, " Docking Ports: %d", ship->dockingports ); ch_printf(ch," Alarm: %d ",ship->alarm); if(ship->upgradeblock) ch_printf( ch, "UpgradeBlock: %d\n\r", ship->upgradeblock ); else ch_printf( ch, "UpgradeBlock: NO\n\r" ); ch_printf(ch, "Maxcargo: %d Current Cargo: %d\n\r", ship->maxcargo, ship->cargo0 + ship->cargo1 + ship->cargo2 + ship->cargo3 + ship->cargo4 + ship->cargo5 + ship->cargo6 + ship->cargo7 + ship->cargo8 + ship->cargo9 ); return; } void do_makeship( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( !argument || argument[0] == '\0' ) { send_to_char( "Usage: makeship <filename> <ship name>\n\r", ch ); return; } CREATE( ship, SHIP_DATA, 1 ); LINK( ship, first_ship, last_ship, next, prev ); ship->name = STRALLOC( argument ); ship->personalname = STRALLOC( argument ); ship->description = STRALLOC( "" ); ship->owner = STRALLOC( "" ); ship->copilot = STRALLOC( "" ); ship->pilot = STRALLOC( "" ); ship->home = STRALLOC( "" ); ship->type = SHIP_CIVILIAN; ship->spaceobject = NULL; ship->energy = ship->maxenergy; ship->hull = ship->maxhull; ship->in_room=NULL; ship->next_in_room=NULL; ship->prev_in_room=NULL; ship->currjump=NULL; ship->target0=NULL; ship->target1=NULL; ship->target2=NULL; ship->filename = str_dup( arg ); save_ship( ship ); write_ship_list( ); } void do_copyship( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; SHIP_DATA *old; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( !argument || argument[0] == '\0' ) { send_to_char( "Usage: copyship <oldshipname> <filename> <newshipname>\n\r", ch ); return; } old = get_ship ( arg ); if (!old) { send_to_char( "Thats not a ship!\n\r", ch ); return; } CREATE( ship, SHIP_DATA, 1 ); LINK( ship, first_ship, last_ship, next, prev ); ship->name = STRALLOC( argument ); ship->description = STRALLOC( "" ); ship->owner = STRALLOC( "" ); ship->copilot = STRALLOC( "" ); ship->pilot = STRALLOC( "" ); ship->home = STRALLOC( "" ); ship->type = old->type; ship->class = old->class; ship->lasers = old->lasers ; ship->maxshield = old->maxshield ; ship->maxhull = old->maxhull ; ship->maxenergy = old->maxenergy ; ship->hyperspeed = old->hyperspeed ; ship->realspeed = old->realspeed ; ship->manuever = old->manuever ; ship->in_room=NULL; ship->next_in_room=NULL; ship->prev_in_room=NULL; ship->currjump=NULL; ship->target0=NULL; ship->target1=NULL; ship->target2=NULL; ship->filename = str_dup(arg2); save_ship( ship ); write_ship_list(); } void do_ships( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; char pilottype[MAX_STRING_LENGTH]; char pilottype2[MAX_STRING_LENGTH]; int count; bool owned, set; if ( !IS_NPC(ch) ) { count = 0; send_to_pager( "&YThe following ships you have pilot access to:\n\r", ch ); send_to_pager( "\n\r&WShip Owner\n\r",ch); for ( ship = first_ship; ship; ship = ship->next ) { owned = FALSE, set = FALSE; if ( str_cmp(ship->owner, ch->name) ) { if ( !check_pilot( ch, ship ) || !str_cmp(ship->owner, "public") || !str_cmp(ship->owner, "trainer") ) continue; } if( ship->class > SHIP_PLATFORM ) continue; if (ship->type == MOB_SHIP) continue; else if (ship->type == SHIP_REBEL) set_pager_color( AT_BLOOD, ch ); else if (ship->type == SHIP_IMPERIAL) set_pager_color( AT_DGREEN, ch ); else set_pager_color( AT_BLUE, ch ); if( !str_cmp(ship->owner, ch->name ) ) { strcpy( pilottype2, "Owner" ); owned = TRUE; set = TRUE; } if( !set && !str_cmp( ship->pilot, ch->name ) ) { strcpy( pilottype2, "Pilot" ); set = TRUE; } if( !set && !str_cmp( ship->pilot, ch->name ) ) { strcpy( pilottype2, "Co-Pilot" ); set = TRUE; } if( !set ) { strcpy( pilottype2, "Clan-Pilot" ); set = TRUE; } if( !owned ) sprintf( pilottype, "(%s) - %s", pilottype2, ship->owner ); else sprintf( pilottype, "(%s)", pilottype2 ); sprintf( buf, "%s (%s)", ship->name, ship->personalname ); if ( ship->in_room ) pager_printf( ch, "%-35s (%s) \n&R&W- %-24s&R&w \n\r", buf, ship->in_room->name, pilottype ); else pager_printf( ch, "%-35s (%.0f %.0f %.0f) \n&R&W- %-35s&R&w\n\r", buf, ship->vx, ship->vy, ship->vz, pilottype ); count++; } if ( !count ) { send_to_pager( "There are no ships owned by you.\n\r", ch ); } } count =0; send_to_pager( "&Y\n\rThe following ships are docked here:\n\r", ch ); send_to_pager( "\n\r&WShip Owner Cost/Rent\n\r", ch ); for ( ship = first_ship; ship; ship = ship->next ) { if ( ship->location != ch->in_room->vnum || ship->class > SHIP_PLATFORM) continue; if (ship->type == MOB_SHIP) continue; else if (ship->type == SHIP_REBEL) set_pager_color( AT_BLOOD, ch ); else if (ship->type == SHIP_IMPERIAL) set_pager_color( AT_DGREEN, ch ); else set_pager_color( AT_BLUE, ch ); sprintf( buf, "%s (%s)", ship->name, ship->personalname ); pager_printf( ch, "%-35s %-15s", buf, ship->owner ); if (ship->type == MOB_SHIP || ship->class == SHIP_PLATFORM ) { pager_printf( ch, "\n\r"); continue; } if ( !str_cmp(ship->owner, "Public") ) { pager_printf( ch, "%ld to rent.\n\r", get_ship_value(ship)/100 ); } else if ( str_cmp(ship->owner, "") ) pager_printf( ch, "%s", "\n\r" ); else pager_printf( ch, "%ld to buy.\n\r", get_ship_value(ship) ); count++; } if ( !count ) { send_to_pager( "There are no ships docked here.\n\r", ch ); } } void do_speeders( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; int count; char buf[MAX_STRING_LENGTH]; if ( !IS_NPC(ch) ) { count = 0; send_to_pager( "&YThe following are owned by you or by your organization:\n\r", ch ); send_to_pager( "\n\r&WVehicle Owner\n\r",ch); for ( ship = first_ship; ship; ship = ship->next ) { if ( str_cmp(ship->owner, ch->name) ) { if ( !ch->pcdata || !ch->pcdata->clan || str_cmp(ship->owner,ch->pcdata->clan->name) || ship->class <= SHIP_PLATFORM ) continue; } if ( ship->location != ch->in_room->vnum || ship->class <= SHIP_PLATFORM) continue; if (ship->type == MOB_SHIP) continue; else if (ship->type == SHIP_REBEL) set_pager_color( AT_BLOOD, ch ); else if (ship->type == SHIP_IMPERIAL) set_pager_color( AT_DGREEN, ch ); else set_pager_color( AT_BLUE, ch ); sprintf( buf, "%s(%s)", ship->name, ship->personalname ); pager_printf( ch, "%-35s%-15s ", buf, ship->owner ); count++; } if ( !count ) { send_to_pager( "There are no land or air vehicles owned by you.\n\r", ch ); } } count =0; send_to_pager( "&Y\n\rThe following vehicles are parked here:\n\r", ch ); send_to_pager( "\n\r&WVehicle Owner Cost/Rent\n\r", ch ); for ( ship = first_ship; ship; ship = ship->next ) { if ( ship->location != ch->in_room->vnum || ship->class <= SHIP_PLATFORM) continue; if (ship->type == MOB_SHIP) continue; else if (ship->type == SHIP_REBEL) set_pager_color( AT_BLOOD, ch ); else if (ship->type == SHIP_IMPERIAL) set_pager_color( AT_DGREEN, ch ); else set_pager_color( AT_BLUE, ch ); sprintf( buf, "%s(%s)", ship->name, ship->personalname ); pager_printf( ch, "%-35s%-15s ", buf, ship->owner ); if ( !str_cmp(ship->owner, "Public") ) { pager_printf( ch, "%ld to rent.\n\r", get_ship_value(ship)/100 ); } else if ( str_cmp(ship->owner, "") ) pager_printf( ch, "%s", "\n\r" ); else pager_printf( ch, "%ld to buy.\n\r", get_ship_value(ship) ); count++; } if ( !count ) { send_to_pager( "There are no sea air or land vehicles here.\n\r", ch ); } } void do_allspeeders( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; int count = 0; char buf[MAX_STRING_LENGTH]; count = 0; send_to_pager( "&Y\n\rThe following sea/land/air vehicles are currently formed:\n\r", ch ); send_to_pager( "\n\r&WVehicle Owner\n\r", ch ); for ( ship = first_ship; ship; ship = ship->next ) { if ( ship->class <= SHIP_PLATFORM ) continue; if (ship->type == MOB_SHIP) continue; else if (ship->type == SHIP_REBEL) set_pager_color( AT_BLOOD, ch ); else if (ship->type == SHIP_IMPERIAL) set_pager_color( AT_DGREEN, ch ); else set_pager_color( AT_BLUE, ch ); sprintf( buf, "%s(%s)", ship->name, ship->personalname ); pager_printf( ch, "%-35s%-15s ", buf, ship->owner ); if ( !str_cmp(ship->owner, "Public") ) { pager_printf( ch, "%ld to rent.\n\r", get_ship_value(ship)/100 ); } else if ( str_cmp(ship->owner, "") ) pager_printf( ch, "%s", "\n\r" ); else pager_printf( ch, "%ld to buy.\n\r", get_ship_value(ship) ); count++; } if ( !count ) { send_to_pager( "There are none currently formed.\n\r", ch ); return; } } void do_allships( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; int count = 0; bool unowned = FALSE, mobship = FALSE, checkowner = FALSE; int type = -1; if ( !str_cmp( argument, "unowned" ) ) unowned = TRUE; else if ( !str_cmp( argument, "imperial" ) ) type = SHIP_IMPERIAL; else if ( !str_cmp( argument, "rebel" ) ) type = SHIP_REBEL; else if ( !str_cmp( argument, "civilian" ) ) type = SHIP_CIVILIAN; else if ( !str_cmp( argument, "mob" ) ) mobship = TRUE; else if ( !argument || argument[0] == '\0' || !str_cmp( argument, "" ) ) ; else checkowner = TRUE; count = 0; send_to_pager( "&Y\n\rThe following ships are currently formed:\n\r", ch ); send_to_pager( "\n\r&WShip Owner\n\r", ch ); if ( IS_IMMORTAL( ch ) && !unowned && !checkowner && type < 0) for ( ship = first_ship; ship; ship = ship->next ) if (ship->type == MOB_SHIP && ship->class != SHIP_DEBRIS ) { sprintf( buf, "%s(%s)", ship->name, ship->personalname ); pager_printf( ch, "&w%-35s %-10s\n\r", buf, ship->owner ); } if( !mobship ) for ( ship = first_ship; ship; ship = ship->next ) { if ( ship->class > SHIP_PLATFORM ) continue; if( unowned && str_cmp(ship->owner, "") ) continue; if( checkowner && str_cmp(ship->owner, argument) ) continue; if( type >= 0 && ship->type != type ) continue; if (ship->type == MOB_SHIP) continue; else if (ship->type == SHIP_REBEL) set_pager_color( AT_BLOOD, ch ); else if (ship->type == SHIP_IMPERIAL) set_pager_color( AT_DGREEN, ch ); else set_pager_color( AT_BLUE, ch ); sprintf( buf, "%-10s(%-10s)", ship->name, ship->personalname ); pager_printf( ch, "&w%-35s %-15s\n\r", buf, ship->owner ); if (ship->type == MOB_SHIP || ship->class == SHIP_PLATFORM ) { pager_printf( ch, "\n\r"); continue; } if ( !str_cmp(ship->owner, "Public") ) { pager_printf( ch, "%ld to rent.\n\r", get_ship_value(ship)/100 ); } else if ( str_cmp(ship->owner, "") ) pager_printf( ch, "%s", "\n\r" ); else pager_printf( ch, "&W%-10s%ld to buy.&R&w\n\r", "", get_ship_value(ship) ); count++; } if ( !count ) { send_to_pager( "There are no ships currently formed.\n\r", ch ); return; } } void ship_to_spaceobject( SHIP_DATA *ship , SPACE_DATA *spaceobject ) { if ( spaceobject == NULL ) return; if ( ship == NULL ) return; ship->spaceobject = spaceobject; } void new_missile( SHIP_DATA *ship , SHIP_DATA *target , CHAR_DATA *ch , int missiletype ) { SPACE_DATA *spaceobject; MISSILE_DATA *missile; if ( ship == NULL ) return; if ( target == NULL ) return; if ( ( spaceobject = ship->spaceobject ) == NULL ) return; CREATE( missile, MISSILE_DATA, 1 ); LINK( missile, first_missile, last_missile, next, prev ); missile->target = target; missile->fired_from = ship; if ( ch ) missile->fired_by = STRALLOC( ch->name ); else missile->fired_by = STRALLOC( "" ); missile->missiletype = missiletype; missile->age =0; if ( missile->missiletype == HEAVY_BOMB ) missile->speed = 20; else if ( missile->missiletype == PROTON_TORPEDO ) missile->speed = 200; else if ( missile->missiletype == CONCUSSION_MISSILE ) missile->speed = 300; else missile->speed = 50; missile->mx = ship->vx; missile->my = ship->vy; missile->mz = ship->vz; missile->spaceobject = spaceobject; } void ship_from_spaceobject( SHIP_DATA *ship , SPACE_DATA *spaceobject ) { if ( spaceobject == NULL ) return; if ( ship == NULL ) return; ship->spaceobject = NULL; } void extract_missile( MISSILE_DATA *missile ) { SPACE_DATA *spaceobject; if ( missile == NULL ) return; if ( ( spaceobject = missile->spaceobject ) != NULL ) missile->spaceobject = NULL; UNLINK( missile, first_missile, last_missile, next, prev ); missile->target = NULL; missile->fired_from = NULL; if ( missile->fired_by ) STRFREE( missile->fired_by ); DISPOSE( missile ); } bool is_rental( CHAR_DATA *ch , SHIP_DATA *ship ) { if ( !str_cmp("Public",ship->owner) ) return TRUE; if ( !str_cmp("Trainer",ship->owner) ) return TRUE; if ( ship->class == SHIP_TRAINER ) return TRUE; return FALSE; } bool check_pilot( CHAR_DATA *ch , SHIP_DATA *ship ) { if ( !str_cmp(ch->name,ship->owner) || !str_cmp(ch->name,ship->pilot) || !str_cmp(ch->name,ship->copilot) || !str_cmp("Public",ship->owner) || !str_cmp("Trainer", ship->owner) ) return TRUE; if ( !IS_NPC(ch) && ch->pcdata && ch->pcdata->clan ) { if ( !str_cmp(ch->pcdata->clan->name,ship->owner) ) { if ( !str_cmp(ch->pcdata->clan->leader,ch->name) ) return TRUE; if ( !str_cmp(ch->pcdata->clan->number1,ch->name) ) return TRUE; if ( !str_cmp(ch->pcdata->clan->number2,ch->name) ) return TRUE; if ( ch->pcdata->bestowments && is_name( "pilot", ch->pcdata->bestowments) ) return TRUE; } if ( !str_cmp(ch->pcdata->clan->name,ship->pilot) ) { if ( !str_cmp(ch->pcdata->clan->leader,ch->name) ) return TRUE; if ( !str_cmp(ch->pcdata->clan->number1,ch->name) ) return TRUE; if ( !str_cmp(ch->pcdata->clan->number2,ch->name) ) return TRUE; if ( ch->pcdata->bestowments && is_name( "pilot", ch->pcdata->bestowments) ) return TRUE; } if ( !str_cmp(ch->pcdata->clan->name,ship->copilot) ) { if ( !str_cmp(ch->pcdata->clan->leader,ch->name) ) return TRUE; if ( !str_cmp(ch->pcdata->clan->number1,ch->name) ) return TRUE; if ( !str_cmp(ch->pcdata->clan->number2,ch->name) ) return TRUE; if ( ch->pcdata->bestowments && is_name( "pilot", ch->pcdata->bestowments) ) return TRUE; } } return FALSE; } bool extract_ship( SHIP_DATA *ship ) { ROOM_INDEX_DATA *room; if ( ( room = ship->in_room ) != NULL ) { UNLINK( ship, room->first_ship, room->last_ship, next_in_room, prev_in_room ); ship->in_room = NULL; } return TRUE; } void damage_ship_ch( SHIP_DATA *ship , int min , int max , CHAR_DATA *ch ) { sh_int ionFactor = 1; int damage , shield_dmg; long xp; bool ions = FALSE; char logbuf[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; if ( min < 0 && max < 0 ) { ions = TRUE; damage = number_range( max*(-1), min*(-1) ); } else damage = number_range( min , max ); if ( ions == TRUE ) ionFactor = 2; xp = ( exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY]) ) / 25 ; xp = UMIN( get_ship_value( ship ) /100 , xp ) ; gain_exp( ch , xp , PILOTING_ABILITY ); if ( ship->shield > 0 ) { shield_dmg = UMIN( ship->shield , damage ); damage -= shield_dmg; ship->shield -= shield_dmg; if ( ship->shield == 0 ) echo_to_cockpit( AT_BLOOD , ship , "Shields down..." ); } if ( damage > 0 ) { if ( number_range(1, 100) <= 5*ionFactor && ship->shipstate != SHIP_DISABLED ) { echo_to_cockpit( AT_BLOOD + AT_BLINK , ship , "Ships Drive DAMAGED!" ); ship->shipstate = SHIP_DISABLED; } if ( number_range(1, 100) <= 5*ionFactor && ship->missilestate != MISSILE_DAMAGED ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Ships Missile Launcher DAMAGED!" ); ship->missilestate = MISSILE_DAMAGED; } if ( number_range(1, 100) <= 2*ionFactor && ship->statet0 != LASER_DAMAGED ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Lasers DAMAGED!" ); ship->statet1 = LASER_DAMAGED; } if ( number_range(1, 100) <= 5*ionFactor && ship->statet1 != LASER_DAMAGED && ship->turret1 ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret1) , "Turret DAMAGED!" ); ship->statet1 = LASER_DAMAGED; } if ( number_range(1, 100) <= 5*ionFactor && ship->statet2 != LASER_DAMAGED && ship->turret2 ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret2) , "Turret DAMAGED!" ); ship->statet2 = LASER_DAMAGED; } if ( number_range(1, 100) <= 5*ionFactor && ship->statettractor != LASER_DAMAGED && ship->tractorbeam ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->pilotseat) , "Tractorbeam DAMAGED!" ); ship->statettractor = LASER_DAMAGED; } if ( ions == FALSE ) { ship->hull -= damage*5; } } if ( ship->hull <= 0 ) { destroy_ship( ship , ch ); sprintf( buf, "%s(%s)", ship->name, ship->personalname ); sprintf( logbuf , "%s was just destroyed by %s." , buf, ch->name ); log_string( logbuf ); xp = ( exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY]) ); xp = UMIN( get_ship_value( ship ) , xp ); gain_exp( ch , xp , PILOTING_ABILITY); ch_printf( ch, "&WYou gain %ld piloting experience!\n\r", xp ); return; } if ( ship->hull <= ship->maxhull/20 ) echo_to_cockpit( AT_BLOOD+ AT_BLINK , ship , "WARNING! Ship hull severely damaged!" ); } void damage_ship( SHIP_DATA *ship , SHIP_DATA *assaulter, int min , int max ) { int damage , shield_dmg; char buf[MAX_STRING_LENGTH]; char logbuf[MAX_STRING_LENGTH]; sh_int ionFactor = 1; bool ions = FALSE; if ( min < 0 && max < 0 ) { ions = TRUE; damage = number_range( max*(-1), min*(-1) ); } else damage = number_range( min , max ); if ( ions == TRUE ) ionFactor = 2; if ( ship->shield > 0 ) { shield_dmg = UMIN( ship->shield , damage ); damage -= shield_dmg; ship->shield -= shield_dmg; if ( ship->shield == 0 ) echo_to_cockpit( AT_BLOOD , ship , "Shields down..." ); } if ( ship->shield > 0 ) { shield_dmg = UMIN( ship->shield , damage ); damage -= shield_dmg; ship->shield -= shield_dmg; if ( ship->shield == 0 ) echo_to_cockpit( AT_BLOOD , ship , "Shields down..." ); } if ( damage > 0 ) { if ( number_range(1, 100) <= 5*ionFactor && ship->shipstate != SHIP_DISABLED ) { echo_to_cockpit( AT_BLOOD + AT_BLINK , ship , "Ships Drive DAMAGED!" ); ship->shipstate = SHIP_DISABLED; } if ( number_range(1, 100) <= 5*ionFactor && ship->missilestate != MISSILE_DAMAGED ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Ships Missile Launcher DAMAGED!" ); ship->missilestate = MISSILE_DAMAGED; } if ( number_range(1, 100) <= 2*ionFactor && ship->statet0 != LASER_DAMAGED ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Lasers DAMAGED!" ); ship->statet1 = LASER_DAMAGED; } if ( number_range(1, 100) <= 5*ionFactor && ship->statet1 != LASER_DAMAGED && ship->turret1 ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret1) , "Turret DAMAGED!" ); ship->statet1 = LASER_DAMAGED; } if ( number_range(1, 100) <= 5*ionFactor && ship->statet2 != LASER_DAMAGED && ship->turret2 ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret2) , "Turret DAMAGED!" ); ship->statet2 = LASER_DAMAGED; } if ( number_range(1, 100) <= 5*ionFactor && ship->statettractor != LASER_DAMAGED && ship->tractorbeam ) { echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->pilotseat) , "Tractorbeam DAMAGED!" ); ship->statettractor = LASER_DAMAGED; } if ( ions == FALSE ) { ship->hull -= damage*5; } } ship->hull -= damage*5; if ( ship->hull <= 0 ) { sprintf( buf, "%s(%s)", ship->name, ship->personalname ); sprintf( logbuf , "%s was just destroyed by %s." , ship->name, (assaulter ? assaulter->personalname : "a collision" )); log_string( logbuf ); destroy_ship( ship , NULL ); return; } if ( ship->hull <= ship->maxhull/20 ) echo_to_cockpit( AT_BLOOD+ AT_BLINK , ship , "WARNING! Ship hull severely damaged!" ); } void destroy_ship( SHIP_DATA *ship , CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char logbuf[MAX_STRING_LENGTH]; int roomnum; ROOM_INDEX_DATA *room; OBJ_DATA *robj; CHAR_DATA *rch; SHIP_DATA *lship; if (!ship) return; sprintf( buf , "%s explodes in a blinding flash of light!", ship->name ); echo_to_system( AT_WHITE + AT_BLINK , ship , buf , NULL ); if ( ship->class == FIGHTER_SHIP ) echo_to_ship( AT_WHITE + AT_BLINK , ship , "A blinding flahs of light burns your eyes..."); echo_to_ship( AT_WHITE , ship , "But before you have a chance to scream...\n\rYou are ripped apart as your spacecraft explodes..."); #ifdef NODEATH resetship(ship); makedebris(ship); return; #endif #ifdef NODEATHSHIP resetship(ship); makedebris(ship); return; #endif if ( !str_cmp("Trainer", ship->owner)) { resetship(ship); return; } /* explode_ship( ship ); */ makedebris(ship); for ( roomnum = ship->firstroom ; roomnum <= ship->lastroom ; roomnum++ ) { room = get_room_index(roomnum); if (room != NULL) { rch = room->first_person; while ( rch ) { if ( IS_IMMORTAL(rch) ) { char_from_room(rch); char_to_room( rch, get_room_index(wherehome(rch)) ); } else { if ( ch ) raw_kill( ch , rch ); else raw_kill( rch , rch ); } rch = room->first_person; } for ( robj = room->first_content ; robj ; robj = robj->next_content ) { separate_obj( robj ); extract_obj( robj ); } } } for ( lship = first_ship; lship; lship = lship->next ) { if ( !(ship->hanger) || (lship->location != ship->hanger) ) continue; if ( lship->docked && lship->docked == ship ) { lship->docked = NULL; ship->docking = SHIP_READY; } if ( ch ) { sprintf( buf2, "%s(%s)", lship->name, lship->personalname ); sprintf( logbuf , "%s was just destroyed by %s." , buf, ch->name ); log_string( logbuf ); } else { sprintf( buf2, "%s(%s)", lship->name, lship->personalname ); sprintf( logbuf , "%s was just destroyed by a mob ship." , buf2); log_string( logbuf ); } destroy_ship( lship, ch ); } resetship(ship); } bool ship_to_room(SHIP_DATA *ship , int vnum ) { ROOM_INDEX_DATA *shipto; if ( (shipto=get_room_index(vnum)) == NULL ) return FALSE; LINK( ship, shipto->first_ship, shipto->last_ship, next_in_room, prev_in_room ); ship->in_room = shipto; return TRUE; } void do_board( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *fromroom; ROOM_INDEX_DATA *toroom; SHIP_DATA *ship; SHIP_DATA *eShip = NULL; if ( ( ship = ship_from_entrance( ch->in_room->vnum ) ) != NULL ) { eShip = get_ship( argument ); if( !eShip || !eShip->docked || eShip->docked != ship ) eShip = NULL; if ( !eShip && ship->docked == NULL ) for( eShip = first_ship; eShip; eShip = eShip->next ) if( eShip->docked && eShip->docked == ship && ( !argument || argument[0] == '\0')) break; if( !eShip && ship->docked && ( !argument || argument[0] == '\0') ) eShip = ship->docked; if ( eShip && ship->docking == SHIP_READY && eShip->docking == SHIP_READY ) { send_to_char( "You are not docked to a ship.\n\r", ch ); return; } if ( eShip && ship->docking != SHIP_DOCKED && eShip->docking != SHIP_DOCKED ) { send_to_char( "The docking manuever is still being completed.\n\r", ch ); return; } if( eShip ) { act( AT_PLAIN, "$n boards $T.", ch, NULL, eShip->name , TO_ROOM ); act( AT_PLAIN, "You board $T.", ch, NULL, eShip->name , TO_CHAR ); toroom = get_room_index( eShip->entrance ); char_from_room( ch ); char_to_room( ch, toroom ); act( AT_PLAIN, "$n boards the ship.", ch, NULL, argument , TO_ROOM ); do_look( ch , "auto" ); return; } } if ( !argument || argument[0] == '\0') { send_to_char( "Board what?\n\r", ch ); return; } if ( ( ship = ship_in_room( ch->in_room , argument ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } if ( IS_SET( ch->act, ACT_MOUNTED ) && ( ch->position == POS_MOUNTED ) ) { act( AT_PLAIN, "You can't go in there riding THAT.", ch, NULL, argument, TO_CHAR ); return; } fromroom = ch->in_room; if ( ( toroom = get_room_index( ship->entrance ) ) != NULL ) { if ( ! ship->hatchopen ) { send_to_char( "&RThe hatch is closed!\n\r", ch); return; } if ( toroom->tunnel > 0 ) { CHAR_DATA *ctmp; int count = 0; for ( ctmp = toroom->first_person; ctmp; ctmp = ctmp->next_in_room ) if ( ++count >= toroom->tunnel ) { send_to_char( "There is no room for you in there.\n\r", ch ); return; } } if ( ship->shipstate == SHIP_LAUNCH || ship->shipstate == SHIP_LAUNCH_2 ) { send_to_char("&rThat ship has already started launching!\n\r",ch); return; } act( AT_PLAIN, "$n enters $T.", ch, NULL, ship->name , TO_ROOM ); act( AT_PLAIN, "You enter $T.", ch, NULL, ship->name , TO_CHAR ); char_from_room( ch ); char_to_room( ch , toroom ); act( AT_PLAIN, "$n enters the ship.", ch, NULL, argument , TO_ROOM ); do_look( ch , "auto" ); } else send_to_char("That ship has no entrance!\n\r", ch); } bool rent_ship( CHAR_DATA *ch , SHIP_DATA *ship ) { long price; if ( IS_NPC ( ch ) ) return FALSE; price = get_ship_value( ship )/100; if ( ch->gold < price ) { ch_printf(ch, "&RRenting this ship costs %ld. You don't have enough credits!\n\r" , price ); return FALSE; } ch->gold -= price; ch_printf(ch, "&GYou pay %ld credits to rent the ship.\n\r" , price ); return TRUE; } void do_leaveship( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *fromroom; ROOM_INDEX_DATA *toroom; SHIP_DATA *ship; fromroom = ch->in_room; if ( (ship = ship_from_entrance(fromroom->vnum)) == NULL ) { send_to_char( "I see no exit here.\n\r" , ch ); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "You can't do that here.\n\r" , ch ); return; } if ( ship->lastdoc != ship->location ) { send_to_char("&rMaybe you should wait until the ship lands.\n\r",ch); return; } if ( ship->shipstate != SHIP_LANDED && ship->shipstate != SHIP_DISABLED ) { send_to_char("&rPlease wait till the ship is properly docked.\n\r",ch); return; } if ( ! ship->hatchopen ) { send_to_char("&RYou need to open the hatch first" , ch ); return; } if ( ( toroom = get_room_index( ship->location ) ) != NULL ) { act( AT_PLAIN, "$n exits the ship.", ch, NULL, argument , TO_ROOM ); act( AT_PLAIN, "You exit the ship.", ch, NULL, argument , TO_CHAR ); char_from_room( ch ); char_to_room( ch , toroom ); act( AT_PLAIN, "$n steps out of a ship.", ch, NULL, argument , TO_ROOM ); do_look( ch , "auto" ); } else send_to_char ( "The exit doesn't seem to be working properly.\n\r", ch ); } void do_launch( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; SPACE_DATA *destin; int chance, class; long price = 0; SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *room; argument = one_argument( argument , arg1); argument = one_argument( argument , arg2); if( arg1[0] != '\0' ) { destin = spaceobject_from_name( arg1 ); class = atoi(arg2); } 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou don't seem to be in the pilot seat!\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RThe ship is set on autopilot, you'll have to turn it off first.\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "You can't do that here.\n\r" , ch ); return; } if ( !check_pilot( ch , ship ) ) { send_to_char("&RHey, thats not your ship! Try renting a public one.\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->tractoredby ) { send_to_char("&rYou are still locked in a tractor beam!\n\r",ch); return; } if (ship->docking != SHIP_READY) { send_to_char("&RYou can't do that while docked to another ship!\n\r",ch); return; } if ( ship->shipstate != SHIP_LANDED && ship->shipstate != SHIP_DISABLED ) { send_to_char("The ship is not docked right now.\n\r",ch); return; } if (ship->energy == 0) { send_to_char("&RThis ship has no fuel.\n\r",ch); return; } if ( ship->class <= FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) < chance ) { if( 0 ) { if(class > 0 && class < 4) /* modtrainer( ship, class )*/; else { ch_printf(ch, "&RShip classes: fighter 1, midship 2, capital 3.\n\r"); return; } return; if ( !(ship->destin) ) { ch_printf(ch, "&RInvalid Trainer system.\n\r"); return; } } if ( is_rental(ch,ship) ) if( !rent_ship(ch,ship) ) return; if ( !is_rental(ch,ship) ) { if ( ship->class == FIGHTER_SHIP ) price=2000; if ( ship->class == MIDSIZE_SHIP ) price=5000; if ( ship->class == CAPITAL_SHIP ) price=50000; price += ( ship->maxhull-ship->hull ); if (ship->shipstate == SHIP_DISABLED ) price += 10000; if ( ship->missilestate == MISSILE_DAMAGED ) price += 5000; if ( ship->statet0 == LASER_DAMAGED ) price += 2500; if ( ship->statet1 == LASER_DAMAGED ) price += 2500; if ( ship->statet2 == LASER_DAMAGED ) price += 2500; } if( IS_SET( ch->act, PLR_DONTAUTOFUEL ) ) { if( ship->shipstate == SHIP_DISABLED ) { ch_printf(ch, "Your ship is disabled. You must repair it.\n\r"); return; } price = 100; } if ( ch->pcdata && ch->pcdata->clan && !str_cmp(ch->pcdata->clan->name,ship->owner) ) { if ( ch->pcdata->clan->funds < price ) { ch_printf(ch, "&R%s doesn't have enough funds to prepare this ship for launch.\n\r", ch->pcdata->clan->name ); return; } ch->pcdata->clan->funds -= price; room = get_room_index( ship->location ); if( room != NULL && room->area ) boost_economy( room->area, price ); ch_printf(ch, "&GIt costs %s %ld credits to ready this ship for launch.\n\r", ch->pcdata->clan->name, price ); } else if ( str_cmp( ship->owner , "Public" ) ) { if ( ch->gold < price ) { ch_printf(ch, "&RYou don't have enough funds to prepare this ship for launch.\n\r"); return; } ch->gold -= price; room = get_room_index( ship->location ); if( room != NULL && room->area ) boost_economy( room->area, price ); ch_printf(ch, "&GYou pay %ld credits to ready the ship for launch.\n\r", price ); } if( !IS_SET( ch->act, PLR_DONTAUTOFUEL ) ) { if( ship_from_hanger(ship->in_room->vnum) == NULL || ship->class == SHIP_PLATFORM ) ship->energy = ship->maxenergy; ship->shield = 0; ship->autorecharge = FALSE; ship->autotrack = FALSE; ship->autospeed = FALSE; ship->hull = ship->maxhull; ship->missilestate = MISSILE_READY; ship->statet0 = LASER_READY; ship->statet1 = LASER_READY; ship->statet2 = LASER_READY; ship->shipstate = SHIP_LANDED; } 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." ); sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); } 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 ); echo_to_docked( AT_YELLOW , ship, "The ship shudders as it lifts off the ground." ); ship->shipstate = SHIP_LAUNCH; ship->currspeed = ship->realspeed; if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); sound_to_ship(ship , "!!SOUND(xwing)" ); return; } set_char_color( AT_RED, ch ); send_to_char("You fail to work the controls properly!\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } void launchship( SHIP_DATA *ship ) { char buf[MAX_STRING_LENGTH]; SHIP_DATA *target; int plusminus; ship_to_spaceobject( ship, spaceobject_from_vnum( ship->location ) ); if ( ship->spaceobject == NULL ) { echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat) , "Launch path blocked .. Launch aborted."); echo_to_ship( AT_YELLOW , ship , "The ship slowly sets back back down on the landing pad."); sprintf( buf , "%s slowly sets back down." ,ship->name ); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); ship->shipstate = SHIP_LANDED; return; } if (ship->class == MIDSIZE_SHIP) { sound_to_room( get_room_index(ship->location) , "!!SOUND(falcon)" ); sound_to_ship(ship , "!!SOUND(falcon)" ); } else if (ship->type == SHIP_IMPERIAL ) { sound_to_ship(ship , "!!SOUND(tie)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(tie)" ); } else { sound_to_ship(ship , "!!SOUND(xwing)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(xwing)" ); } extract_ship(ship); ship->location = 0; if (ship->shipstate != SHIP_DISABLED) ship->shipstate = SHIP_READY; plusminus = number_range ( -1 , 2 ); if (plusminus > 0 ) ship->hx = 1; else ship->hx = -1; plusminus = number_range ( -1 , 2 ); if (plusminus > 0 ) ship->hy = 1; else ship->hy = -1; plusminus = number_range ( -1 , 2 ); if (plusminus > 0 ) ship->hz = 1; else ship->hz = -1; if (ship->spaceobject && ( ship->lastdoc == ship->spaceobject->doca || ship->lastdoc == ship->spaceobject->docb || ship->lastdoc == ship->spaceobject->docc ) ) { ship->vx = ship->spaceobject->xpos; ship->vy = ship->spaceobject->ypos; ship->vz = ship->spaceobject->zpos; } else { for ( target = first_ship; target; target = target->next ) { if (ship->lastdoc == target->hanger) { ship->vx = target->vx; ship->vy = target->vy; ship->vz = target->vz; } } } ship->energy -= (100+100*ship->class); ship->vx += (ship->hx*ship->currspeed*2); ship->vy += (ship->hy*ship->currspeed*2); ship->vz += (ship->hz*ship->currspeed*2); echo_to_room( AT_GREEN , get_room_index(ship->location) , "Launch complete.\n\r"); echo_to_ship( AT_YELLOW , ship , "The ship leaves the platform far behind as it flies into space." ); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); echo_to_system( AT_YELLOW, ship, buf , NULL ); sprintf( buf, "%s lifts off into space.", ship->name ); echo_to_room( AT_YELLOW , get_room_index(ship->lastdoc) , buf ); } void do_land( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance; SHIP_DATA *ship; SHIP_DATA *target; int vx, vy ,vz; char buf[MAX_STRING_LENGTH]; SPACE_DATA *spaceobj; bool found = FALSE; strcpy( arg, argument ); 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou need to be in the pilot seat!\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RYou can't land platforms\n\r" , ch ); return; } if (ship->class == CAPITAL_SHIP) { send_to_char("&RCapital ships are to big to land. You'll have to take a shuttle.\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to land.\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { if ( ship->docked == NULL ) { send_to_char("&RThe ship is already docked!\n\r",ch); return; } } if (ship->docking != SHIP_READY) { send_to_char("&RYou can't do that while docked to another ship!\n\r",ch); return; } if (ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if ( ship->tractoredby && ship->tractoredby->class > ship->class ) { send_to_char("&RYou can not move in a tractorbeam!\n\r",ch); return; } if (ship->tractored && ship->tractored->class > ship->class ) { send_to_char("&RYou can not move while a tractorbeam is locked on to such a large mass.\n\r",ch); return; } if (ship->shipstate != SHIP_READY) { send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch); return; } if ( ship->energy < (25 + 25*ship->class) ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( argument[0] == '\0' ) { set_char_color( AT_CYAN, ch ); ch_printf(ch, "%s" , "Land where?\n\r\n\rChoices: "); for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { if( space_in_range( ship, spaceobj ) ) { if ( spaceobj->doca && !spaceobj->seca) ch_printf(ch, "%s (%s) %.0f %.0f %.0f\n\r " , spaceobj->locationa, spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos ); if ( spaceobj->docb && !spaceobj->secb ) ch_printf(ch, "%s (%s) %.0f %.0f %.0f\n\r " , spaceobj->locationb, spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos ); if ( spaceobj->docc && !spaceobj->secc ) ch_printf(ch, "%s (%s) %.0f %.0f %.0f\n\r " , spaceobj->locationc, spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos ); } } ch_printf(ch, "\n\rYour Coordinates: %.0f %.0f %.0f\n\r" , ship->vx , ship->vy, ship->vz); return; } for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if( space_in_range( ship, spaceobj ) ) if ( !str_prefix(argument,spaceobj->locationa) || !str_prefix(argument,spaceobj->locationb) || !str_prefix(argument,spaceobj->locationc)) { found = TRUE; break; } if( !found ) { target = get_ship_here( argument , ship ); if ( target == NULL ) { send_to_char("&RI don't see that here. Type land by itself for a list\n\r",ch); return; } if ( target == ship ) { send_to_char("&RYou can't land your ship inside itself!\n\r",ch); return; } if ( ! target->hanger ) { send_to_char("&RThat ship has no hanger for you to land in!\n\r",ch); return; } if ( ship->class == MIDSIZE_SHIP && target->class == MIDSIZE_SHIP ) { send_to_char("&RThat ship is not big enough for your ship to land in!\n\r",ch); return; } if ( ! target->bayopen ) { send_to_char("&RTheir hanger is closed. You'll have to ask them to open it for you\n\r",ch); return; } if ( (target->vx > ship->vx + 200) || (target->vx < ship->vx - 200) || (target->vy > ship->vy + 200) || (target->vy < ship->vy - 200) || (target->vz > ship->vz + 200) || (target->vz < ship->vz - 200) ) { send_to_char("&R That ship is too far away! You'll have to fly a litlle closer.\n\r",ch); return; } } else { ship->spaceobject = spaceobj; vx = spaceobj->xpos; vy = spaceobj->ypos; vz = spaceobj->zpos; if ( (vx > ship->vx + 500) || (vx < ship->vx - 500) || (vy > ship->vy + 500) || (vy < ship->vy - 500) || (vz > ship->vz + 500) || (vz < ship->vz - 500) ) { send_to_char("&R That platform is too far away! You'll have to fly a litlle closer.\n\r",ch); return; } } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; if ( number_percent( ) < chance ) { set_char_color( AT_GREEN, ch ); send_to_char( "Landing sequence initiated.\n\r", ch); act( AT_PLAIN, "$n begins the landing sequence.", ch, NULL, argument , TO_ROOM ); sprintf( buf ,"%s begins its landing sequence." , ship->name ); echo_to_system( AT_YELLOW, ship, buf , NULL ); echo_to_docked( AT_YELLOW , ship, "The ship begins to enter the atmosphere." ); echo_to_ship( AT_YELLOW , ship , "The ship slowly begins its landing aproach."); ship->dest = STRALLOC(arg); ship->shipstate = SHIP_LAND; if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( spaceobject_from_vnum(ship->lastdoc) != ship->spaceobject ) { /* int xp = (exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY])) ; xp = UMIN( get_ship_value( ship ) , xp ); gain_exp( ch , xp , PILOTING_ABILITY ); ch_printf( ch, "&WYou gain %ld points of flight experience!\n\r", UMIN( get_ship_value( ship ) , xp ) ); */ ship->ch = ch; } return; } send_to_char("You fail to work the controls properly.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); else learn_from_failure( ch, gsn_midships ); return; } void approachland( SHIP_DATA *ship, char *arg) { SPACE_DATA *spaceobj; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; bool found = FALSE; SHIP_DATA *target; for( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if( space_in_range( ship, spaceobj ) ) if ( !str_prefix(arg,spaceobj->locationa) || !str_prefix(arg,spaceobj->locationb) || !str_prefix(arg,spaceobj->locationc)) { found = TRUE; break; } if( found ) { if ( !str_prefix(arg, spaceobj->locationa) ) strcpy( buf2, spaceobj->locationa); else if ( !str_prefix(arg, spaceobj->locationb) ) strcpy( buf2, spaceobj->locationb); else if ( !str_prefix(arg, spaceobj->locationc) ) strcpy( buf2, spaceobj->locationc); } target = get_ship_here( arg , ship ); if ( target != ship && target != NULL && target->bayopen && ( ship->class != MIDSIZE_SHIP || target->class != MIDSIZE_SHIP ) ) strcpy( buf2, target->name); if ( !found && !target ) { echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat), "ERROR"); return; } sprintf( buf, "Approaching %s.", buf2 ); echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat), buf); sprintf( buf, "%s begins its approach to %s.", ship->name, buf2 ); echo_to_system( AT_YELLOW, ship, buf , NULL ); return; } void landship( SHIP_DATA *ship, char *arg ) { SHIP_DATA *target; char buf[MAX_STRING_LENGTH]; int destination; CHAR_DATA *ch; if ( !str_prefix(arg,ship->spaceobject->locationa) ) destination = ship->spaceobject->doca; if ( !str_prefix(arg,ship->spaceobject->locationb) ) destination = ship->spaceobject->docb; if ( !str_prefix(arg,ship->spaceobject->locationc) ) destination = ship->spaceobject->docc; target = get_ship_here( arg , ship ); if ( target != ship && target != NULL && target->bayopen && ( ship->class != MIDSIZE_SHIP || target->class != MIDSIZE_SHIP ) ) destination = target->hanger; if ( !ship_to_room( ship , destination ) ) { echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat), "Could not complete aproach. Landing aborted."); echo_to_ship( AT_YELLOW , ship , "The ship pulls back up out of its landing sequence."); if (ship->shipstate != SHIP_DISABLED) ship->shipstate = SHIP_READY; return; } echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat), "Landing sequence complete."); echo_to_ship( AT_YELLOW , ship , "You feel a slight thud as the ship sets down on the ground."); sprintf( buf ,"%s disapears from your scanner." , ship->name ); echo_to_system( AT_YELLOW, ship, buf , NULL ); if( ship->ch && ship->ch->desc ) { int xp; ch = ship->ch; xp = (exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY])) ; xp = UMIN( get_ship_value( ship ) , xp ); gain_exp( ch , xp , PILOTING_ABILITY ); ch_printf( ch, "&WYou gain %ld points of flight experience!\n\r", UMIN( get_ship_value( ship ) , xp ) ); ship->ch = NULL; } ship->location = destination; ship->lastdoc = ship->location; if (ship->shipstate != SHIP_DISABLED) ship->shipstate = SHIP_LANDED; ship_from_spaceobject(ship, ship->spaceobject); if (ship->tractored) { if (ship->tractored->tractoredby == ship) ship->tractored->tractoredby = NULL; ship->tractored = NULL; } sprintf( buf, "%s lands on the platform.", ship->name ); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); ship->energy = ship->energy - 25 - 25*ship->class; if ( !str_cmp("Public",ship->owner) || !str_cmp("trainer",ship->owner) || ship->class == SHIP_TRAINER ) { ship->energy = ship->maxenergy; ship->shield = 0; ship->autorecharge = FALSE; ship->autotrack = FALSE; ship->autospeed = FALSE; ship->hull = ship->maxhull; ship->missilestate = MISSILE_READY; ship->statet0 = LASER_READY; ship->statet1 = LASER_READY; ship->statet2 = LASER_READY; ship->shipstate = SHIP_LANDED; echo_to_cockpit( AT_YELLOW , ship , "Repairing and refueling ship..." ); } save_ship(ship); } void do_accelerate( CHAR_DATA *ch, char *argument ) { int chance; int change; SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RThe controls must be at the pilots chair...\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RPlatforms can't move!\n\r" , ch ); return; } if (ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to accelerate.\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->docking != SHIP_READY) { send_to_char("&RYou can't do that while docked to another ship!\n\r",ch); return; } if ( ship->tractoredby && ship->tractoredby->class > ship->class ) { send_to_char("&RYou can not move in a tractorbeam!\n\r",ch); return; } if (ship->tractored && ship->tractored->class > ship->class ) { send_to_char("&RYou can not move while a tractorbeam is locked on to such a large mass.\n\r",ch); return; } if ( ship->energy < abs((atoi(argument)-abs(ship->currspeed))/10) ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; /* changed mobs so they can not fly capital ships. Forcers could possess mobs and fly them - Darrik Vequir */ if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? 0 : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) >= chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } change = atoi(argument); act( AT_PLAIN, "$n manipulates the ships controls.", ch, NULL, argument , TO_ROOM ); if ( change > ship->currspeed ) { ship->inorbitof = NULL; send_to_char( "&GAccelerating\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "The ship begins to accelerate."); echo_to_docked( AT_YELLOW , ship, "The hull groans at an increase in speed." ); sprintf( buf, "%s begins to speed up." , ship->name ); echo_to_system( AT_ORANGE , ship , buf , NULL ); } if ( change < ship->currspeed ) { send_to_char( "&GDecelerating\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "The ship begins to slow down."); echo_to_docked( AT_YELLOW , ship, "The hull groans as the ship slows." ); sprintf( buf, "%s begins to slow down." , ship->name ); echo_to_system( AT_ORANGE , ship , buf , NULL ); } ship->energy -= abs((change-abs(ship->currspeed))/10); ship->currspeed = URANGE( 0 , change , ship->realspeed ); if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); } void do_trajectory_actual( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; int chance; float vx,vy,vz; SHIP_DATA *ship; 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYour not in the pilots seat.\n\r",ch); return; } if ( autofly(ship)) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RPlatforms can't turn!\n\r" , ch ); return; } if (ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->shipstate == SHIP_DOCKED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->shipstate != SHIP_READY) { send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch); return; } if ( ship->energy < (ship->currspeed/10) ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; /* changed mobs so they can not fly capital ships. Forcers could possess mobs and fly them - Darrik Vequir */ if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? 0 : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) > chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); vx = atof( arg2 ); vy = atof( arg3 ); vz = atof( argument ); if ( vx == ship->vx && vy == ship->vy && vz == ship->vz ) { ch_printf( ch , "The ship is already at %.0f %.0f %.0f !" ,vx,vy,vz); } if( vx == 0 && vy == 0 && vz == 0 ) vz = ship->vz+1; ship->hx = vx - ship->vx; ship->hy = vy - ship->vy; ship->hz = vz - ship->vz; ship->energy -= (ship->currspeed/10); ch_printf( ch ,"&GNew course set, aproaching %.0f %.0f %.0f.\n\r" , vx,vy,vz ); act( AT_PLAIN, "$n manipulates the ships controls.", ch, NULL, argument , TO_ROOM ); echo_to_cockpit( AT_YELLOW ,ship, "The ship begins to turn.\n\r" ); sprintf( buf, "%s turns altering its present course." , ship->name ); echo_to_system( AT_ORANGE , ship , buf , NULL ); if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_3; else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_2; else ship->shipstate = SHIP_BUSY; if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); } void do_trajectory( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; int chance; float vx,vy,vz; SHIP_DATA *ship; 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYour not in the pilots seat.\n\r",ch); return; } if ( autofly(ship)) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RPlatforms can't turn!\n\r" , ch ); return; } if (ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->docking != SHIP_READY) { send_to_char("&RYou can't do that while docked to another ship!\n\r",ch); return; } if (ship->shipstate != SHIP_READY && ship->shipstate != SHIP_TRACTORED) { send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch); return; } if ( ship->energy < (ship->currspeed/10) ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; /* changed mobs so they can not fly capital ships. Forcers could possess mobs and fly them - Darrik Vequir */ if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? 0 : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) > chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if( arg2 && arg2[0] != '\0' ) vx = atof( arg2 ); else vx = 0; if( arg3 && arg3[0] != '\0' ) vy = atof( arg3 ); else vy = 0; if( argument && argument[0] != '\0' ) vz = atof( argument ); else if ( vx != ship->vx && vy != ship->vy ) vz = 0; else vz = 1; ship->hx = vx; ship->hy = vy; ship->hz = vz; ship->energy -= (ship->currspeed/10); ch_printf( ch ,"&GNew course set, aproaching %.0f %.0f %.0f.\n\r" , vx,vy,vz ); act( AT_PLAIN, "$n manipulates the ships controls.", ch, NULL, argument , TO_ROOM ); echo_to_cockpit( AT_YELLOW ,ship, "The ship begins to turn.\n\r" ); sprintf( buf, "%s turns altering its present course." , ship->name ); echo_to_system( AT_ORANGE , ship , buf , NULL ); if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_3; else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) ) ship->shipstate = SHIP_BUSY_2; else ship->shipstate = SHIP_BUSY; if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); } void do_buyship(CHAR_DATA *ch, char *argument ) { long price; SHIP_DATA *ship; if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "&ROnly players can do that!\n\r" ,ch ); return; } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { ship = ship_from_cockpit( ch->in_room->vnum ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } } if ( str_cmp( ship->owner , "" ) || ship->type == MOB_SHIP ) { send_to_char( "&RThat ship isn't for sale!" ,ch ); return; } if ( ship->type == SHIP_IMPERIAL ) { if ( !ch->pcdata->clan || str_cmp( ch->pcdata->clan->name , "the empire" ) ) { if ( !ch->pcdata->clan || !ch->pcdata->clan->mainclan || str_cmp( ch->pcdata->clan->mainclan->name , "The Empire" ) ) { send_to_char( "&RThat ship may only be purchaced by the Empire!\n\r" ,ch ); return; } } } else if ( ship->type == SHIP_REBEL ) { if ( !ch->pcdata->clan || (str_cmp( ch->pcdata->clan->name , "the rebel alliance" ) && str_cmp( ch->pcdata->clan->name , "The New Republic"))) { if ( !ch->pcdata->clan || !ch->pcdata->clan->mainclan || str_cmp( ch->pcdata->clan->mainclan->name , "The Rebel Alliance" ) ) { send_to_char( "&RThat ship may only be purchaced by The Rebel Alliance!\n\r" ,ch ); return; } } } price = get_ship_value( ship ); if ( ch->gold < price ) { ch_printf(ch, "&RThis ship costs %ld. You don't have enough credits!\n\r" , price ); return; } ch->gold -= price; ch_printf(ch, "&GYou pay %ld credits to purchace the ship.\n\r" , price ); act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch, NULL, argument , TO_ROOM ); STRFREE( ship->owner ); ship->owner = STRALLOC( ch->name ); save_ship( ship ); } void do_clanbuyship(CHAR_DATA *ch, char *argument ) { long price; SHIP_DATA *ship; CLAN_DATA *clan; CLAN_DATA *mainclan; if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "&ROnly players can do that!\n\r" ,ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou aren't a member of any organizations!\n\r" ,ch ); return; } clan = ch->pcdata->clan; mainclan = ch->pcdata->clan->mainclan ? ch->pcdata->clan->mainclan : clan; if ( ( ch->pcdata->bestowments && is_name("clanbuyship", ch->pcdata->bestowments)) || !str_cmp( ch->name, clan->leader )) ; else { send_to_char( "&RYour organization hasn't seen fit to bestow you with that ability.\n\r" ,ch ); return; } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { ship = ship_from_cockpit( ch->in_room->vnum ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } } if ( str_cmp( ship->owner , "" ) || ship->type == MOB_SHIP ) { send_to_char( "&RThat ship isn't for sale!\n\r" ,ch ); return; } if ( str_cmp( mainclan->name , "The Empire" ) && ship->type == SHIP_IMPERIAL ) { send_to_char( "&RThat ship may only be purchaced by the Empire!\n\r" ,ch ); return; } if ( (str_cmp( mainclan->name , "The Rebel Alliance" ) && str_cmp( mainclan->name , "The New Republic" ) ) && ship->type == SHIP_REBEL ) { send_to_char( "&RThat ship may only be purchaced by The Rebel Alliance!\n\r" ,ch ); return; } if ( !str_cmp( clan->name , "The Empire" ) && ship->type != SHIP_IMPERIAL ) { send_to_char( "&RDue to contractual agreements that ship may not be purchaced by the empire!\n\r" ,ch ); return; } price = get_ship_value( ship ); if ( ch->pcdata->clan->funds < price ) { ch_printf(ch, "&RThis ship costs %ld. You don't have enough credits!\n\r" , price ); return; } clan->funds -= price; ch_printf(ch, "&G%s pays %ld credits to purchace the ship.\n\r", clan->name , price ); act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch, NULL, argument , TO_ROOM ); STRFREE( ship->owner ); ship->owner = STRALLOC( clan->name ); save_ship( ship ); if ( ship->class <= SHIP_PLATFORM ) clan->spacecraft++; else clan->vehicles++; } void do_clansellship(CHAR_DATA *ch, char *argument ) { long price; SHIP_DATA *ship; CLAN_DATA *clan; CLAN_DATA *mainclan; if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "&ROnly players can do that!\n\r" ,ch ); return; } if ( !ch->pcdata->clan ) { send_to_char( "&RYou aren't a member of any organizations!\n\r" ,ch ); return; } clan = ch->pcdata->clan; mainclan = ch->pcdata->clan->mainclan ? ch->pcdata->clan->mainclan : clan; if ( ( ch->pcdata->bestowments && is_name("clanbuyship", ch->pcdata->bestowments)) || !str_cmp( ch->name, clan->leader )) ; else { send_to_char( "&RYour organization hasn't seen fit to bestow you with that ability.\n\r" ,ch ); return; } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { ship = ship_from_cockpit( ch->in_room->vnum ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } } if ( !str_cmp( ship->owner , "" ) || ship->type == MOB_SHIP ) { send_to_char( "&RThat ship is not owned!\n\r" ,ch ); return; } if ( str_cmp( ship->owner , ch->pcdata->clan->name ) ) { send_to_char( "&RThat isn't your ship!" ,ch ); return; } price = get_ship_value( ship ); ch->pcdata->clan->funds += ( price - price/10 ); ch_printf(ch, "&GYour clan receives %ld credits from selling your ship.\n\r" , price - price/10 ); act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch, NULL, argument , TO_ROOM ); STRFREE( ship->owner ); ship->owner = STRALLOC( "" ); ship->pilot = STRALLOC( "" ); ship->copilot = STRALLOC( "" ); save_ship( ship ); } void do_sellship(CHAR_DATA *ch, char *argument ) { long price; SHIP_DATA *ship; ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } if ( str_cmp( ship->owner , ch->name ) ) { send_to_char( "&RThat isn't your ship!" ,ch ); return; } price = get_ship_value( ship ); ch->gold += ( price - price/10 ); ch_printf(ch, "&GYou receive %ld credits from selling your ship.\n\r" , price - price/10 ); act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch, NULL, argument , TO_ROOM ); STRFREE( ship->owner ); ship->owner = STRALLOC( "" ); ship->pilot = STRALLOC( "" ); ship->copilot = STRALLOC( "" ); save_ship( ship ); } void do_info(CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; SHIP_DATA *target; bool fromafar = TRUE; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { if ( argument[0] == '\0' ) { act( AT_PLAIN, "Which ship do you want info on?.", ch, NULL, NULL, TO_CHAR ); return; } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } target = ship; } else if ( ship->hanger == ch->in_room->vnum ) { if ( argument[0] == '\0' ) { act( AT_PLAIN, "Which ship do you want info on?.", ch, NULL, NULL, TO_CHAR ); return; } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } target = ship; } else if (argument[0] == '\0') { target = ship; fromafar = FALSE; } else target = get_ship_here( argument , ship ); if ( target == NULL ) { send_to_char("&RI don't see that here.\n\rTry the radar, or type info by itself for info on this ship.\n\r",ch); return; } if ( check_pilot( ch , target ) ) fromafar = FALSE; if ( abs(target->vx - ship->vx) > 500+ship->sensor*2 || abs(target->vy - ship->vy) > 500+ship->sensor*2 || abs(target->vz - ship->vz) > 500+ship->sensor*2 ) { send_to_char("&RThat ship is to far away to scan.\n\r",ch); return; } ch_printf( ch, "&Y%s %s : %s (%s)\n\r&B", target->type == SHIP_REBEL ? "Rebel" : (target->type == SHIP_IMPERIAL ? "Imperial" : "Civilian" ), target->class == FIGHTER_SHIP ? "Starfighter" : (target->class == MIDSIZE_SHIP ? "Midtarget" : (target->class == CAPITAL_SHIP ? "Capital Ship" : (ship->class == SHIP_PLATFORM ? "Platform" : (ship->class == CLOUD_CAR ? "Cloudcar" : (ship->class == OCEAN_SHIP ? "Boat" : (ship->class == LAND_SPEEDER ? "Speeder" : (ship->class == WHEELED ? "Wheeled Transport" : (ship->class == LAND_CRAWLER ? "Crawler" : (ship->class == WALKER ? "Walker" : "Unknown" ) ) ) ) ) ) ) ) ), target->name, target->personalname, target->filename); ch_printf( ch, "Description: %s\n\rOwner: %s", target->description, target->owner ); if( fromafar == FALSE ) ch_printf( ch, " Pilot: %s Copilot: %s", target->pilot, target->copilot ); ch_printf( ch, "\n\rLaser cannons: %d Ion cannons: %d\n\r", target->lasers, target->ions); ch_printf( ch, "Max Hull: %d ", target->maxhull); ch_printf( ch, "Max Shields: %d Max Energy(fuel): %d\n\r", target->maxshield, target->maxenergy); ch_printf( ch, "Maximum Speed: %d Hyperspeed: %d Value: %d\n\r", target->realspeed, target->hyperspeed, get_ship_value( target )); ch_printf( ch, "Maximum Cargo: %d\n\r", target->maxcargo ); act( AT_PLAIN, "$n checks various gages and displays on the control panel.", ch, NULL, argument , TO_ROOM ); } void do_autorecharge(CHAR_DATA *ch, char *argument ) { int chance; SHIP_DATA *ship; int recharge; 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 = ship_from_coseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the co-pilots seat!\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipsystems]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); learn_from_failure( ch, gsn_shipsystems ); return; } act( AT_PLAIN, "$n flips a switch on the control panell.", ch, NULL, argument , TO_ROOM ); if ( !str_cmp(argument,"on" ) ) { ship->autorecharge=TRUE; send_to_char( "&GYou power up the shields.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Shields ON. Autorecharge ON."); } else if ( !str_cmp(argument,"off" ) ) { ship->autorecharge=FALSE; send_to_char( "&GYou shutdown the shields.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Shields OFF. Shield strength set to 0. Autorecharge OFF."); ship->shield = 0; } else if ( !str_cmp(argument,"idle" ) ) { ship->autorecharge=FALSE; send_to_char( "&GYou let the shields idle.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Autorecharge OFF. Shields IDLEING."); } else { if (ship->autorecharge == TRUE) { ship->autorecharge=FALSE; send_to_char( "&GYou toggle the shields.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Autorecharge OFF. Shields IDLEING."); } else { ship->autorecharge=TRUE; send_to_char( "&GYou toggle the shields.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Shields ON. Autorecharge ON"); } } if (ship->autorecharge) { recharge = URANGE( 1, ship->maxshield-ship->shield, 25+ship->class*25 ); recharge = UMIN( recharge, ship->energy*5 + 100 ); ship->shield += recharge; ship->energy -= ( recharge*2 + recharge * ship->class ); } learn_from_success( ch, gsn_shipsystems ); } void do_autopilot(CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; 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 = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the pilots seat!\n\r",ch); return; } if ( ! check_pilot(ch,ship) ) { send_to_char("&RHey! Thats not your ship!\n\r",ch); return; } if ( ship->shipstate == SHIP_DOCKED ) { if(ship->docked == NULL || ( ship->docked->class > MIDSIZE_SHIP && ship->class > MIDSIZE_SHIP )) { send_to_char("&RNot until after you've launched!\n\r",ch); return; } send_to_char("&RNot while you are docked!\n\r",ch); return; } if ( ship->target0 ) { ship->autotrack = FALSE; } act( AT_PLAIN, "$n flips a switch on the control panell.", ch, NULL, argument , TO_ROOM ); if ( ( ship->autopilot == TRUE && str_cmp(argument,"on") ) || !str_cmp(argument,"off") ) { ship->autopilot=FALSE; send_to_char( "&GYou toggle the autopilot.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Autopilot OFF."); } else { if( ship->shipstate == SHIP_LANDED ) { send_to_char("&RNot while you are docked!\n\r",ch); return; } ship->autopilot=TRUE; ship->autorecharge = TRUE; send_to_char( "&GYou toggle the autopilot.\n\r", ch); echo_to_cockpit( AT_YELLOW , ship , "Autopilot ON."); } } void do_openhatch(CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; if ( !argument || argument[0] == '\0' || !str_cmp(argument,"hatch") ) { ship = ship_from_entrance( ch->in_room->vnum ); if( ship == NULL) { send_to_char( "&ROpen what?\n\r", ch ); return; } else { if ( !ship->hatchopen) { if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RTry one of the docking bays!\n\r" , ch ); return; } if ( ship->location != ship->lastdoc || ( ship->shipstate != SHIP_LANDED && ship->shipstate != SHIP_DISABLED ) ) { send_to_char("&RPlease wait till the ship lands!\n\r",ch); return; } ship->hatchopen = TRUE; send_to_char("&GYou open the hatch.\n\r",ch); act( AT_PLAIN, "$n opens the hatch.", ch, NULL, argument, TO_ROOM ); sprintf( buf , "The hatch on %s opens." , ship->name); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); return; } else { send_to_char("&RIt's already open.\n\r",ch); return; } } } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } if ( ship->shipstate != SHIP_LANDED && ship->shipstate != SHIP_DISABLED ) { send_to_char( "&RThat ship has already started to launch",ch); return; } if ( ! check_pilot(ch,ship) ) { send_to_char("&RHey! Thats not your ship!\n\r",ch); return; } if ( !ship->hatchopen) { ship->hatchopen = TRUE; act( AT_PLAIN, "You open the hatch on $T.", ch, NULL, ship->name, TO_CHAR ); act( AT_PLAIN, "$n opens the hatch on $T.", ch, NULL, ship->name, TO_ROOM ); echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch opens from the outside." ); sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); return; } send_to_char("&GIts already open!\n\r",ch); } void do_closehatch(CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; if ( !argument || argument[0] == '\0' || !str_cmp(argument,"hatch") ) { ship = ship_from_entrance( ch->in_room->vnum ); if( ship == NULL) { send_to_char( "&RClose what?\n\r", ch ); return; } else { if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RTry one of the docking bays!\n\r" , ch ); return; } if ( ship->hatchopen) { ship->hatchopen = FALSE; send_to_char("&GYou close the hatch.\n\r",ch); act( AT_PLAIN, "$n closes the hatch.", ch, NULL, argument, TO_ROOM ); sprintf( buf , "The hatch on %s closes." , ship->name); echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf ); sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); return; } else { send_to_char("&RIt's already closed.\n\r",ch); return; } } } ship = ship_in_room( ch->in_room , argument ); if ( !ship ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } if ( ship->shipstate != SHIP_LANDED && ship->shipstate != SHIP_DISABLED ) { send_to_char( "&RThat ship has already started to launch",ch); return; } else { if(ship->hatchopen) { ship->hatchopen = FALSE; act( AT_PLAIN, "You close the hatch on $T.", ch, NULL, ship->name, TO_CHAR ); act( AT_PLAIN, "$n closes the hatch on $T.", ch, NULL, ship->name, TO_ROOM ); echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch is closed from outside."); sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" ); sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" ); return; } else { send_to_char("&RIts already closed.\n\r",ch); return; } } } void do_status(CHAR_DATA *ch, char *argument ) { int chance; SHIP_DATA *ship; SHIP_DATA *target; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the cockpit, turret or engineroom of a ship to do that!\n\r",ch); return; } if (argument[0] == '\0') target = ship; else target = get_ship_here( argument , ship ); if ( target == NULL ) { send_to_char("&RI don't see that here.\n\rTry the radar, or type status by itself for your ships status.\n\r",ch); return; } if ( abs(target->vx - ship->vx) > 500+ship->sensor*2 || abs(target->vy - ship->vy) > 500+ship->sensor*2 || abs(target->vz - ship->vz) > 500+ship->sensor*2 ) { send_to_char("&RThat ship is to far away to scan.\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipsystems]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou cant figure out what the readout means.\n\r",ch); learn_from_failure( ch, gsn_shipsystems ); return; } act( AT_PLAIN, "$n checks various gages and displays on the control panel.", ch, NULL, argument , TO_ROOM ); ch_printf( ch, "&W%s:\n\r",target->name); ch_printf( ch, "&OCurrent Coordinates:&Y %.0f %.0f %.0f\n\r", target->vx, target->vy, target->vz ); ch_printf( ch, "&OCurrent Heading:&Y %.0f %.0f %.0f\n\r", target->hx, target->hy, target->hz ); ch_printf( ch, "&OCurrent Speed:&Y %d&O/%d\n\r", target->currspeed , target->realspeed ); ch_printf( ch, "&OHull:&Y %d&O/%d Ship Condition:&Y %s\n\r", target->hull, target->maxhull, target->shipstate == SHIP_DISABLED ? "Disabled" : "Running"); ch_printf( ch, "&OShields:&Y %d&O/%d Energy(fuel):&Y %d&O/%d\n\r", target->shield, target->maxshield, target->energy, target->maxenergy); ch_printf( ch, "&OLaser Condition:&Y %s &OCurrent Target:&Y %s\n\r", target->statet0 == LASER_DAMAGED ? "Damaged" : "Good" , target->target0 ? target->target0->name : "none"); if (target->turret1) ch_printf( ch, "&OTurret One: &Y %s &OCurrent Target:&Y %s\n\r", target->statet1 == LASER_DAMAGED ? "Damaged" : "Good" , target->target1 ? target->target1->name : "none"); if (target->turret2) ch_printf( ch, "&OTurret Two: &Y %s &OCurrent Target:&Y %s\n\r", target->statet2 == LASER_DAMAGED ? "Damaged" : "Good" , target->target2 ? target->target2->name : "none"); if (target->turret3) ch_printf( ch, "&OTurret Three:&Y %s &OCurrent Target:&Y %s\n\r", target->statet3 == LASER_DAMAGED ? "Damaged" : "Good" , target->target3 ? target->target3->name : "none"); if (target->turret4) ch_printf( ch, "&OTurret Four: &Y %s &OCurrent Target:&Y %s\n\r", target->statet4 == LASER_DAMAGED ? "Damaged" : "Good" , target->target4 ? target->target4->name : "none"); if (target->turret5) ch_printf( ch, "&OTurret Five: &Y %s &OCurrent Target:&Y %s\n\r", target->statet5 == LASER_DAMAGED ? "Damaged" : "Good" , target->target5 ? target->target5->name : "none"); if (target->turret6) ch_printf( ch, "&OTurret Six: &Y %s &OCurrent Target:&Y %s\n\r", target->statet6 == LASER_DAMAGED ? "Damaged" : "Good" , target->target6 ? target->target6->name : "none"); if (target->turret7) ch_printf( ch, "&OTurret Seven:&Y %s &OCurrent Target:&Y %s\n\r", target->statet7 == LASER_DAMAGED ? "Damaged" : "Good" , target->target7 ? target->target7->name : "none"); if (target->turret8) ch_printf( ch, "&OTurret Eight:&Y %s &OCurrent Target:&Y %s\n\r", target->statet8 == LASER_DAMAGED ? "Damaged" : "Good" , target->target8 ? target->target8->name : "none"); if (target->turret9) ch_printf( ch, "&OTurret Nine: &Y %s &OCurrent Target:&Y %s\n\r", target->statet9 == LASER_DAMAGED ? "Damaged" : "Good" , target->target9 ? target->target9->name : "none"); if (target->turret0) ch_printf( ch, "&OTurret Ten: &Y %s &OCurrent Target:&Y %s\n\r", target->statet10 == LASER_DAMAGED ? "Damaged" : "Good" , target->target10 ? target->target10->name : "none"); ch_printf( ch, "&OSensors: &Y%d &OTractor Beam: &Y%d\n\r", target->sensor, target->tractorbeam); ch_printf( ch, "&OAstroArray: &Y%d &OComm: &Y%d\n\r", target->astro_array, target->comm); ch_printf( ch, "\n\r&OMissiles:&Y %d&O Torpedos: &Y%d&O\n\rRockets: &Y%d&O Chaff: &Y%d&O \n\r Condition:&Y %s&w\n\r", target->missiles, target->torpedos, target->rockets, target->chaff, target->missilestate == MISSILE_DAMAGED ? "Damaged" : "Good"); learn_from_success( ch, gsn_shipsystems ); } void do_hyperspace(CHAR_DATA *ch, char *argument ) { int chance; float tx, ty, tz; SHIP_DATA *ship; SHIP_DATA *dship; SPACE_DATA *spaceobject; char buf[MAX_STRING_LENGTH]; 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou aren't in the pilots seat.\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RPlatforms can't move!\n\r" , ch ); return; } if (ship->hyperspeed == 0) { send_to_char("&RThis ship is not equipped with a hyperdrive!\n\r",ch); return; } if (( !argument || argument[0] == '\0' ) && ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou are already travelling lightspeed!\n\r",ch); return; } if ( argument && !str_cmp( argument, "off" ) && ship->shipstate != SHIP_HYPERSPACE ) { send_to_char("&RHyperdrive not active.\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->docking != SHIP_READY ) { send_to_char("&RYou can't do that while docked to another ship!\n\r",ch); return; } if (ship->tractoredby || ship->tractored ) { send_to_char("&RYou can not move in a tractorbeam!\n\r",ch); return; } if (ship->tractored && ship->tractored->class > ship->class ) { send_to_char("&RYou can not enter hyperspace with your tractor beam locked on.\n\r",ch); return; } if (ship->shipstate != SHIP_READY && ship->shipstate != SHIP_HYPERSPACE) { send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch); return; } if ( argument && !str_cmp( argument, "off" ) && ship->shipstate == SHIP_HYPERSPACE) { ship_to_spaceobject (ship, ship->currjump); if (ship->spaceobject == NULL) { echo_to_cockpit( AT_RED, ship, "Ship lost in Hyperspace. Make new calculations."); return; } else { float tx, ty, tz; for( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) if( space_in_range( ship, spaceobject ) ) { ship->currjump = spaceobject; break; } if( !spaceobject ) ship->currjump = ship->spaceobject; tx = ship->vx; ty = ship->vy; tz = ship->vz; ship->vx = ship->cx; ship->vy = ship->cy; ship->vz = ship->cz; ship->cx = tx; ship->cy = ty; ship->cz = tz; ship->currjump = NULL; echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Hyperjump complete."); echo_to_ship( AT_YELLOW, ship, "The ship lurches slightly as it comes out of hyperspace."); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); echo_to_system( AT_YELLOW, ship, buf , NULL ); ship->shipstate = SHIP_READY; STRFREE( ship->home ); ship->home = STRALLOC( ship->spaceobject->name ); if ( str_cmp("Public",ship->owner) ) save_ship(ship); for( dship = first_ship; dship; dship = dship->next ) if ( dship->docked && dship->docked == ship ) { echo_to_room( AT_YELLOW, get_room_index(dship->pilotseat), "Hyperjump complete."); echo_to_ship( AT_YELLOW, dship, "The ship lurches slightly as it comes out of hyperspace."); sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , dship->name, dship->vx, dship->vy, dship->vz ); echo_to_system( AT_YELLOW, dship, buf , NULL ); STRFREE( dship->home ); dship->home = STRALLOC( ship->home ); if ( str_cmp("Public",dship->owner) ) save_ship(dship); } return; } } if (!ship->currjump) { send_to_char("&RYou need to calculate your jump first!\n\r",ch); return; } if ( ship->energy < 100) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( ship->currspeed <= 0 ) { send_to_char("&RYou need to speed up a little first!\n\r",ch); return; } /* for ( eShip = first_ship; eShip; eShip = eShip->next ) { if ( eShip == ship ) continue; if ( !eShip->spaceobject ) continue; if ( eShip->docked && eShip->docked == ship ) continue; if ( abs( eShip->vx - ship->vx ) < 500 && abs( eShip->vy - ship->vy ) < 500 && abs( eShip->vz - ship->vz ) < 500 ) { ch_printf(ch, "&RYou are too close to %s to make the jump to lightspeed.\n\r", eShip->name ); return; } } Ships removed and space objects added to gravity wells preventing hyperspace - Darrik Vequir - 6/01 */ for( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) { if( ( abs ( spaceobject->xpos - ship->vx ) < 100+(spaceobject->gravity*5) ) && ( abs ( spaceobject->ypos - ship->vy ) < 100+(spaceobject->gravity*5) ) && ( abs ( spaceobject->zpos - ship->vz ) < 100+(spaceobject->gravity*5) ) ) { ch_printf(ch, "&RYou are too close to %s to make the jump to lightspeed.\n\r", spaceobject->name ); return; } } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; /* changed mobs so they can not fly capital ships. Forcers could possess mobs and fly them - Darrik Vequir */ if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? 0 : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) > chance ) { send_to_char("&RYou can't figure out which lever to use.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } sprintf( buf ,"%s enters hyperspace." , ship->name ); echo_to_system( AT_YELLOW, ship, buf , NULL ); ship->lastsystem = ship->spaceobject; ship_from_spaceobject( ship , ship->spaceobject ); ship->shipstate = SHIP_HYPERSPACE; send_to_char( "&GYou push forward the hyperspeed lever.\n\r", ch); act( AT_PLAIN, "$n pushes a lever forward on the control panel.", ch, NULL, argument , TO_ROOM ); echo_to_ship( AT_YELLOW , ship , "The ship lurches slightly as it makes the jump to lightspeed." ); echo_to_cockpit( AT_YELLOW , ship , "The stars become streaks of light as you enter hyperspace."); echo_to_docked( AT_YELLOW , ship, "The stars become streaks of light as you enter hyperspace." ); ship->energy -= 100; tx = ship->vx; ty = ship->vy; tz = ship->vz; ship->vx = ship->jx; ship->vy = ship->jy; ship->vz = ship->jz; ship->cx = tx; ship->cy = ty; ship->cz = tz; ship->jx = tx; ship->jy = ty; ship->jz = tz; ship->ox = tx; ship->oy = ty; ship->oz = tz; if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); } void do_target(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance; SHIP_DATA *ship; SHIP_DATA *target, *dship; char buf[MAX_STRING_LENGTH]; bool turret = FALSE; strcpy( arg, argument ); switch( ch->substate ) { default: if ( (ship = ship_from_turret(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the gunners seat or turret of a ship to do that!\n\r",ch); return; } if ( ship->gunseat != ch->in_room->vnum ) turret = TRUE; /* if ( ship->class > SHIP_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } */ if (ship->shipstate == SHIP_HYPERSPACE && ship->class <= SHIP_PLATFORM) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (! ship->spaceobject && ship->class <= SHIP_PLATFORM) { send_to_char("&RYou can't do that until you've finished launching!\n\r",ch); return; } if ( autofly(ship) && ( !turret || !check_pilot( ch, ship ) ) ) { send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("&RYou need to specify a target!\n\r",ch); return; } if ( !str_cmp( arg, "none") ) { send_to_char(">arget set to none.\n\r",ch); if ( ch->in_room->vnum == ship->gunseat ) ship->target0 = NULL; if ( ch->in_room->vnum == ship->turret1 ) ship->target1 = NULL; if ( ch->in_room->vnum == ship->turret2 ) ship->target2 = NULL; if ( ch->in_room->vnum == ship->turret3 ) ship->target3 = NULL; if ( ch->in_room->vnum == ship->turret4 ) ship->target4 = NULL; if ( ch->in_room->vnum == ship->turret5 ) ship->target5 = NULL; if ( ch->in_room->vnum == ship->turret6 ) ship->target6 = NULL; if ( ch->in_room->vnum == ship->turret7 ) ship->target7 = NULL; if ( ch->in_room->vnum == ship->turret8 ) ship->target8 = NULL; if ( ch->in_room->vnum == ship->turret9 ) ship->target9 = NULL; if ( ch->in_room->vnum == ship->turret0 ) ship->target10 = NULL; return; } if (ship->class > SHIP_PLATFORM) target = ship_in_room( ship->in_room , arg ); else target = get_ship_here( arg, ship ); if ( target == NULL ) { send_to_char("&RThat ship isn't here!\n\r",ch); return; } if ( target == ship ) { send_to_char("&RYou can't target your own ship!\n\r",ch); return; } if ( !str_cmp(ship->owner, "Trainer") && str_cmp(target->owner, "Trainer") ) { send_to_char("&RTrainers can only target other trainers!!\n\r",ch); return; } if ( str_cmp(ship->owner, "Trainer") && !str_cmp(target->owner, "Trainer") ) { send_to_char("&ROnly trainers can target other trainers!!\n\r",ch); return; } if( ship->class <= SHIP_PLATFORM) { if ( abs(ship->vx-target->vx) > 5000 || abs(ship->vy-target->vy) > 5000 || abs(ship->vz-target->vz) > 5000 ) { send_to_char("&RThat ship is too far away to target.\n\r",ch); return; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_weaponsystems]) ; if ( number_percent( ) < chance ) { send_to_char( ">racking target.\n\r", ch); act( AT_PLAIN, "$n makes some adjustments on the targeting computer.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_target , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou fail to work the controls properly.\n\r",ch); learn_from_failure( ch, gsn_weaponsystems ); 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; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) return; send_to_char("&RYour concentration is broken. You fail to lock onto your target.\n\r", ch); return; } ch->substate = SUB_NONE; if ( (ship = ship_from_turret(ch->in_room->vnum)) == NULL ) { return; } if (ship->class > SHIP_PLATFORM) target = ship_in_room( ship->in_room , arg ); else target = get_ship_here( arg, ship ); if ( target == NULL || target == ship) { send_to_char("&RThe ship has left the starsytem. Targeting aborted.\n\r",ch); return; } if ( ch->in_room->vnum == ship->gunseat ) ship->target0 = target; if ( ch->in_room->vnum == ship->turret1 ) ship->target1 = target; if ( ch->in_room->vnum == ship->turret2 ) ship->target2 = target; if ( ch->in_room->vnum == ship->turret3 ) ship->target3 = target; if ( ch->in_room->vnum == ship->turret4 ) ship->target4 = target; if ( ch->in_room->vnum == ship->turret5 ) ship->target5 = target; if ( ch->in_room->vnum == ship->turret6 ) ship->target6 = target; if ( ch->in_room->vnum == ship->turret7 ) ship->target7 = target; if ( ch->in_room->vnum == ship->turret8 ) ship->target8 = target; if ( ch->in_room->vnum == ship->turret9 ) ship->target9 = target; if ( ch->in_room->vnum == ship->turret0 ) ship->target0 = target; send_to_char( ">arget Locked.\n\r", ch); sprintf( buf , "You are being targetted by %s." , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); echo_to_docked( AT_YELLOW , ship, "The ship's computer receives targetting data through the docking port link." ); if ( ch->in_room->vnum == ship->gunseat ) for( dship = first_ship; dship; dship = dship->next ) if( dship->docked && dship->docked == ship ) dship->target0 = target; sound_to_room( ch->in_room , "!!SOUND(targetlock)" ); learn_from_success( ch, gsn_weaponsystems ); if ( autofly(target) && !target->target0) { sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); target->target0 = ship; } } void do_fire(CHAR_DATA *ch, char *argument ) { int chance, origchance, distance; SHIP_DATA *ship; SHIP_DATA *target; char buf[MAX_STRING_LENGTH]; bool turret = FALSE; if ( (ship = ship_from_turret(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the gunners chair or turret of a ship to do that!\n\r",ch); return; } if ( ship->gunseat != ch->in_room->vnum ) turret = TRUE; /* if ( ship->class > SHIP_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } */ if (ship->shipstate == SHIP_HYPERSPACE && ship->class <= SHIP_PLATFORM) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->spaceobject == NULL && ship->class <= SHIP_PLATFORM) { send_to_char("&RYou can't do that until after you've finished launching!\n\r",ch); return; } if ( ship->energy <5 ) { send_to_char("&RTheres not enough energy left to fire!\n\r",ch); return; } if ( autofly(ship) && !turret ) { send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) ( ch->perm_dex*2 + ch->pcdata->learned[gsn_spacecombat]/3 + ch->pcdata->learned[gsn_spacecombat2]/3 + ch->pcdata->learned[gsn_spacecombat3]/3 ); origchance = chance; if ( ship->class > SHIP_PLATFORM && !IS_NPC(ch)) ((ch->pcdata->learned[gsn_speeders] == 100) ? (chance -= 100 - ch->pcdata->learned[gsn_speedercombat]) : (chance = 0)); if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "lasers") ) { if (ship->statet0 == LASER_DAMAGED) { send_to_char("&RThe ships main laser is damaged.\n\r",ch); return; } if (ship->statet0 >= ship->lasers ) { send_to_char("&RThe lasers are still recharging.\n\r",ch); return; } if (ship->target0 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target0; if (ship->class <= SHIP_PLATFORM && !ship_in_range( ship, target ) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target0 = NULL; return; } if (ship->class > SHIP_PLATFORM && ship->target0->in_room != ship->in_room) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target0 = NULL; return; } if(ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } } if ( ship->class < 2 && !is_facing( ship, target ) ) { send_to_char("&RThe main laser can only fire forward. You'll need to turn your ship!\n\r",ch); return; } ship->statet0++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - ship->class; chance += ship->currspeed - target->currspeed; chance += ship->manuever - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf , "Lasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "The ships lasers fire at %s but miss." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); sprintf( buf, "Laserfire from %s barely misses %s." , ship->name , target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); return; } sprintf( buf, "Laserfire from %s hits %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by lasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "Your ships lasers hit %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); if (ship->class > SHIP_PLATFORM ) learn_from_success( ch, gsn_speedercombat ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM ) damage_ship_ch( target, 100, 250, ch); else if( ship->class == CAPITAL_SHIP && target->class < CAPITAL_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } /************************* * Added ion cannons! * * Darrik Vequir * *************************/ if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "ions") ) { if (ship->statet0 == LASER_DAMAGED) { send_to_char("&RThe ships main weapons are damaged.\n\r",ch); return; } if (ship->ions <= 0) { send_to_char("&RYou have no ion cannons to fire.\n\r", ch); return; } if (ship->statei0 >= ship->ions ) { send_to_char("&RThe ion cannons are still recharging.\n\r",ch); return; } if (ship->target0 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target0; if (ship->class <= SHIP_PLATFORM && !ship_in_range(ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target0 = NULL; return; } if (ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of ion range.\n\r",ch); return; } } if ( ship->class < 2 && !is_facing( ship, target ) ) { send_to_char("&RThe main ion cannon can only fire forward. You'll need to turn your ship!\n\r",ch); return; } ship->statei0++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - ship->class; chance += ship->currspeed - target->currspeed; chance += ship->manuever - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf , "Ion cannons fire from %s at you, but the blue plasma narrowly misses." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "The ships ion cannons fire at %s but the blue plasma narrowly misses." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); sprintf( buf, "Blue ion plasma from %s narrowly misses %s." , ship->name , target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); return; } sprintf( buf, "Blue plasma from %s engulfs %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are engulfed by ion energy from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "Blue plasma from your ship engulf %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); if (ship->class > SHIP_PLATFORM ) learn_from_success( ch, gsn_speedercombat ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM ) damage_ship_ch( target, -200, -50, ch ); else if( ship->class == CAPITAL_SHIP && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, -200, -50, ch ); else damage_ship_ch( target, -75 , -10, ch ); if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } /************************* * End ions addition * *************************/ if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "missile") ) { if (ship->missilestate == MISSILE_DAMAGED) { send_to_char("&RThe ships missile launchers are dammaged.\n\r",ch); return; } if (ship->missiles <= 0) { send_to_char("&RYou have no missiles to fire!\n\r",ch); return; } if (ship->missilestate != MISSILE_READY ) { send_to_char("&RThe missiles are still reloading.\n\r",ch); return; } if (ship->target0 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target0; if (ship->class <= SHIP_PLATFORM && !ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target0 = NULL; return; } if(ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of missile range.\n\r",ch); return; } } if ( ship->class < 2 && !is_facing( ship, target ) ) { send_to_char("&RMissiles can only fire in a forward. You'll need to turn your ship!\n\r",ch); return; } distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - ship->class; chance += ship->currspeed - target->currspeed; chance += ship->manuever - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance += 30; chance = URANGE( 20 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { send_to_char( "&RYou fail to lock onto your target!", ch ); ship->missilestate = MISSILE_RELOAD_2; return; } if(ship->class <= SHIP_PLATFORM) new_missile( ship , target , ch , CONCUSSION_MISSILE ); else damage_ship_ch(target, 75, 200, ch ); ship->missiles-- ; act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); echo_to_cockpit( AT_YELLOW , ship , "Missiles launched."); sprintf( buf , "Incoming missile from %s." , ship->name); if(ship->class > SHIP_PLATFORM) echo_to_ship( AT_RED , target , "A large explosion vibrates through the ship." ); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf, "%s fires a missile towards %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); learn_from_success( ch, gsn_weaponsystems ); if ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM ) ship->missilestate = MISSILE_RELOAD; else ship->missilestate = MISSILE_FIRED; if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "torpedo") ) { if (ship->missilestate == MISSILE_DAMAGED) { send_to_char("&RThe ships missile launchers are dammaged.\n\r",ch); return; } if (ship->torpedos <= 0) { send_to_char("&RYou have no torpedos to fire!\n\r",ch); return; } if (ship->missilestate != MISSILE_READY ) { send_to_char("&RThe torpedos are still reloading.\n\r",ch); return; } if (ship->target0 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target0; if (ship->class <= SHIP_PLATFORM && !ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target0 = NULL; return; } if(ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of torpedo range.\n\r",ch); return; } } if ( ship->class < 2 && !is_facing( ship, target ) ) { send_to_char("&RTorpedos can only fire in a forward direction. You'll need to turn your ship!\n\r",ch); return; } distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - ship->class; chance += ship->currspeed - target->currspeed; chance += ship->manuever - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance += 30; chance = URANGE( 20 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { send_to_char( "&RYou fail to lock onto your target!", ch ); ship->missilestate = MISSILE_RELOAD_2; return; } if( ship->class <= SHIP_PLATFORM) new_missile( ship , target , ch , PROTON_TORPEDO ); else damage_ship_ch( target, 200, 300, ch); ship->torpedos-- ; act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); echo_to_cockpit( AT_YELLOW , ship , "Missiles launched."); sprintf( buf , "Incoming torpedo from %s." , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf, "%s fires a torpedo towards %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) { echo_to_room(AT_ORANGE, ship->in_room, buf); echo_to_ship( AT_RED , target , "A large explosion vibrates through the ship." ); } else echo_to_system( AT_ORANGE , ship , buf , target ); learn_from_success( ch, gsn_weaponsystems ); if ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM ) ship->missilestate = MISSILE_RELOAD; else ship->missilestate = MISSILE_FIRED; if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "rocket") ) { if (ship->missilestate == MISSILE_DAMAGED) { send_to_char("&RThe ships missile launchers are damaged.\n\r",ch); return; } if (ship->rockets <= 0) { send_to_char("&RYou have no rockets to fire!\n\r",ch); return; } if (ship->missilestate != MISSILE_READY ) { send_to_char("&RThe missiles are still reloading.\n\r",ch); return; } if (ship->target0 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target0; if (ship->class <= SHIP_PLATFORM && !ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target0 = NULL; return; } if (ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >800 || abs(target->vy - ship->vy) >800 || abs(target->vz - ship->vz) >800 ) { send_to_char("&RThat ship is out of rocket range.\n\r",ch); return; } } if ( ship->class < 2 && !is_facing( ship, target ) ) { send_to_char("&RRockets can only fire forward. You'll need to turn your ship!\n\r",ch); return; } distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - ship->class; chance += ship->currspeed - target->currspeed; chance += ship->manuever - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance += 30; chance = URANGE( 20 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { send_to_char( "&RYou fail to lock onto your target!", ch ); ship->missilestate = MISSILE_RELOAD_2; return; } if( ship->class <= SHIP_PLATFORM) new_missile( ship , target , ch , HEAVY_ROCKET ); else damage_ship_ch( target, 450, 550, ch ); ship->rockets-- ; act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); echo_to_cockpit( AT_YELLOW , ship , "Rocket launched."); sprintf( buf , "Incoming rocket from %s." , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf, "%s fires a heavy rocket towards %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) { echo_to_room(AT_ORANGE, ship->in_room, buf); echo_to_ship( AT_RED , target , "A large explosion vibrates through the ship." ); } else echo_to_system( AT_ORANGE , ship , buf , target ); learn_from_success( ch, gsn_weaponsystems ); if ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM ) ship->missilestate = MISSILE_RELOAD; else ship->missilestate = MISSILE_FIRED; if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret1 && !str_prefix( argument , "lasers") ) { if (ship->statet1 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet1 > ship->class ) { send_to_char("&RThe turbolaser is recharging.\n\r",ch); return; } if (ship->target1 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target1; if (ship->class <= SHIP_PLATFORM && !ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target1 = NULL; return; } if (ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } } ship->statet1++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - CAPITAL_SHIP+1; chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the ships turret at %s but miss." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); sprintf( buf, "%s fires at %s but misses." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turboasers fire from %s, hitting %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "Turbolasers fire from the turret, hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret2 && !str_prefix( argument , "lasers") ) { if (ship->statet2 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet2 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target2 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target2; if (ship->class <= SHIP_PLATFORM && !ship_in_range( ship, target ) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target2 = NULL; return; } if (ship->class <= SHIP_PLATFORM) { if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } } ship->statet2++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - CAPITAL_SHIP+1; chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); if(ship->class > SHIP_PLATFORM) echo_to_room(AT_ORANGE, ship->in_room, buf); else echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship && ship->spaceobject) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret3 && !str_prefix( argument , "lasers") ) { if (ship->statet3 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet3 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target3 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target3; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target3 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet3++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - CAPITAL_SHIP+1; chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret4 && !str_prefix( argument , "lasers") ) { if (ship->statet4 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet4 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target4 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target4; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target4 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet4++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret5 && !str_prefix( argument , "lasers") ) { if (ship->statet5 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet5 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target5 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target5; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target5 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet5++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret6 && !str_prefix( argument , "lasers") ) { if (ship->statet6 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet6 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target6 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target6; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target6 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet6++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret7 && !str_prefix( argument , "lasers") ) { if (ship->statet7 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet7 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target7 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target7; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target7 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet7++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret8 && !str_prefix( argument , "lasers") ) { if (ship->statet8 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet8 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target8 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target8; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target8 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet8++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret9 && !str_prefix( argument , "lasers") ) { if (ship->statet9 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet9 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target9 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target9; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target9 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet9++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } if ( ch->in_room->vnum == ship->turret0 && !str_prefix( argument , "lasers") ) { if (ship->statet10 == LASER_DAMAGED) { send_to_char("&RThe ships turret is damaged.\n\r",ch); return; } if (ship->statet10 > ship->class ) { send_to_char("&RThe turbolaser is still recharging.\n\r",ch); return; } if (ship->target10 == NULL ) { send_to_char("&RYou need to choose a target first.\n\r",ch); return; } target = ship->target10; if (!ship_in_range( ship, target) ) { send_to_char("&RYour target seems to have left.\n\r",ch); ship->target10 = NULL; return; } if ( abs(target->vx - ship->vx) >1000 || abs(target->vy - ship->vy) >1000 || abs(target->vz - ship->vz) >1000 ) { send_to_char("&RThat ship is out of laser range.\n\r",ch); return; } ship->statet10++; distance = abs(target->vx - ship->vx) + abs(target->vy - ship->vy) + abs(target->vz - ship->vz); distance /= 3; chance += target->class - (CAPITAL_SHIP+1); chance += ship->currspeed - target->currspeed; chance += 100 - target->manuever; chance -= distance/(10*(target->class+1)); chance -= origchance; chance /= 2; chance += origchance; chance = URANGE( 1 , chance , 99 ); act( AT_PLAIN, "$n presses the fire button.", ch, NULL, argument , TO_ROOM ); if ( number_percent( ) > chance ) { sprintf( buf, "Turbolasers fire from %s barely missing %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "Turbolasers fire from %s at you but miss." , ship->name); echo_to_cockpit( AT_ORANGE , target , buf ); sprintf( buf , "Turbolasers fire from the turret missing %s." , target->name); echo_to_cockpit( AT_ORANGE , ship , buf ); learn_from_failure( ch, gsn_spacecombat ); learn_from_failure( ch, gsn_spacecombat2 ); learn_from_failure( ch, gsn_spacecombat3 ); return; } sprintf( buf, "Turbolasers fire from %s, hitting %s." , ship->name, target->name ); echo_to_system( AT_ORANGE , ship , buf , target ); sprintf( buf , "You are hit by turbolasers from %s!" , ship->name); echo_to_cockpit( AT_BLOOD , target , buf ); sprintf( buf , "turbolasers fire from the turret hitting %s!." , target->name); echo_to_cockpit( AT_YELLOW , ship , buf ); learn_from_success( ch, gsn_spacecombat ); learn_from_success( ch, gsn_spacecombat2 ); learn_from_success( ch, gsn_spacecombat3 ); echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." ); if( ship->class == SHIP_PLATFORM && target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 100, 250, ch); else if ( target->class <= MIDSIZE_SHIP ) damage_ship_ch( target, 50, 200, ch ); else damage_ship_ch( target, 10 , 50, ch ); if ( autofly(target) && target->target0 != ship ) { target->target0 = ship; sprintf( buf , "You are being targetted by %s." , target->name); echo_to_cockpit( AT_BLOOD , ship , buf ); } return; } send_to_char( "&RYou can't fire that!\n\r" , ch); } void do_calculate(CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; int chance , distance = 0; SHIP_DATA *ship; SPACE_DATA *spaceobj, *spaceobject; bool found = FALSE; argument = one_argument( argument , arg1); argument = one_argument( argument , arg2); argument = one_argument( argument , arg3); 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_navseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be at a nav computer to calculate jumps.\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RAnd what exactly are you going to calculate...?\n\r" , ch ); return; } if (ship->hyperspeed == 0) { send_to_char("&RThis ship is not equipped with a hyperdrive!\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->spaceobject == NULL) { send_to_char("&RYou can only do that in realspace.\n\r",ch); return; } if (arg1[0] == '\0') { send_to_char("&WFormat: Calculate <spaceobject> <entry x> <entry y> <entry z>\n\r&wPossible destinations:\n\r",ch); /* for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { set_char_color( AT_NOTE, ch ); ch_printf(ch,"%-30s %d\n\r",spaceobj->name, (abs(spaceobj->xpos - ship->spaceobj->xpos)+ abs(spaceobj->ypos - ship->spaceobj->ypos))/2); count++; } if ( !count ) { send_to_char( "No spacial objects found.\n\r", ch ); } */ return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_navigation]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou cant seem to figure the charts out today.\n\r",ch); learn_from_failure( ch, gsn_navigation ); return; } if( !is_number(arg1) && arg1[0] != '-') { ship->currjump = spaceobject_from_name( arg1 ); if ( arg2 && arg2[0] != '\0' ) distance = atoi(arg2); if( ship->currjump ) { ship->jx = ship->currjump->xpos; ship->jy = ship->currjump->ypos; ship->jz = ship->currjump->zpos; found = TRUE; } } else if( arg2 && arg3 && arg2[0] != '\0' && arg2[0] != '\0' ) { ship->jx = atoi(arg1); ship->jy = atoi(arg2); ship->jz = atoi(arg3); found = TRUE; } else { send_to_char("&WFormat: Calculate <spaceobject> \n\r Calculate <entry x> <entry y> <entry z>&R&w\n\r",ch); return; } spaceobject = ship->currjump; if ( !found ) { send_to_char( "&RYou can't seem to find that spacial object on your charts.\n\r", ch); ship->currjump = NULL; return; } if (spaceobject && spaceobject->trainer && (ship->class != SHIP_TRAINER)) { send_to_char( "&RYou can't seem to find that spacial object on your charts.\n\r", ch); ship->currjump = NULL; return; } if (ship->class == SHIP_TRAINER && spaceobject && !spaceobject->trainer ) { send_to_char( "&RYou can't seem to find that starsytem on your charts.\n\r", ch); ship->currjump = NULL; return; } ship->jx += number_range ( ((ship->astro_array) - 300) , (300-(ship->astro_array)) ); ship->jy += number_range ( ((ship->astro_array) - 300) , (300-(ship->astro_array)) ); ship->jz += number_range ( ((ship->astro_array) - 300) , (300-(ship->astro_array)) ); ship->jx += (distance ? distance : (spaceobject && spaceobject->gravity ? spaceobject->gravity*5 : 0 ) ); ship->jy += (distance ? distance : (spaceobject && spaceobject->gravity ? spaceobject->gravity*5 : 0 ) ); ship->jz += (distance ? distance : (spaceobject && spaceobject->gravity ? spaceobject->gravity*5 : 0 ) ); for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if ( !spaceobj->trainer && distance && strcmp(spaceobj->name,"") && abs(ship->jx - spaceobj->xpos) < (spaceobj->gravity*4) && abs(ship->jy - spaceobj->ypos) < (spaceobj->gravity*4) && abs(ship->jz - spaceobj->zpos) < (spaceobj->gravity*4) ) { echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object."); echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set."); ship->currjump = NULL; return; } for( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) if( space_in_range( ship, spaceobject ) ) { ship->currjump = spaceobject; break; } if( !spaceobject ) ship->currjump = ship->spaceobject; if( ship->jx > MAX_COORD_S || ship->jy > MAX_COORD_S || ship->jz > MAX_COORD_S || ship->jx < -MAX_COORD_S || ship->jy < -MAX_COORD_S || ship->jz < -MAX_COORD_S ) { echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates outside of the known galaxy."); echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set."); ship->currjump = NULL; return; } ship->hyperdistance = abs(ship->vx - ship->jx) ; ship->hyperdistance += abs(ship->vy - ship->jy) ; ship->hyperdistance += abs(ship->vz - ship->jz) ; ship->hyperdistance /= 200; if (ship->hyperdistance<100) ship->hyperdistance = 100; ship->orighyperdistance = ship->hyperdistance; sound_to_room( ch->in_room , "!!SOUND(computer)" ); sprintf(buf, "&GHyperspace course set. Estimated distance: %d\n\rReady for the jump to lightspeed.\n\r", ship->hyperdistance ); send_to_char( buf, ch); echo_to_docked( AT_YELLOW , ship, "The docking port link shows a new course being calculated." ); act( AT_PLAIN, "$n does some calculations using the ships computer.", ch, NULL, argument , TO_ROOM ); learn_from_success( ch, gsn_navigation ); WAIT_STATE( ch , 2*PULSE_VIOLENCE ); } void do_calculate_diff(CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; int chance , distance = 0; SHIP_DATA *ship; SPACE_DATA *spaceobj, *spaceobject; bool found = FALSE; argument = one_argument( argument , arg1); argument = one_argument( argument , arg2); argument = one_argument( argument , arg3); 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_navseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be at a nav computer to calculate jumps.\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char( "&RAnd what exactly are you going to calculate...?\n\r" , ch ); return; } if (ship->hyperspeed == 0) { send_to_char("&RThis ship is not equipped with a hyperdrive!\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->spaceobject == NULL) { send_to_char("&RYou can only do that in realspace.\n\r",ch); return; } if (arg1[0] == '\0') { send_to_char("&WFormat: Calculate <spaceobject> <entry x> <entry y> <entry z>\n\r&wPossible destinations:\n\r",ch); /* for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { set_char_color( AT_NOTE, ch ); ch_printf(ch,"%-30s %d\n\r",spaceobj->name, (abs(spaceobj->xpos - ship->spaceobj->xpos)+ abs(spaceobj->ypos - ship->spaceobj->ypos))/2); count++; } if ( !count ) { send_to_char( "No spacial objects found.\n\r", ch ); } */ return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_navigation]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou cant seem to figure the charts out today.\n\r",ch); learn_from_failure( ch, gsn_navigation ); return; } if( arg2 && arg3 && arg2[0] != '\0' && arg3[0] != '\0') { ship->jx = ship->vx + atoi(arg1); ship->jy = ship->vy + atoi(arg2); ship->jz = ship->vz + atoi(arg3); found = TRUE; } else { send_to_char("&WFormat: Calculate x y z&R&w\n\r",ch); return; } spaceobject = ship->currjump; if ( !found ) { send_to_char( "&RYou can't seem to find that spacial object on your charts.\n\r", ch); ship->currjump = NULL; return; } ship->jx += number_range ( ((ship->astro_array) - 300) , (300-(ship->astro_array)) ); ship->jy += number_range ( ((ship->astro_array) - 300) , (300-(ship->astro_array)) ); ship->jz += number_range ( ((ship->astro_array) - 300) , (300-(ship->astro_array)) ); ship->jx += (distance ? distance : (spaceobject && spaceobject->gravity ? spaceobject->gravity : 0 ) ); ship->jy += (distance ? distance : (spaceobject && spaceobject->gravity ? spaceobject->gravity : 0 ) ); ship->jz += (distance ? distance : (spaceobject && spaceobject->gravity ? spaceobject->gravity : 0 ) ); for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) if ( !spaceobj->trainer && distance && strcmp(spaceobj->name,"") && abs(ship->jx - spaceobj->xpos) < (spaceobj->gravity*4) && abs(ship->jy - spaceobj->ypos) < (spaceobj->gravity*4) && abs(ship->jz - spaceobj->zpos) < (spaceobj->gravity*4) ) { echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object."); echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set."); ship->currjump = NULL; return; } for( spaceobject = first_spaceobject; spaceobject; spaceobject = spaceobject->next ) if( space_in_range( ship, spaceobject ) ) { ship->currjump = spaceobject; break; } if( !spaceobject ) ship->currjump = ship->spaceobject; if( ship->jx > MAX_COORD_S || ship->jy > MAX_COORD_S || ship->jz > MAX_COORD_S || ship->jx < -MAX_COORD_S || ship->jy < -MAX_COORD_S || ship->jz < -MAX_COORD_S ) { echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates outside of the known galaxy."); echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set."); ship->currjump = NULL; return; } ship->hyperdistance = abs(ship->vx - ship->jx) ; ship->hyperdistance += abs(ship->vy - ship->jy) ; ship->hyperdistance += abs(ship->vz - ship->jz) ; ship->hyperdistance /= 200; if (ship->hyperdistance<100) ship->hyperdistance = 100; ship->orighyperdistance = ship->hyperdistance; sound_to_room( ch->in_room , "!!SOUND(computer)" ); sprintf(buf, "&GHyperspace course set. Estimated distance: %d\n\rReady for the jump to lightspeed.\n\r", ship->hyperdistance ); send_to_char( buf, ch); echo_to_docked( AT_YELLOW , ship, "The docking port link shows a new course being calculated." ); act( AT_PLAIN, "$n does some calculations using the ships computer.", ch, NULL, argument , TO_ROOM ); learn_from_success( ch, gsn_navigation ); WAIT_STATE( ch , 2*PULSE_VIOLENCE ); } void do_recharge(CHAR_DATA *ch, char *argument ) { int recharge; int chance; SHIP_DATA *ship; 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 = ship_from_coseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RThe controls must be at the co-pilot station.\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to power a recharge order.\n\r",ch); return; } if ( ship->energy < 100 ) { send_to_char("&RTheres not enough energy!\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipsystems]); if ( number_percent( ) > chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); learn_from_failure( ch, gsn_shipsystems ); return; } send_to_char( "&GRecharging shields..\n\r", ch); act( AT_PLAIN, "$n pulls back a lever on the control panel.", ch, NULL, argument , TO_ROOM ); learn_from_success( ch, gsn_shipsystems ); recharge = 25+ship->class*25; recharge = UMIN( ship->maxshield-ship->shield , recharge ); ship->shield += recharge; ship->energy -= ( recharge*2 + recharge * ship->class ); } void do_repairship(CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, change; SHIP_DATA *ship; strcpy( arg, argument ); switch( ch->substate ) { default: if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the engine room of a ship to do that!\n\r",ch); return; } if ( str_cmp( argument , "hull" ) && str_cmp( argument , "drive" ) && str_cmp( argument , "launcher" ) && str_cmp( argument , "laser" ) && str_cmp( argument , "turret 1" ) && str_cmp( argument , "turret 2") && str_cmp( argument , "docking" ) && str_cmp( argument , "tractor" ) ) { send_to_char("&RYou need to spceify something to repair:\n\r",ch); send_to_char("&rTry: hull, drive, launcher, laser, docking, tractor, turret 1, or turret 2\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipmaintenance]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin your repairs\n\r", ch); act( AT_PLAIN, "$n begins repairing the ships $T.", ch, NULL, argument , TO_ROOM ); if ( !str_cmp(arg,"hull") ) add_timer ( ch , TIMER_DO_FUN , 15 , do_repairship , 1 ); else add_timer ( ch , TIMER_DO_FUN , 5 , do_repairship , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou fail to locate the source of the problem.\n\r",ch); learn_from_failure( ch, gsn_shipmaintenance ); 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; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) return; send_to_char("&RYou are distracted and fail to finish your repairs.\n\r", ch); return; } ch->substate = SUB_NONE; if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL ) { return; } if ( !str_cmp(arg,"hull") ) { change = URANGE( 0 , number_range( (int) ( ch->pcdata->learned[gsn_shipmaintenance] / 2 ) , (int) (ch->pcdata->learned[gsn_shipmaintenance]) ), ( ship->maxhull - ship->hull ) ); ship->hull += change; ch_printf( ch, "&GRepair complete.. Hull strength inreased by %d points.\n\r", change ); } if ( !str_cmp(arg,"drive") ) { if (ship->location == ship->lastdoc) ship->shipstate = SHIP_LANDED; else if ( ship->shipstate == SHIP_HYPERSPACE ) send_to_char("You realize after working that it would be a bad idea to do this while in hyperspace.\n\r", ch); else ship->shipstate = SHIP_READY; send_to_char("&GShips drive repaired.\n\r", ch); } if ( !str_cmp(arg,"docking") ) { ship->statetdocking = SHIP_READY; send_to_char("&GDocking bay repaired.\n\r", ch); } if ( !str_cmp(arg,"tractor") ) { ship->statettractor = SHIP_READY; send_to_char(">ractorbeam repaired.\n\r", ch); } if ( !str_cmp(arg,"launcher") ) { ship->missilestate = MISSILE_READY; send_to_char("&GMissile launcher repaired.\n\r", ch); } if ( !str_cmp(arg,"laser") ) { ship->statet0 = LASER_READY; send_to_char("&GMain laser repaired.\n\r", ch); } if ( !str_cmp(arg,"turret 1") ) { ship->statet1 = LASER_READY; send_to_char("&GLaser Turret 1 repaired.\n\r", ch); } if ( !str_cmp(arg,"turret 2") ) { ship->statet2 = LASER_READY; send_to_char("&Laser Turret 2 repaired.\n\r", ch); } act( AT_PLAIN, "$n finishes the repairs.", ch, NULL, argument , TO_ROOM ); learn_from_success( ch, gsn_shipmaintenance ); } void do_addpilot(CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; int chance; 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; } chance = number_percent( ); if ( IS_NPC(ch) || chance >= ch->pcdata->learned[gsn_slicing] ) { if ( !check_pilot( ch , ship ) ) { send_to_char( "&RThat isn't your ship!" ,ch ); return; } } if (argument[0] == '\0') { send_to_char( "&RAdd which pilot?\n\r" ,ch ); return; } if ( chance < ch->pcdata->learned[gsn_slicing] ) learn_from_success( ch, gsn_slicing ); if ( str_cmp( ship->pilot , "" ) ) { if ( str_cmp( ship->copilot , "" ) ) { send_to_char( "&RYou already have a pilot and copilot..\n\r" ,ch ); send_to_char( "&RTry rempilot first.\n\r" ,ch ); return; } STRFREE( ship->copilot ); ship->copilot = STRALLOC( argument ); send_to_char( "Copilot Added.\n\r", ch ); save_ship( ship ); return; return; } STRFREE( ship->pilot ); ship->pilot = STRALLOC( argument ); send_to_char( "Pilot Added.\n\r", ch ); save_ship( ship ); } void do_rempilot(CHAR_DATA *ch, char *argument ) { int chance; SHIP_DATA *ship; 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_PLATFORM ) { send_to_char( "&RYou can't do that here.\n\r" , ch ); return; } chance = number_percent( ); if ( IS_NPC(ch) || chance >= ch->pcdata->learned[gsn_slicing] ) { if ( !check_pilot( ch , ship ) ) { send_to_char( "&RThat isn't your ship!" ,ch ); return; } } if (argument[0] == '\0') { send_to_char( "&RRemove which pilot?\n\r" ,ch ); return; } if ( chance < ch->pcdata->learned[gsn_slicing] ) learn_from_success( ch, gsn_slicing ); if ( !str_cmp( ship->pilot , argument ) ) { STRFREE( ship->pilot ); ship->pilot = STRALLOC( "" ); send_to_char( "Pilot Removed.\n\r", ch ); save_ship( ship ); return; } if ( !str_cmp( ship->copilot , argument ) ) { STRFREE( ship->copilot ); ship->copilot = STRALLOC( "" ); send_to_char( "Copilot Removed.\n\r", ch ); save_ship( ship ); return; } send_to_char( "&RThat person isn't listed as one of the ships pilots.\n\r" ,ch ); } void do_radar( CHAR_DATA *ch, char *argument ) { SHIP_DATA *target; int chance; SHIP_DATA *ship; MISSILE_DATA *missile; SPACE_DATA *spaceobj; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the cockpit or turret of a ship to do that!\n\r",ch); return; } if ( ship->class > SHIP_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { if (ship->docked == NULL) { send_to_char("&RWait until after you launch!\n\r",ch); return; } } if (ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->spaceobject == NULL) { send_to_char("&RYou can't do that unless the ship is flying in realspace!\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_navigation]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); learn_from_failure( ch, gsn_navigation ); return; } act( AT_PLAIN, "$n checks the radar.", ch, NULL, argument , TO_ROOM ); set_char_color( AT_RED, ch ); for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { if ( space_in_range( ship, spaceobj ) && spaceobj->type == SPACE_SUN && str_cmp(spaceobj->name,"") ) ch_printf(ch, "%-15s%.0f %.0f %.0f\n\r%-15s%.0f %.0f %.0f\n\r" , spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos, "", (spaceobj->xpos - ship->vx), (spaceobj->ypos - ship->vy), (spaceobj->zpos - ship->vz) ); } set_char_color( AT_LBLUE, ch ); for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { if ( space_in_range( ship, spaceobj ) && spaceobj->type == SPACE_PLANET && str_cmp(spaceobj->name,"") ) ch_printf(ch, "%-15s%.0f %.0f %.0f\n\r%-15s%.0f %.0f %.0f\n\r" , spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos, "", (spaceobj->xpos - ship->vx), (spaceobj->ypos - ship->vy), (spaceobj->zpos - ship->vz)); } ch_printf(ch,"\n\r"); set_char_color( AT_WHITE, ch ); for ( spaceobj = first_spaceobject; spaceobj; spaceobj = spaceobj->next ) { if ( space_in_range( ship, spaceobj ) && spaceobj->type > SPACE_PLANET && str_cmp(spaceobj->name,"") ) ch_printf(ch, "%-15s%.0f %.0f %.0f\n\r%-15s%.0f %.0f %.0f\n\r" , spaceobj->name, spaceobj->xpos, spaceobj->ypos, spaceobj->zpos, "", (spaceobj->xpos - ship->vx), (spaceobj->ypos - ship->vy), (spaceobj->zpos - ship->vz) ); } ch_printf(ch,"\n\r"); for ( target = first_ship; target; target = target->next ) { if ( target != ship && target->spaceobject ) { if ( abs(target->vx - ship->vx) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+1) && abs(target->vy - ship->vy) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+1) && abs(target->vz - ship->vz) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+1) ) ch_printf(ch, "%s %.0f %.0f %.0f\n\r", target->name, (target->vx - ship->vx), (target->vy - ship->vy), (target->vz - ship->vz)); else if ( abs(target->vx - ship->vx) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+3) && abs(target->vy - ship->vy) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+3) && abs(target->vz - ship->vz) < 100*(ship->sensor+10)*((target->class == SHIP_DEBRIS ? 2 : target->class)+3) ) { if ( target->class == FIGHTER_SHIP ) ch_printf(ch, "A small metallic mass %.0f %.0f %.0f\n\r", (target->vx - ship->vx), (target->vy - ship->vy), (target->vz - ship->vz)); if ( target->class == MIDSIZE_SHIP ) ch_printf(ch, "A goodsize metallic mass %.0f %.0f %.0f\n\r", (target->vx - ship->vx), (target->vy - ship->vy), (target->vz - ship->vz)); if ( target->class == SHIP_DEBRIS ) ch_printf(ch, "scattered metallic reflections %.0f %.0f %.0f\n\r", (target->vx - ship->vx), (target->vy - ship->vy), (target->vz - ship->vz)); else if ( target->class >= CAPITAL_SHIP ) ch_printf(ch, "A huge metallic mass %.0f %.0f %.0f\n\r", (target->vx - ship->vx), (target->vy - ship->vy), (target->vz - ship->vz)); } } } ch_printf(ch,"\n\r"); for ( missile = first_missile; missile; missile = missile->next ) { if ( abs(missile->mx - ship->vx) < 50*(ship->sensor+10)*2 && abs(missile->my - ship->vy) < 50*(ship->sensor+10)*2 && abs(missile->mz - ship->vz) < 50*(ship->sensor+10)*2 ) { ch_printf(ch, "%s %d %d %d\n\r", missile->missiletype == CONCUSSION_MISSILE ? "A Concusion missile" : ( missile->missiletype == PROTON_TORPEDO ? "A Torpedo" : ( missile->missiletype == HEAVY_ROCKET ? "A Heavy Rocket" : "A Heavy Bomb" ) ), (missile->mx - ship->vx), (missile->my - ship->vy), (missile->mz - ship->vz)); } } ch_printf(ch, "\n\r&WYour Coordinates: %.0f %.0f %.0f\n\r" , ship->vx , ship->vy, ship->vz); learn_from_success( ch, gsn_navigation ); } void do_autotrack( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; int chance; 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( ship->class == SHIP_PLATFORM ) { send_to_char("&RPlatforms don't have autotracking systems!\n\r",ch); return; } if ( ship->class == CAPITAL_SHIP ) { send_to_char("&RThis ship is too big for autotracking!\n\r",ch); return; } if ( ship->docked != NULL ) { send_to_char("&RYou can not autotrack while docked!\n\r",ch); return; } if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou aren't in the pilots chair!\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipsystems]) ; if ( number_percent( ) > chance ) { send_to_char("&RYour not sure which switch to flip.\n\r",ch); learn_from_failure( ch, gsn_shipsystems ); return; } act( AT_PLAIN, "$n flips a switch on the control panel.", ch, NULL, argument , TO_ROOM ); if (ship->autotrack) { ship->autotrack = FALSE; echo_to_cockpit( AT_YELLOW , ship, "Autotracking off."); } else { ship->autotrack = TRUE; echo_to_cockpit( AT_YELLOW , ship, "Autotracking on."); } learn_from_success( ch, gsn_shipsystems ); } void do_findserin( CHAR_DATA *ch, char *argument ) { bool ch_comlink = FALSE; OBJ_DATA *obj; int next_planet, bus, stopnum = 1; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); strcpy ( arg2, argument); for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) ch_comlink = TRUE; } if ( !ch_comlink && !IS_IMMORTAL(ch)) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } if ( !arg || arg[0] == '\0' ) { ch_printf( ch, "&cList of Serins: \n\n\r" ); for( bus = 0; bus < MAX_BUS; bus++ ) ch_printf( ch, "&C%s &c- ", serin[bus].name ); return; } for( bus = 0; bus < MAX_BUS; bus++ ) if( !str_cmp( serin[bus].name, arg ) ) break; if( bus == MAX_BUS ) { send_to_char( "No such serin!\n\r", ch); return; } if ( bus_pos < 7 && bus_pos > 1 ) ch_printf( ch, "The %s is Currently docked at %s.\n\r", serin[bus].name, serin[bus].bus_stop[serin[bus].planetloc] ); next_planet = serin[bus].planetloc; send_to_char( "Next stops: ", ch); if ( bus_pos <= 1 ) ch_printf( ch, "%s ", serin[bus].bus_stop[next_planet] ); while ( serin[bus].bus_vnum[stopnum] != serin[bus].bus_vnum[0] ) stopnum++; stopnum--; for ( ;; ) { next_planet++; if ( next_planet > stopnum ) next_planet = 0; ch_printf( ch, "%s ", serin[bus].bus_stop[next_planet] ); if( serin[bus].planetloc == next_planet ) break; } ch_printf( ch, "\n\r\n\r" ); } void do_pluogus( CHAR_DATA *ch, char *argument ) { do_findserin( ch, "pluogus" ); return; } #if 0 void do_pluogus( CHAR_DATA *ch, char *argument ) { bool ch_comlink = FALSE; OBJ_DATA *obj; int next_planet, itt; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_COMLINK) ch_comlink = TRUE; } if ( !ch_comlink ) { send_to_char( "You need a comlink to do that!\n\r", ch); return; } send_to_char( "Serin Pluogus Schedule Information:\n\r", ch ); /* current port */ if ( bus_pos < 7 && bus_pos > 1 ) ch_printf( ch, "The Pluogus is Currently docked at %s.\n\r", bus_stop[bus_planet] ); /* destinations */ next_planet = bus_planet; send_to_char( "Next stops: ", ch); if ( bus_pos <= 1 ) ch_printf( ch, "%s ", bus_stop[next_planet] ); for ( itt = 0 ; itt < 3 ; itt++ ) { next_planet++; if ( next_planet >= MAX_BUS_STOP ) next_planet = 0; ch_printf( ch, "%s ", bus_stop[next_planet] ); } ch_printf( ch, "\n\r\n\r" ); send_to_char( "Serin Tocca Schedule Information:\n\r", ch ); /* current port */ if ( bus_pos < 7 && bus_pos > 1 ) ch_printf( ch, "The Tocca is Currently docked at %s.\n\r", bus_stop[bus2_planet] ); /* destinations */ next_planet = bus2_planet; send_to_char( "Next stops: ", ch); if ( bus_pos <= 1 ) ch_printf( ch, "%s ", bus_stop[next_planet] ); for ( itt = 0 ; itt < 3 ; itt++ ) { next_planet++; if ( next_planet >= MAX_BUS_STOP ) next_planet = 0; ch_printf( ch, "%s ", bus_stop[next_planet] ); } ch_printf( ch, "\n\r\n\r" ); send_to_char( "Serin Cassia Schedule Information:\n\r", ch ); /* current port */ if ( bus_pos < 7 && bus_pos > 1 ) ch_printf( ch, "The Cassia is Currently docked at %s.\n\r", bus_stoprev[bus3_planet] ); /* destinations */ next_planet = bus3_planet; send_to_char( "Next stops: ", ch); if ( bus_pos <= 1 ) ch_printf( ch, "%s ", bus_stoprev[next_planet] ); for ( itt = 0 ; itt < 3 ; itt++ ) { next_planet++; if ( next_planet >= MAX_BUS_STOP ) next_planet = 0; ch_printf( ch, "%s ", bus_stoprev[next_planet] ); } ch_printf( ch, "\n\r\n\r" ); send_to_char( "Serin Siego Schedule Information:\n\r", ch ); /* current port */ if ( bus_pos < 7 && bus_pos > 1 ) ch_printf( ch, "The Siego is Currently docked at %s.\n\r", bus_stoprev[bus4_planet] ); /* destinations */ next_planet = bus4_planet; send_to_char( "Next stops: ", ch); if ( bus_pos <= 1 ) ch_printf( ch, "%s ", bus_stoprev[next_planet] ); for ( itt = 0 ; itt < 3 ; itt++ ) { next_planet++; if ( next_planet >= MAX_BUS_STOP ) next_planet = 0; ch_printf( ch, "%s ", bus_stoprev[next_planet] ); } ch_printf( ch, "\n\r\n\r" ); } #endif void do_fly( CHAR_DATA *ch, char *argument ) { send_to_char( "Not implemented yet!\n\r", ch); } void do_drive( CHAR_DATA *ch, char *argument ) { int dir; SHIP_DATA *ship, *target; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); strcpy ( arg2, argument); if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { send_to_char("&RYou must be in the drivers seat of a land vehicle to do that!\n\r",ch); return; } if ( ship->class < LAND_SPEEDER ) { send_to_char("&RThis isn't a land vehicle!\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe drive is disabled.\n\r",ch); return; } if ( ship->energy <1 ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( !strcmp( arg, "in" )) { target = ship_in_room( ship->in_room , arg2 ); if ( !target ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } if (!target->hanger) { send_to_char("That ship does not have any room.\n\r", ch); return; } if (!target->bayopen) { send_to_char("The ship's bay doors must be open.\n\r", ch); return; } if ( IS_SET( target->in_room->room_flags, ROOM_INDOORS ) || target->in_room->sector_type == SECT_INSIDE ) { send_to_char( "You can't drive indoors!\n\r", ch ); return; } send_to_char("You drive the vehicle into the bay.\n\r", ch); sprintf( buf, "%s drives into %s.", ship->name, target->name); echo_to_room( AT_GREY, ship->in_room, buf); transship(ship, target->hanger); sprintf( buf, "%s drives into the bay", ship->name); echo_to_room( AT_GREY, ship->in_room, buf); learn_from_success( ch, gsn_speeders ); return; } if ( !strcmp( arg, "out" )) { target = ship_from_hanger(ship->in_room->vnum); if (!target) { send_to_char("You have to be in a ship's hanger to drive out of one.\n\r", ch); return; } if ( target->spaceobject != NULL ) { send_to_char("The ship must be landed before you drive out of its hanger!\n\r", ch); return; } if (!target->bayopen) { send_to_char("The ship's bay doors must be open.\n\r", ch); return; } if ( IS_SET( target->in_room->room_flags, ROOM_INDOORS ) || target->in_room->sector_type == SECT_INSIDE ) { send_to_char( "You can't drive indoors!\n\r", ch ); return; } send_to_char("You drive the vehicle out of the bay.\n\r", ch); sprintf( buf, "%s drives out of the ship.", ship->name); echo_to_room( AT_GREY, ship->in_room, buf); transship(ship, target->in_room->vnum); sprintf( buf, "%s drives out of %s", ship->name, target->name); echo_to_room( AT_GREY, ship->in_room, buf); learn_from_success( ch, gsn_speeders ); return; } if ( ( dir = get_door( arg ) ) == -1 ) { send_to_char( "Usage: drive <direction>\n\r", ch ); return; } drive_ship( ch, ship, get_exit(get_room_index(ship->location), dir), 0 ); } ch_ret drive_ship( CHAR_DATA *ch, SHIP_DATA *ship, EXIT_DATA *pexit , int fall ) { ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; ROOM_INDEX_DATA *from_room; ROOM_INDEX_DATA *original; char buf[MAX_STRING_LENGTH]; char *txt; char *dtxt; ch_ret retcode; sh_int door, distance, chance; bool drunk = FALSE; CHAR_DATA * rch; CHAR_DATA * next_rch; if ( !IS_NPC( ch ) ) if ( IS_DRUNK( ch, 2 ) && ( ch->position != POS_SHOVE ) && ( ch->position != POS_DRAG ) ) drunk = TRUE; if ( drunk && !fall ) { door = number_door(); pexit = get_exit( get_room_index(ship->location), door ); } #ifdef DEBUG if ( pexit ) { sprintf( buf, "drive_ship: %s to door %d", ch->name, pexit->vdir ); log_string( buf ); } #endif retcode = rNONE; txt = NULL; in_room = get_room_index(ship->location); from_room = in_room; if ( !pexit || (to_room = pexit->to_room) == NULL ) { if ( drunk ) send_to_char( "You drive into a wall in your drunken state.\n\r", ch ); else send_to_char( "Alas, you cannot go that way.\n\r", ch ); return rNONE; } door = pexit->vdir; distance = pexit->distance; if ( IS_SET( pexit->exit_info, EX_WINDOW ) && !IS_SET( pexit->exit_info, EX_ISDOOR ) ) { send_to_char( "Alas, you cannot go that way.\n\r", ch ); return rNONE; } if ( IS_SET(pexit->exit_info, EX_PORTAL) && IS_NPC(ch) ) { act( AT_PLAIN, "Mobs can't use portals.", ch, NULL, NULL, TO_CHAR ); return rNONE; } if ( IS_SET(pexit->exit_info, EX_NOMOB) && IS_NPC(ch) ) { act( AT_PLAIN, "Mobs can't enter there.", ch, NULL, NULL, TO_CHAR ); return rNONE; } if ( IS_SET(pexit->exit_info, EX_CLOSED) && (IS_SET(pexit->exit_info, EX_NOPASSDOOR)) ) { if ( !IS_SET( pexit->exit_info, EX_SECRET ) && !IS_SET( pexit->exit_info, EX_DIG ) ) { if ( drunk ) { act( AT_PLAIN, "$n drives into the $d in $s drunken state.", ch, NULL, pexit->keyword, TO_ROOM ); act( AT_PLAIN, "You drive into the $d in your drunken state.", ch, NULL, pexit->keyword, TO_CHAR ); } else act( AT_PLAIN, "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); } else { if ( drunk ) send_to_char( "You hit a wall in your drunken state.\n\r", ch ); else send_to_char( "Alas, you cannot go that way.\n\r", ch ); } return rNONE; } /* if ( distance > 1 ) if ( (to_room=generate_exit(in_room, &pexit)) == NULL ) send_to_char( "Alas, you cannot go that way.\n\r", ch ); */ if ( room_is_private( ch, to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return rNONE; } if ( !IS_IMMORTAL(ch) && !IS_NPC(ch) && ch->in_room->area != to_room->area ) { if ( ch->top_level < to_room->area->low_hard_range ) { set_char_color( AT_TELL, ch ); switch( to_room->area->low_hard_range - ch->top_level ) { case 1: send_to_char( "A voice in your mind says, 'You are nearly ready to go that way...'", ch ); break; case 2: send_to_char( "A voice in your mind says, 'Soon you shall be ready to travel down this path... soon.'", ch ); break; case 3: send_to_char( "A voice in your mind says, 'You are not ready to go down that path... yet.'.\n\r", ch); break; default: send_to_char( "A voice in your mind says, 'You are not ready to go down that path.'.\n\r", ch); } return rNONE; } else if ( ch->top_level > to_room->area->hi_hard_range ) { set_char_color( AT_TELL, ch ); send_to_char( "A voice in your mind says, 'There is nothing more for you down that path.'", ch ); return rNONE; } } if ( !fall ) { if ( IS_SET( to_room->room_flags, ROOM_INDOORS ) || IS_SET( to_room->room_flags, ROOM_SPACECRAFT ) || to_room->sector_type == SECT_INSIDE ) { send_to_char( "You can't drive indoors!\n\r", ch ); return rNONE; } if ( IS_SET( to_room->room_flags, ROOM_NO_DRIVING ) ) { send_to_char( "You can't take a vehicle through there!\n\r", ch ); return rNONE; } if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR || IS_SET( pexit->exit_info, EX_FLY ) ) { if ( ship->class > CLOUD_CAR ) { send_to_char( "You'd need to fly to go there.\n\r", ch ); return rNONE; } } if ( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_SWIM || to_room->sector_type == SECT_UNDERWATER || to_room->sector_type == SECT_OCEANFLOOR ) { if ( ship->class != OCEAN_SHIP ) { send_to_char( "You'd need a boat to go there.\n\r", ch ); return rNONE; } } if ( IS_SET( pexit->exit_info, EX_CLIMB ) ) { if ( ship->class < CLOUD_CAR ) { send_to_char( "You need to fly or climb to get up there.\n\r", ch ); return rNONE; } } } if ( to_room->tunnel > 0 ) { CHAR_DATA *ctmp; int count = 0; for ( ctmp = to_room->first_person; ctmp; ctmp = ctmp->next_in_room ) if ( ++count >= to_room->tunnel ) { send_to_char( "There is no room for you in there.\n\r", ch ); return rNONE; } } if ( fall ) txt = "falls"; else if ( !txt ) { if ( ship->class < OCEAN_SHIP ) txt = "fly"; else if ( ship->class == OCEAN_SHIP ) { txt = "float"; } else if ( ship->class > OCEAN_SHIP ) { txt = "drive"; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_speeders]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou can't figure out which switch it is.\n\r",ch); learn_from_failure( ch, gsn_speeders ); return retcode; } sprintf( buf, "$n %ss the vehicle $T.", txt ); act( AT_ACTION, buf, ch, NULL, dir_name[door], TO_ROOM ); sprintf( buf, "You %s the vehicle $T.", txt ); act( AT_ACTION, buf, ch, NULL, dir_name[door], TO_CHAR ); sprintf( buf, "%s %ss %s.", ship->name, txt, dir_name[door] ); echo_to_room( AT_ACTION , get_room_index(ship->location) , buf ); extract_ship( ship ); ship_to_room(ship, to_room->vnum ); ship->location = to_room->vnum; ship->lastdoc = ship->location; if ( fall ) txt = "falls"; else if ( ship->class < OCEAN_SHIP ) txt = "flys in"; else if ( ship->class == OCEAN_SHIP ) { txt = "floats in"; } else if ( ship->class > OCEAN_SHIP ) { txt = "drives in"; } switch( door ) { default: dtxt = "somewhere"; break; case 0: dtxt = "the south"; break; case 1: dtxt = "the west"; break; case 2: dtxt = "the north"; break; case 3: dtxt = "the east"; break; case 4: dtxt = "below"; break; case 5: dtxt = "above"; break; case 6: dtxt = "the south-west"; break; case 7: dtxt = "the south-east"; break; case 8: dtxt = "the north-west"; break; case 9: dtxt = "the north-east"; break; } sprintf( buf, "%s %s from %s.", ship->name, txt, dtxt ); echo_to_room( AT_ACTION , get_room_index(ship->location) , buf ); for ( rch = ch->in_room->last_person ; rch ; rch = next_rch ) { next_rch = rch->prev_in_room; original = rch->in_room; char_from_room( rch ); char_to_room( rch, to_room ); do_look( rch, "auto" ); char_from_room( rch ); char_to_room( rch, original ); } /* if ( CHECK FOR FALLING HERE && fall > 0 ) { if (!IS_AFFECTED( ch, AFF_FLOATING ) || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLOATING ) ) ) { set_char_color( AT_HURT, ch ); send_to_char( "OUCH! You hit the ground!\n\r", ch ); WAIT_STATE( ch, 20 ); retcode = damage( ch, ch, 50 * fall, TYPE_UNDEFINED ); } else { set_char_color( AT_MAGIC, ch ); send_to_char( "You lightly float down to the ground.\n\r", ch ); } } */ learn_from_success( ch, gsn_speeders ); return retcode; } void do_bomb( CHAR_DATA *ch, char *argument ) { send_to_char( "Not implemented yet!\n\r", ch); } void do_chaff( CHAR_DATA *ch, char *argument ) { int chance; SHIP_DATA *ship; 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_PLATFORM ) { send_to_char("&RThis isn't a spacecraft!\n\r",ch); return; } if ( (ship = ship_from_coseat(ch->in_room->vnum)) == NULL ) { send_to_char("&RThe controls are at the copilots seat!\n\r",ch); return; } if ( autofly(ship) ) { send_to_char("&RYou'll have to turn the autopilot off first...\n\r",ch); return; } if (ship->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->chaff <= 0 ) { send_to_char("&RYou don't have any chaff to release!\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_weaponsystems]) ; if ( number_percent( ) > chance ) { send_to_char("&RYou can't figure out which switch it is.\n\r",ch); learn_from_failure( ch, gsn_weaponsystems ); return; } ship->chaff--; ship->chaff_released++; send_to_char( "You flip the chaff release switch.\n\r", ch); act( AT_PLAIN, "$n flips a switch on the control pannel", ch, NULL, argument , TO_ROOM ); echo_to_cockpit( AT_YELLOW , ship , "A burst of chaff is released from the ship."); learn_from_success( ch, gsn_weaponsystems ); } void modtrainer( SHIP_DATA *ship, sh_int class ) { /* switch(class) { case 0: ship->maxenergy = 1000; ship->lasers = 0; ship->ions = 0; ship->shield = 0; ship->maxhull = 0; ship->realspeed = 1; ship->manuever = 0; ship->hyperspeed = 0; ship->maxmissiles = 0; ship->maxtorpedos = 0; ship->maxrockets = 0; ship->maxchaff = 0; break; case 1: ship->maxenergy = 5000; ship->lasers = 2; ship->ions = 2; ship->shield = 100; ship->maxhull = 1000; ship->realspeed = 120; ship->manuever = 120; ship->hyperspeed = 150; ship->maxmissiles = 5; ship->maxtorpedos = 2; ship->maxrockets = 1; ship->maxchaff = 1; break; case 2: ship->maxenergy = 10000; ship->lasers = 3; ship->ions = 3; ship->shield = 300; ship->maxhull = 2500; ship->realspeed = 90; ship->manuever = 60; ship->hyperspeed = 200; ship->maxmissiles = 8; ship->maxtorpedos = 3; ship->maxrockets = 2; ship->maxchaff = 8; break; case 3: ship->maxenergy = 20000; ship->lasers = 4; ship->ions = 4; ship->shield = 500; ship->maxhull = 10000; ship->realspeed = 30; ship->manuever = 0; ship->hyperspeed = 150; ship->maxmissiles = 25; ship->maxtorpedos = 10; ship->maxrockets = 5; ship->maxchaff = 50; break; } */ return; } bool autofly( SHIP_DATA *ship ) { if (!ship) return FALSE; if ( ship->type == MOB_SHIP ) return TRUE; if ( ship->autopilot ) return TRUE; return FALSE; } void makedebris( SHIP_DATA *ship ) { SHIP_DATA *debris; char buf[MAX_STRING_LENGTH]; if ( ship->class == SHIP_DEBRIS ) return; CREATE( debris, SHIP_DATA, 1 ); LINK( debris, first_ship, last_ship, next, prev ); debris->owner = STRALLOC( "" ); debris->copilot = STRALLOC( "" ); debris->pilot = STRALLOC( "" ); debris->home = STRALLOC( "" ); debris->type = SHIP_CIVILIAN; if( ship->type != MOB_SHIP ) debris->type = ship->type; debris->class = SHIP_DEBRIS; debris->lasers = ship->lasers ; debris->missiles = ship->missiles ; debris->rockets = ship->rockets ; debris->torpedos = ship->torpedos ; debris->maxshield = ship->maxshield ; debris->maxhull = ship->maxhull ; debris->maxenergy = ship->maxenergy ; debris->hyperspeed = ship->hyperspeed ; debris->chaff = ship->chaff ; debris->realspeed = ship->realspeed ; debris->currspeed = ship->currspeed ; debris->manuever = ship->manuever ; debris->spaceobject = NULL; debris->energy = 0; debris->hull = ship->maxhull; debris->in_room=NULL; debris->next_in_room=NULL; debris->prev_in_room=NULL; debris->currjump=NULL; debris->target0=NULL; debris->target1=NULL; debris->target2=NULL; debris->autopilot = FALSE; strcpy( buf, "Debris of a " ); strcat( buf, ship->name ); debris->name = STRALLOC( "Debris" ); debris->personalname = STRALLOC( "Debris" ); debris->description = STRALLOC( buf ); ship_to_spaceobject( debris, ship->spaceobject ); debris->vx = ship->vx; debris->vy = ship->vy; debris->vz = ship->vz; debris->hx = ship->hx; debris->hy = ship->hy; debris->hz = ship->hz; return; } /* Generic Pilot Command To use as template void do_hmm( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance; SHIP_DATA *ship; strcpy( arg, argument ); switch( ch->substate ) { default: 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->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->shipstate != SHIP_READY) { send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch); return; } if ( ship->energy <1 ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) < chance ) { send_to_char( "&G\n\r", ch); act( AT_PLAIN, "$n does ...", ch, NULL, argument , TO_ROOM ); echo_to_room( AT_YELLOW , get_room_index(ship->cockpit) , ""); add_timer ( ch , TIMER_DO_FUN , 1 , do_hmm , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou fail to work the controls properly.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) return; send_to_char("&Raborted.\n\r", ch); echo_to_room( AT_YELLOW , get_room_index(ship->cockpit) , ""); if (ship->shipstate != SHIP_DISABLED) ship->shipstate = SHIP_READY; return; } ch->substate = SUB_NONE; if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ) { return; } send_to_char( "&G\n\r", ch); act( AT_PLAIN, "$n does ...", ch, NULL, argument , TO_ROOM ); echo_to_room( AT_YELLOW , get_room_index(ship->cockpit) , ""); if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); } void do_hmm( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance; SHIP_DATA *ship; 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->shipstate == SHIP_HYPERSPACE) { send_to_char("&RYou can only do that in realspace!\n\r",ch); return; } if (ship->shipstate == SHIP_DISABLED) { send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch); return; } if (ship->shipstate == SHIP_LANDED) { send_to_char("&RYou can't do that until after you've launched!\n\r",ch); return; } if (ship->shipstate != SHIP_READY) { send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch); return; } if ( ship->energy <1 ) { send_to_char("&RTheres not enough fuel!\n\r",ch); return; } if ( ship->class == FIGHTER_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ; if ( ship->class == MIDSIZE_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ; if ( ship->class == CAPITAL_SHIP ) chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_capitalships]); if ( number_percent( ) > chance ) { send_to_char("&RYou fail to work the controls properly.\n\r",ch); if ( ship->class == FIGHTER_SHIP ) learn_from_failure( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_failure( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_failure( ch, gsn_capitalships ); return; } send_to_char( "&G\n\r", ch); act( AT_PLAIN, "$n does ...", ch, NULL, argument , TO_ROOM ); echo_to_room( AT_YELLOW , get_room_index(ship->cockpit) , ""); if ( ship->class == FIGHTER_SHIP ) learn_from_success( ch, gsn_starfighters ); if ( ship->class == MIDSIZE_SHIP ) learn_from_success( ch, gsn_midships ); if ( ship->class == CAPITAL_SHIP ) learn_from_success( ch, gsn_capitalships ); } */