/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Commands for personal player settings/statictics * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" /* * Locals */ char *tiny_affect_loc_name(int location); void do_gold(CHAR_DATA * ch, char *argument) { set_char_color( AT_GOLD, ch ); ch_printf( ch, "You have %d credits", ch->gold ); if( ch->pcdata ) ch_printf( ch, ", and %d credits in the bank", ch->pcdata->bank ); ch_printf( ch, ".\n\r" ); return; } /* * New score command by Haus */ void do_score(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; int iLang, drug; if (IS_NPC(ch)) { do_oldscore(ch, argument); return; } set_char_color(AT_SCORE, ch); ch_printf(ch, "\n\r&CScore for %s.\n\r", ch->pcdata->title); set_char_color(AT_SCORE, ch); if ( get_trust( ch ) != ch->top_level ) ch_printf( ch, "&cYou are trusted at level &C%d.\n\r", get_trust( ch ) ); send_to_char("&C----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&cRace: %-17.10s &cLog In: &C%s\r", capitalize(get_race(ch)), ( IS_NPC(ch) ? "(null)" : ctime(&(ch->pcdata->logon)) ) ); ch_printf(ch, "&cHitroll: &C%-2.2d &cDamroll: &C%-2.2d &cArmor: &C%-4d &cSaved: &C%s\r", GET_HITROLL(ch), GET_DAMROLL(ch), GET_AC(ch), (ch->pcdata && ch->pcdata->save_time) ? ctime(&(ch->pcdata->save_time)) : "no\n" ); ch_printf(ch, "&cAlign: &C%-5d &cWimpy: &C%-3d &cTime: &C%s\r", ch->alignment, ch->wimpy , ctime(¤t_time) ); if ( ch->skill_level[FORCE_ABILITY] > 1 || IS_IMMORTAL(ch) ) ch_printf(ch, "&cHit Points: &C%d &cof &C%d &cMove: &C%d &cof &C%d &cForce: &C%d &cof &C%d\n\r", ch->hit, ch->max_hit, ch->move, ch->max_move, ch->mana, ch->max_mana ); else ch_printf(ch, "&cHit Points: &C%d &cof &C%d &cMove: &C%d &cof &C%d\n\r", ch->hit, ch->max_hit, ch->move, ch->max_move); ch_printf(ch, "&cStr: &C%2d &cDex: &C%2d &cCon: &C%2d &cInt: &C%2d &cWis: &C%2d &cCha: &C%2d &cLck: &C?? &cFrc: &C??\n\r", get_curr_str(ch), get_curr_dex(ch),get_curr_con(ch),get_curr_int(ch),get_curr_wis(ch),get_curr_cha(ch)); send_to_char("&C----------------------------------------------------------------------------\n\r", ch); { int ability; for ( ability = 0 ; ability < MAX_RL_ABILITY ; ability++ ) if ( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 ) ch_printf( ch, "&c%-15s &CLevel: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r", ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability], exp_level( ch->skill_level[ability]+1 ) ); else ch_printf( ch, "&c%-15s &CLevel: %-3d Max: ??? Exp: ??? Next: ???\n\r", ability_name[ability], ch->skill_level[ability], ch->experience[ability]); } send_to_char("&C----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&cCREDITS: &C%-10d &cBANK: &C%-10d &cPkills: &C%-5.5d &cMkills: &C%-5.5d\n\r", ch->gold, ch->pcdata->bank, ch->pcdata->pkills, ch->pcdata->mkills); ch_printf(ch, "&cWeight: &C%5.5d &c(&Cmax %7.7d&c) Items: &C%5.5d &c(&Cmax %5.5d&c)\n\r", ch->carry_weight, can_carry_w(ch) , ch->carry_number, can_carry_n(ch)); ch_printf(ch, "&cTime Played: &C%d Hours &C%d Minutes.\n\r", ch->pcdata->played/3600,(ch->pcdata->played%3600)/60); ch_printf(ch, "&cPager: &C(%c) %3d &cAutoExit(&C%c&c) AutoLoot(&C%c&c) Autosac(&C%c&c)\n\r", IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ', ch->pcdata->pagerlen, IS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' ', IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ', IS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' '); switch (ch->position) { case POS_DEAD: sprintf(buf, "&CYou are slowly decomposing. "); break; case POS_MORTAL: sprintf(buf, "&CYou are mortally wounded. "); break; case POS_INCAP: sprintf(buf, "&CYou are incapacitated. "); break; case POS_STUNNED: sprintf(buf, "&CYou are stunned. "); break; case POS_SLEEPING: sprintf(buf, "&CYou are sleeping. "); break; case POS_RESTING: sprintf(buf, "&CYou are resting. "); break; case POS_STANDING: sprintf(buf, "&CYou are standing. "); break; case POS_FIGHTING: sprintf(buf, "&CYou are fighting. " ); break; case POS_MOUNTED: sprintf(buf, "&CYou are mounted. "); break; case POS_SITTING: sprintf(buf, "&CYou are sitting. "); break; } send_to_char( buf, ch ); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("&CYou are drunk.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0) send_to_char("&CYou are in danger of dehydrating.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0) send_to_char("&CYou are starving to death.\n\r", ch); if ( ch->position != POS_SLEEPING ) switch( ch->mental_state / 10 ) { default: send_to_char( "&CYou're completely messed up!\n\r", ch ); break; case -10: send_to_char( "&CYou're barely conscious.\n\r", ch ); break; case -9: send_to_char( "&CYou can barely keep your eyes open.\n\r", ch ); break; case -8: send_to_char( "&CYou're extremely drowsy.\n\r", ch ); break; case -7: send_to_char( "&CYou feel very unmotivated.\n\r", ch ); break; case -6: send_to_char( "&CYou feel sedated.\n\r", ch ); break; case -5: send_to_char( "&CYou feel sleepy.\n\r", ch ); break; case -4: send_to_char( "&CYou feel tired.\n\r", ch ); break; case -3: send_to_char( "&CYou could use a rest.\n\r", ch ); break; case -2: send_to_char( "&CYou feel a little under the weather.\n\r", ch ); break; case -1: send_to_char( "&CYou feel fine.\n\r", ch ); break; case 0: send_to_char( "&CYou feel great.\n\r", ch ); break; case 1: send_to_char( "&CYou feel energetic.\n\r", ch ); break; case 2: send_to_char( "&CYour mind is racing.\n\r", ch ); break; case 3: send_to_char( "&CYou can't think straight.\n\r", ch ); break; case 4: send_to_char( "&CYour mind is going 100 miles an hour.\n\r", ch ); break; case 5: send_to_char( "&CYou're high as a kite.\n\r", ch ); break; case 6: send_to_char( "&CYour mind and body are slipping apart.\n\r", ch ); break; case 7: send_to_char( "&CReality is slipping away.\n\r", ch ); break; case 8: send_to_char( "&CYou have no idea what is real, and what is not.\n\r", ch ); break; case 9: send_to_char( "&CYou feel immortal.\n\r", ch ); break; case 10: send_to_char( "&CYou are a Supreme Entity.\n\r", ch ); break; } else if ( ch->mental_state >45 ) send_to_char( "&CYour sleep is filled with strange and vivid dreams.\n\r", ch ); else if ( ch->mental_state >25 ) send_to_char( "&CYour sleep is uneasy.\n\r", ch ); else if ( ch->mental_state <-35 ) send_to_char( "&CYou are deep in a much needed sleep.\n\r", ch ); else if ( ch->mental_state <-25 ) send_to_char( "&CYou are in deep slumber.\n\r", ch ); if ( !IS_NPC(ch) ) { if (ch->pcdata->target && ch->pcdata->target[0] != '\0' ) { sprintf( buf, "&cYour current alias focus is : &C%s.\n\r", ch->pcdata->target); send_to_char( buf, ch ); } else send_to_char( "&cYou have no current target.\n\r", ch); } send_to_char("&cSPICE Level/Addiction: &C", ch ); for ( drug = 0; drug <= 9; drug++ ) if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 ) { ch_printf( ch, "%s&c(&C%d&c/&C%d&c) ", spice_table[drug], ch->pcdata->drug_level[drug], ch->pcdata->addiction[drug] ); } send_to_char("\n\r&cLanguages: &c", ch ); for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ ) if ( knows_language( ch, lang_array[iLang], ch ) || (IS_NPC(ch) && ch->speaks == 0) ) { if ( lang_array[iLang] & ch->speaking || (IS_NPC(ch) && !ch->speaking) ) set_char_color( AT_RED, ch ); send_to_char( lang_names[iLang], ch ); send_to_char( " ", ch ); set_char_color( AT_SCORE, ch ); } send_to_char( "\n\r", ch ); ch_printf( ch, "&cWANTED ON: &C%s\n\r", flag_string(ch->pcdata->wanted_flags, planet_flags) ); if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) ch_printf( ch, "&cYou are bestowed with the command(s): &C%s.\n\r", ch->pcdata->bestowments ); if ( ch->pcdata->clan ) { send_to_char( "&C----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&cORGANIZATION: &C%-35s &cSALARY: &C%-10d &cPkills/Deaths: &C%3.3d&c/&C%3.3d", ch->pcdata->clan->name, ch->pcdata->salary, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ; send_to_char( "\n\r", ch ); } if (IS_IMMORTAL(ch)) { send_to_char( "&C----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&cIMMORTAL DATA: Wizinvis [&C%s&c] Wizlevel (&C%d&c)\n\r", IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis ); ch_printf(ch, "&cBamfin: &C%s\n\r", (ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name); ch_printf(ch, "&cBamfout: &C%s\n\r", (ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name); /* Area Loaded info - Scryn 8/11*/ if (ch->pcdata->area) { ch_printf(ch, "&cVnums: Room (&C%-5.5d &c- &C%-5.5d&c) Object (&C%-5.5d &c- &C%-5.5d&c) Mob (&C%-5.5d &c- &C%-5.5d&c)\n\r", ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); ch_printf(ch, "&cArea Loaded [&C%s&c]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no"); } } if (ch->first_affect) { int i; SKILLTYPE *sktmp; i = 0; send_to_char( "&C----------------------------------------------------------------------------\n\r", ch); send_to_char("&cAFFECT DATA: &C", ch); for (paf = ch->first_affect; paf; paf = paf->next) { if ( (sktmp=get_skilltype(paf->type)) == NULL ) continue; if (ch->top_level < 20) { ch_printf(ch, "&c[&C%-34.34s&c] ", sktmp->name); if (i == 0) i = 2; if ((++i % 3) == 0) send_to_char("\n\r", ch); } else { if (paf->modifier == 0) ch_printf(ch, "&c[&C%-24.24s&c;&C%5d rds&c] ", sktmp->name, paf->duration); else if (paf->modifier > 999) ch_printf(ch, "&c[&C%-15.15s&c; &C%7.7s;%5d rds&c] ", sktmp->name, tiny_affect_loc_name(paf->location), paf->duration); else ch_printf(ch, "&c[&C%-11.11s&c;&C%+-3.3d %7.7s&c;&C%5d rds&c] ", sktmp->name, paf->modifier, tiny_affect_loc_name(paf->location), paf->duration); if (i == 0) i = 1; if ((++i % 2) == 0) send_to_char("\n\r", ch); } } } send_to_char("\n\r", ch); return; } /* * Return ascii name of an affect location. */ char * tiny_affect_loc_name(int location) { switch (location) { case APPLY_NONE: return "NIL"; case APPLY_STR: return " STR "; case APPLY_DEX: return " DEX "; case APPLY_INT: return " INT "; case APPLY_WIS: return " WIS "; case APPLY_CON: return " CON "; case APPLY_CHA: return " CHA "; case APPLY_LCK: return " LCK "; case APPLY_SEX: return " SEX "; case APPLY_LEVEL: return " LVL "; case APPLY_AGE: return " AGE "; case APPLY_MANA: return " MANA "; case APPLY_HIT: return " HV "; case APPLY_MOVE: return " MOVE "; case APPLY_GOLD: return " GOLD "; case APPLY_EXP: return " EXP "; case APPLY_AC: return " AC "; case APPLY_HITROLL: return " HITRL"; case APPLY_DAMROLL: return " DAMRL"; case APPLY_SAVING_POISON: return "SV POI"; case APPLY_SAVING_ROD: return "SV ROD"; case APPLY_SAVING_PARA: return "SV PARA"; case APPLY_SAVING_BREATH: return "SV BRTH"; case APPLY_SAVING_SPELL: return "SV SPLL"; case APPLY_HEIGHT: return "HEIGHT"; case APPLY_WEIGHT: return "WEIGHT"; case APPLY_AFFECT: return "AFF BY"; case APPLY_RESISTANT: return "RESIST"; case APPLY_IMMUNE: return "IMMUNE"; case APPLY_SUSCEPTIBLE: return "SUSCEPT"; case APPLY_WEAPONSPELL: return " WEAPON"; case APPLY_BACKSTAB: return "BACKSTB"; case APPLY_PICK: return " PICK "; case APPLY_TRACK: return " TRACK "; case APPLY_STEAL: return " STEAL "; case APPLY_SNEAK: return " SNEAK "; case APPLY_HIDE: return " HIDE "; case APPLY_PALM: return " PALM "; case APPLY_DETRAP: return " DETRAP"; case APPLY_DODGE: return " DODGE "; case APPLY_PEEK: return " PEEK "; case APPLY_SCAN: return " SCAN "; case APPLY_GOUGE: return " GOUGE "; case APPLY_SEARCH: return " SEARCH"; case APPLY_MOUNT: return " MOUNT "; case APPLY_DISARM: return " DISARM"; case APPLY_KICK: return " KICK "; case APPLY_PARRY: return " PARRY "; case APPLY_BASH: return " BASH "; case APPLY_STUN: return " STUN "; case APPLY_PUNCH: return " PUNCH "; case APPLY_CLIMB: return " CLIMB "; case APPLY_GRIP: return " GRIP "; case APPLY_SCRIBE: return " SCRIBE"; case APPLY_BREW: return " BREW "; case APPLY_WEARSPELL: return " WEAR "; case APPLY_REMOVESPELL: return " REMOVE"; case APPLY_EMOTION: return "EMOTION"; case APPLY_MENTALSTATE: return " MENTAL"; case APPLY_STRIPSN: return " DISPEL"; case APPLY_REMOVE: return " REMOVE"; case APPLY_DIG: return " DIG "; case APPLY_FULL: return " HUNGER"; case APPLY_THIRST: return " THIRST"; case APPLY_DRUNK: return " DRUNK "; case APPLY_BLOOD: return " BLOOD "; case APPLY_SNIPE: return " SNIPE "; } bug("Affect_location_name: unknown location %d.", location); return "(?)"; } char * get_race( CHAR_DATA *ch) { if ( ch->race < MAX_NPC_RACE && ch->race >= 0) return ( npc_race[ch->race] ); return ("Unknown"); } void do_oldscore( CHAR_DATA *ch, char *argument ) { AFFECT_DATA *paf; SKILLTYPE *skill; if ( IS_AFFECTED(ch, AFF_POSSESS) ) { send_to_char("You can't do that in your current state of mind!\n\r", ch); return; } set_char_color( AT_SCORE, ch ); ch_printf( ch, "You are %s%s, level %d.\n\r", ch->name, IS_NPC(ch) ? "" : ch->pcdata->title, ch->top_level ); if ( get_trust( ch ) != ch->top_level ) ch_printf( ch, "You are trusted at level %d.\n\r", get_trust( ch ) ); if ( IS_SET(ch->act, ACT_MOBINVIS) ) ch_printf( ch, "You are mobinvis at level %d.\n\r", ch->mobinvis); ch_printf( ch, "You have %d/%d hit, %d/%d movement.\n\r", ch->hit, ch->max_hit, ch->move, ch->max_move); ch_printf( ch, "You are carrying %d/%d items with weight %d/%d kg.\n\r", ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch) ); ch_printf( ch, "Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ?? Frc: ??\n\r", get_curr_str(ch), get_curr_int(ch), get_curr_wis(ch), get_curr_dex(ch), get_curr_con(ch), get_curr_cha(ch) ); ch_printf( ch, "You have have %d credits.\n\r" , ch->gold ); if ( !IS_NPC(ch) ) ch_printf( ch, "You have achieved %d glory during your life, and currently have %d.\n\r", ch->pcdata->quest_accum, ch->pcdata->quest_curr ); ch_printf( ch, "Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\n\r", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" ); ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You are drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) send_to_char( "You are thirsty.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 ) send_to_char( "You are hungry.\n\r", ch ); switch( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\n\r", ch ); break; case -10: send_to_char( "You're barely conscious.\n\r", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break; case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break; case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break; case -6: send_to_char( "You feel sedated.\n\r", ch ); break; case -5: send_to_char( "You feel sleepy.\n\r", ch ); break; case -4: send_to_char( "You feel tired.\n\r", ch ); break; case -3: send_to_char( "You could use a rest.\n\r", ch ); break; case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break; case -1: send_to_char( "You feel fine.\n\r", ch ); break; case 0: send_to_char( "You feel great.\n\r", ch ); break; case 1: send_to_char( "You feel energetic.\n\r", ch ); break; case 2: send_to_char( "Your mind is racing.\n\r", ch ); break; case 3: send_to_char( "You can't think straight.\n\r", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break; case 5: send_to_char( "You're high as a kite.\n\r", ch ); break; case 6: send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break; case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break; case 9: send_to_char( "You feel immortal.\n\r", ch ); break; case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break; } switch ( ch->position ) { case POS_DEAD: send_to_char( "You are DEAD!!\n\r", ch ); break; case POS_MORTAL: send_to_char( "You are mortally wounded.\n\r", ch ); break; case POS_INCAP: send_to_char( "You are incapacitated.\n\r", ch ); break; case POS_STUNNED: send_to_char( "You are stunned.\n\r", ch ); break; case POS_SLEEPING: send_to_char( "You are sleeping.\n\r", ch ); break; case POS_RESTING: send_to_char( "You are resting.\n\r", ch ); break; case POS_STANDING: send_to_char( "You are standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are fighting.\n\r", ch ); break; case POS_MOUNTED: send_to_char( "Mounted.\n\r", ch ); break; case POS_SHOVE: send_to_char( "Being shoved.\n\r", ch ); break; case POS_DRAG: send_to_char( "Being dragged.\n\r", ch ); break; } if ( ch->top_level >= 25 ) ch_printf( ch, "AC: %d. ", GET_AC(ch) ); send_to_char( "You are ", ch ); if ( GET_AC(ch) >= 101 ) send_to_char( "WORSE than naked!\n\r", ch ); else if ( GET_AC(ch) >= 80 ) send_to_char( "naked.\n\r", ch ); else if ( GET_AC(ch) >= 60 ) send_to_char( "wearing clothes.\n\r", ch ); else if ( GET_AC(ch) >= 40 ) send_to_char( "slightly armored.\n\r", ch ); else if ( GET_AC(ch) >= 20 ) send_to_char( "somewhat armored.\n\r", ch ); else if ( GET_AC(ch) >= 0 ) send_to_char( "armored.\n\r", ch ); else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r", ch ); else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch ); else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r", ch ); else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch ); else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch ); else send_to_char( "invincible!\n\r", ch ); if ( ch->top_level >= 15 ) ch_printf( ch, "Hitroll: %d Damroll: %d.\n\r", GET_HITROLL(ch), GET_DAMROLL(ch) ); if ( ch->top_level >= 10 ) ch_printf( ch, "Alignment: %d. ", ch->alignment ); send_to_char( "You are ", ch ); if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch ); else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch ); else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch ); else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch ); else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch ); else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch ); else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch ); else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch ); else send_to_char( "satanic.\n\r", ch ); if ( ch->first_affect ) { send_to_char( "You are affected by:\n\r", ch ); for ( paf = ch->first_affect; paf; paf = paf->next ) if ( (skill=get_skilltype(paf->type)) != NULL ) { ch_printf( ch, "Spell: '%s'", skill->name ); if ( ch->top_level >= 20 ) ch_printf( ch, " modifies %s by %d for %d rounds", affect_loc_name( paf->location ), paf->modifier, paf->duration ); send_to_char( ".\n\r", ch ); } } if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) ) { ch_printf( ch, "WizInvis level: %d WizInvis is %s\n\r", ch->pcdata->wizinvis, IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" ); if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo, ch->pcdata->r_range_hi ); if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo, ch->pcdata->o_range_hi ); if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo, ch->pcdata->m_range_hi ); } return; } /* -Thoric * Display your current exp, level, and surrounding level exp requirements */ void do_level( CHAR_DATA *ch, char *argument ) { int ability; for ( ability = 0 ; ability < MAX_RL_ABILITY ; ability++ ) if ( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 ) ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r", ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability], exp_level( ch->skill_level[ability]+1 ) ); else ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\n\r", ability_name[ability], ch->skill_level[ability], ch->experience[ability]); } void do_affected ( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; AFFECT_DATA *paf; SKILLTYPE *skill; if ( IS_NPC(ch) ) return; argument = one_argument( argument, arg ); if ( !str_cmp( arg, "by" ) ) { set_char_color( AT_BLUE, ch ); send_to_char( "\n\rImbued with:\n\r", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", affect_bit_name( ch->affected_by ) ); if ( ch->top_level >= 20 ) { send_to_char( "\n\r", ch ); if ( ch->resistant > 0 ) { set_char_color ( AT_BLUE, ch ); send_to_char( "Resistances: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->resistant, ris_flags) ); } if ( ch->immune > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Immunities: ", ch); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->immune, ris_flags) ); } if ( ch->susceptible > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Suscepts: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->susceptible, ris_flags) ); } } return; } if ( !ch->first_affect ) { set_char_color( AT_SCORE, ch ); send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch ); } else { send_to_char( "\n\r", ch ); for (paf = ch->first_affect; paf; paf = paf->next) if ( (skill=get_skilltype(paf->type)) != NULL ) { set_char_color( AT_BLUE, ch ); send_to_char( "Affected: ", ch ); set_char_color( AT_SCORE, ch ); if ( ch->top_level >= 20 ) { if (paf->duration < 25 ) set_char_color( AT_WHITE, ch ); if (paf->duration < 6 ) set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "(%5d) ", paf->duration ); } ch_printf( ch, "%-18s\n\r", skill->name ); } } return; } void do_inventory( CHAR_DATA *ch, char *argument ) { set_char_color( AT_RED, ch ); send_to_char( "You are carrying:\n\r", ch ); show_list_to_char( ch->first_carrying, ch, TRUE, TRUE ); return; } void do_equipment( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; int iWear, dam; bool found; char buf[MAX_STRING_LENGTH]; set_char_color( AT_RED, ch ); send_to_char( "You are using:\n\r", ch ); found = FALSE; set_char_color( AT_OBJECT, ch ); for ( iWear = 0; iWear < MAX_WEAR; iWear++ ) { for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->wear_loc == iWear ) { send_to_char( where_name[iWear], ch ); if ( can_see_obj( ch, obj ) ) { send_to_char( format_obj_to_char( obj, ch, TRUE ), ch ); strcpy( buf , "" ); switch ( obj->item_type ) { default: break; case ITEM_ARMOR: if ( obj->value[1] == 0 ) obj->value[1] = obj->value[0]; if ( obj->value[1] == 0 ) obj->value[1] = 1; dam = (sh_int) ((obj->value[0] * 10) / obj->value[1]); if (dam >= 10) strcat( buf, " (superb) "); else if (dam >= 7) strcat( buf, " (good) "); else if (dam >= 5) strcat( buf, " (worn) "); else if (dam >= 3) strcat( buf, " (poor) "); else if (dam >= 1) strcat( buf, " (awful) "); else if (dam == 0) strcat( buf, " (broken) "); send_to_char( buf, ch ); break; case ITEM_WEAPON: dam = INIT_WEAPON_CONDITION - obj->value[0]; if (dam < 2) strcat( buf, " (superb) "); else if (dam < 4) strcat( buf, " (good) "); else if (dam < 7) strcat( buf, " (worn) "); else if (dam < 10) strcat( buf, " (poor) "); else if (dam < 12) strcat( buf, " (awful) "); else if (dam == 12) strcat( buf, " (broken) "); send_to_char( buf, ch ); if (obj->value[3] == WEAPON_BLASTER ) { if (obj->blaster_setting == BLASTER_FULL) ch_printf( ch, "FULL"); else if (obj->blaster_setting == BLASTER_HIGH) ch_printf( ch, "HIGH"); else if (obj->blaster_setting == BLASTER_NORMAL) ch_printf( ch, "NORMAL"); else if (obj->blaster_setting == BLASTER_HALF) ch_printf( ch, "HALF"); else if (obj->blaster_setting == BLASTER_LOW) ch_printf( ch, "LOW"); else if (obj->blaster_setting == BLASTER_STUN) ch_printf( ch, "STUN"); ch_printf( ch, " %d", obj->value[4] ); } else if ( ( obj->value[3] == WEAPON_LIGHTSABER || obj->value[3] == WEAPON_VIBRO_BLADE || obj->value[3] == WEAPON_FORCE_PIKE || obj->value[3] == WEAPON_BOWCASTER ) ) { ch_printf( ch, "%d", obj->value[4] ); } break; } send_to_char( "\n\r", ch ); } else send_to_char( "something.\n\r", ch ); found = TRUE; } } if ( !found ) send_to_char( "Nothing.\n\r", ch ); return; } void set_title( CHAR_DATA *ch, char *title ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) { bug( "Set_title: NPC.", 0 ); return; } if ( isalpha(title[0]) || isdigit(title[0]) ) { buf[0] = ' '; strcpy( buf+1, title ); } else strcpy( buf, title ); STRFREE( ch->pcdata->title ); ch->pcdata->title = STRALLOC( buf ); return; } void do_title( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) { send_to_char( "You try but the Force resists you.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Change your title to what?\n\r", ch ); return; } if ((get_trust(ch) <= LEVEL_IMMORTAL) && (!nifty_is_name(ch->name, argument))) { send_to_char("You must include your name somewhere in your title!", ch); return; } if (strlen(argument) >40) { send_to_char("40 characters is maximum allowed for titles now.\n\r", ch); return; } smash_tilde( argument ); strcat(argument, " &R&W^x"); set_title( ch, argument ); send_to_char( "Ok.\n\r", ch ); } void do_homepage( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if ( argument[0] == '\0' ) { if ( !ch->pcdata->homepage ) ch->pcdata->homepage = str_dup( "" ); ch_printf( ch, "Your homepage is: %s\n\r", show_tilde( ch->pcdata->homepage ) ); return; } if ( !str_cmp( argument, "clear" ) ) { if ( ch->pcdata->homepage ) DISPOSE(ch->pcdata->homepage); ch->pcdata->homepage = str_dup(""); send_to_char( "Homepage cleared.\n\r", ch ); return; } if ( strstr( argument, "://" ) ) strcpy( buf, argument ); else sprintf( buf, "http://%s", argument ); if ( strlen(buf) > 70 ) buf[70] = '\0'; hide_tilde( buf ); if ( ch->pcdata->homepage ) DISPOSE(ch->pcdata->homepage); ch->pcdata->homepage = str_dup(buf); send_to_char( "Homepage set.\n\r", ch ); } /* * Set your personal description -Thoric */ void do_description( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) ) { send_to_char( "Monsters are too dumb to do that!\n\r", ch ); return; } if ( !ch->desc ) { bug( "do_description: no descriptor", 0 ); return; } switch( ch->substate ) { default: bug( "do_description: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\n\r", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_DESC; ch->dest_buf = ch; start_editing( ch, ch->description ); return; case SUB_PERSONAL_DESC: STRFREE( ch->description ); ch->description = copy_buffer( ch ); stop_editing( ch ); return; } } /* Ripped off do_description for whois bio's -- Scryn*/ void do_bio( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) ) { send_to_char( "Mobs can't set bio's!\n\r", ch ); return; } if ( !ch->desc ) { bug( "do_bio: no descriptor", 0 ); return; } switch( ch->substate ) { default: bug( "do_bio: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\n\r", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_BIO; ch->dest_buf = ch; start_editing( ch, ch->pcdata->bio ); return; case SUB_PERSONAL_BIO: STRFREE( ch->pcdata->bio ); ch->pcdata->bio = copy_buffer( ch ); stop_editing( ch ); return; } } void do_report( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; if ( IS_AFFECTED(ch, AFF_POSSESS) ) { send_to_char("You can't do that in your current state of mind!\n\r", ch); return; } ch_printf( ch, "You report: %d/%d hp %d/%d mv.\n\r", ch->hit, ch->max_hit, ch->move, ch->max_move ); sprintf( buf, "$n reports: %d/%d hp %d/%d.", ch->hit, ch->max_hit, ch->move, ch->max_move ); act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM ); return; } void do_prompt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) { send_to_char( "NPC's can't change their prompt..\n\r", ch ); return; } smash_tilde( argument ); one_argument( argument, arg ); if ( !*arg ) { send_to_char( "Set prompt to what? (try help prompt)\n\r", ch ); return; } if (ch->pcdata->prompt) STRFREE(ch->pcdata->prompt); if ( strlen(argument) > 128 ) argument[128] = '\0'; /* Can add a list of pre-set prompts here if wanted.. perhaps 'prompt 1' brings up a different, pre-set prompt */ if ( !str_cmp(arg, "default") ) ch->pcdata->prompt = STRALLOC(""); else ch->pcdata->prompt = STRALLOC(argument); send_to_char( "Ok.\n\r", ch ); return; } void set_target( CHAR_DATA *ch, char *target ) { char buf[MAX_STRING_LENGTH]; strcpy( buf, target ); if (ch->pcdata->target && ch->pcdata->target[0] != '\0') STRFREE( ch->pcdata->target ); ch->pcdata->target = STRALLOC( buf ); return; } void do_focusalias( CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH]; smash_tilde(argument); one_argument( argument, arg ); if ( IS_NPC(ch) ) { send_to_char("Alias focuses are for players!\n\r", ch); return; } if ( arg[0] == '\0' ) { if ( ch->pcdata->target && ch->pcdata->target[0] != '\0' ) { sprintf( buf, "Your current alias focus is : %s\n\r", ch->pcdata->target); send_to_char(buf,ch); return; } send_to_char("You have no current alias focus.\n\r",ch); return; } else { set_target( ch, arg ); sprintf( buf, "Your new alias focus is : %s\n\r", ch->pcdata->target); send_to_char( buf, ch ); return; } } void do_unfocusalias(CHAR_DATA *ch, char *argument) { if ( IS_NPC(ch) ) { send_to_char("Only players can have alias focuses!\n\r", ch); return; } if ( ch->pcdata->target && ch->pcdata->target[0] == '\0' ) { send_to_char("Your alias focus is not defined at the moment.\n\r", ch); return; } send_to_char("You remove your current alias focus.\n\r", ch); ch->pcdata->target = STRALLOC(""); return; }