/***************************************************************************
* 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) Lucasfilm 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. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* New Star Wars Skills Unit *
****************************************************************************/
#include <math.h>
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
void add_reinforcements args( ( CHAR_DATA * ch ) );
ch_ret one_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) );
int xp_compute( CHAR_DATA * ch, CHAR_DATA * victim );
ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA * in_room, EXIT_DATA ** pexit );
int ris_save( CHAR_DATA * ch, int schance, int ris );
CHAR_DATA *get_char_room_mp( CHAR_DATA * ch, char *argument );
extern int top_affect;
void do_makeblade( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance, charge = 0;
bool checktool, checkdura, checkbatt, checkoven;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
AFFECT_DATA *paf;
AFFECT_DATA *paf2;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeblade <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_DURASTEEL )
checkdura = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a vibro-blade.\n\r", ch );
return;
}
if( !checkdura )
{
send_to_char( "&RYou need something to make it out of.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a power source for your blade.\n\r", ch );
return;
}
if( !checkoven )
{
send_to_char( "&RYou need a small furnace to heat the metal.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblade] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of crafting a vibroblade.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch,
NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 25, do_makeblade, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makeblade );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblade] );
vnum = 10422;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_DURASTEEL && checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
charge = UMAX( 5, obj->value[0] );
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblade] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) )
{
send_to_char( "&RYou activate your newly created vibroblade.\n\r", ch );
send_to_char( "&RIt hums softly for a few seconds then begins to shake violently.\n\r", ch );
send_to_char( "&RIt finally shatters breaking apart into a dozen pieces.\n\r", ch );
learn_from_failure( ch, gsn_makeblade );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_WEAPON;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->level = level;
obj->weight = 3;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " vibro-blade blade" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was left here." );
obj->description = STRALLOC( buf );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = get_atype( "backstab" );
paf->modifier = level / 3;
paf->bitvector = 0;
paf->next = NULL;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
CREATE( paf2, AFFECT_DATA, 1 );
paf2->type = -1;
paf2->duration = -1;
paf2->location = get_atype( "hitroll" );
paf2->modifier = -2;
paf2->bitvector = 0;
paf2->next = NULL;
LINK( paf2, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
obj->value[0] = INIT_WEAPON_CONDITION;
obj->value[1] = ( int )( level / 20 + 10 ); /* min dmg */
obj->value[2] = ( int )( level / 10 + 20 ); /* max dmg */
obj->value[3] = WEAPON_VIBRO_BLADE;
obj->value[4] = charge;
obj->value[5] = charge;
obj->cost = obj->value[2] * 10;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created blade.&w\n\r", ch );
act( AT_PLAIN, "$n finishes crafting a vibro-blade.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 200,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makeblade );
}
void do_makeblaster( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance;
bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checkammo;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum, power, scope, ammo;
AFFECT_DATA *paf;
AFFECT_DATA *paf2;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeblaster <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_DURAPLAST )
checkdura = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
if( obj->item_type == ITEM_SUPERCONDUCTOR )
checkcond = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a blaster.\n\r", ch );
return;
}
if( !checkdura )
{
send_to_char( "&RYou need something to make it out of.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a power source for your blaster.\n\r", ch );
return;
}
if( !checkoven )
{
send_to_char( "&RYou need a small furnace to heat the plastics.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit board to control the firing mechanism.\n\r", ch );
return;
}
if( !checkcond )
{
send_to_char( "&RYou still need a small superconductor.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblaster] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of making a blaster.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch,
NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 25, do_makeblaster, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makeblaster );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblaster] );
vnum = 10420;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checkammo = FALSE;
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
power = 0;
scope = 0;
ammo = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_DURAPLAST && checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_AMMO && checkammo == FALSE )
{
ammo = obj->value[0];
checkammo = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_LENS && scope == 0 )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
scope++;
}
if( obj->item_type == ITEM_SUPERCONDUCTOR && power < 2 )
{
power++;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcond = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeblaster] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven )
|| ( !checkcond ) || ( !checkcirc ) )
{
send_to_char( "&RYou hold up your new blaster and aim at a leftover piece of plastic.\n\r", ch );
send_to_char( "&RYou slowly squeeze the trigger hoping for the best...\n\r", ch );
send_to_char( "&RYour blaster backfires destroying your weapon and burning your hand.\n\r", ch );
learn_from_failure( ch, gsn_makeblaster );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_WEAPON;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->level = level;
obj->weight = 2 + level / 10;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " blaster" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = get_atype( "hitroll" );
paf->modifier = URANGE( 0, 1 + scope, level / 30 );
paf->bitvector = 0;
paf->next = NULL;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
CREATE( paf2, AFFECT_DATA, 1 );
paf2->type = -1;
paf2->duration = -1;
paf2->location = get_atype( "damroll" );
paf2->modifier = URANGE( 0, power, level / 30 );
paf2->bitvector = 0;
paf2->next = NULL;
LINK( paf2, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
obj->value[0] = INIT_WEAPON_CONDITION; /* condition */
obj->value[1] = ( int )( level / 10 + 15 ); /* min dmg */
obj->value[2] = ( int )( level / 5 + 25 ); /* max dmg */
obj->value[3] = WEAPON_BLASTER;
obj->value[4] = ammo;
obj->value[5] = 2000;
obj->cost = obj->value[2] * 50;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created blaster.&w\n\r", ch );
act( AT_PLAIN, "$n finishes making $s new blaster.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 50,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makeblaster );
}
void do_makelightsaber( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int schance;
bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checklens, checkgems, checkmirr;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum, level, gems, charge, gemtype;
AFFECT_DATA *paf;
AFFECT_DATA *paf2;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makelightsaber <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
checklens = FALSE;
checkgems = FALSE;
checkmirr = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_SAFE ) || !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
{
send_to_char( "&RYou need to be in a quiet peaceful place to craft a lightsaber.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_LENS )
checklens = TRUE;
if( obj->item_type == ITEM_CRYSTAL )
checkgems = TRUE;
if( obj->item_type == ITEM_MIRROR )
checkmirr = TRUE;
if( obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL )
checkdura = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
if( obj->item_type == ITEM_SUPERCONDUCTOR )
checkcond = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a lightsaber.\n\r", ch );
return;
}
if( !checkdura )
{
send_to_char( "&RYou need something to make it out of.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a power source for your lightsaber.\n\r", ch );
return;
}
if( !checkoven )
{
send_to_char( "&RYou need a small furnace to heat and shape the components.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit board.\n\r", ch );
return;
}
if( !checkcond )
{
send_to_char( "&RYou still need a small superconductor for your lightsaber.\n\r", ch );
return;
}
if( !checklens )
{
send_to_char( "&RYou still need a lens to focus the beam.\n\r", ch );
return;
}
if( !checkgems )
{
send_to_char( "&RLightsabers require 1 to 3 gems to work properly.\n\r", ch );
return;
}
if( !checkmirr )
{
send_to_char( "&RYou need a high intesity reflective cup to create a lightsaber.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_lightsaber_crafting] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of crafting a lightsaber.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch,
NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 25, do_makelightsaber, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_lightsaber_crafting );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_lightsaber_crafting] );
vnum = 10421;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checkdura = FALSE;
checkbatt = FALSE;
checkoven = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
checklens = FALSE;
checkgems = FALSE;
checkmirr = FALSE;
gems = 0;
charge = 0;
gemtype = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( ( obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL ) && checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_DURASTEEL && checkdura == FALSE )
{
checkdura = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
charge = UMIN( obj->value[1], 10 );
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcond = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
if( obj->item_type == ITEM_LENS && checklens == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checklens = TRUE;
}
if( obj->item_type == ITEM_MIRROR && checkmirr == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkmirr = TRUE;
}
if( obj->item_type == ITEM_CRYSTAL && gems < 3 )
{
gems++;
if( gemtype < obj->value[0] )
gemtype = obj->value[0];
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkgems = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_lightsaber_crafting] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven )
|| ( !checkmirr ) || ( !checklens ) || ( !checkgems ) || ( !checkcond ) || ( !checkcirc ) )
{
send_to_char( "&RYou hold up your new lightsaber and press the switch hoping for the best.\n\r", ch );
send_to_char( "&RInstead of a blade of light, smoke starts pouring from the handle.\n\r", ch );
send_to_char( "&RYou drop the hot handle and watch as it melts on away on the floor.\n\r", ch );
learn_from_failure( ch, gsn_lightsaber_crafting );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_WEAPON;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
SET_BIT( obj->extra_flags, ITEM_ANTI_SOLDIER );
SET_BIT( obj->extra_flags, ITEM_ANTI_THIEF );
SET_BIT( obj->extra_flags, ITEM_ANTI_HUNTER );
SET_BIT( obj->extra_flags, ITEM_ANTI_PILOT );
SET_BIT( obj->extra_flags, ITEM_ANTI_CITIZEN );
obj->level = level;
obj->weight = 5;
STRFREE( obj->name );
obj->name = STRALLOC( "lightsaber saber" );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
STRFREE( obj->action_desc );
strcpy( buf, arg );
strcat( buf, " ignites with a hum and a soft glow." );
obj->action_desc = STRALLOC( buf );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = get_atype( "hitroll" );
paf->modifier = URANGE( 0, gems, level / 30 );
paf->bitvector = 0;
paf->next = NULL;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
CREATE( paf2, AFFECT_DATA, 1 );
paf2->type = -1;
paf2->duration = -1;
paf2->location = get_atype( "parry" );
paf2->modifier = ( level / 3 );
paf2->bitvector = 0;
paf2->next = NULL;
LINK( paf2, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
obj->value[0] = INIT_WEAPON_CONDITION; /* condition */
obj->value[1] = ( int )( level / 10 + gemtype * 2 ); /* min dmg */
obj->value[2] = ( int )( level / 5 + gemtype * 6 ); /* max dmg */
obj->value[3] = WEAPON_LIGHTSABER;
obj->value[4] = charge;
obj->value[5] = charge;
obj->cost = obj->value[2] * 75;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created lightsaber.&w\n\r", ch );
act( AT_PLAIN, "$n finishes making $s new lightsaber.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 50,
( exp_level( ch->skill_level[FORCE_ABILITY] + 1 ) - exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, FORCE_ABILITY );
ch_printf( ch, "You gain %d force experience.", xpgain );
}
learn_from_success( ch, gsn_lightsaber_crafting );
}
void do_makespice( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int schance;
OBJ_DATA *obj;
switch ( ch->substate )
{
default:
strcpy( arg, argument );
if( arg[0] == '\0' )
{
send_to_char( "&RFrom what?\n\r&w", ch );
return;
}
if( !IS_SET( ch->in_room->room_flags, ROOM_REFINERY ) )
{
send_to_char( "&RYou need to be in a refinery to create drugs from spice.\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "&RYou do not have that item.\n\r&w", ch );
return;
}
if( obj->item_type != ITEM_RAWSPICE )
{
send_to_char( "&RYou can't make a drug out of that\n\r&w", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_spice_refining] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of refining spice into a drug.\n\r", ch );
act( AT_PLAIN, "$n begins working on something.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makespice, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out what to do with the stuff.\n\r", ch );
learn_from_failure( ch, gsn_spice_refining );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are distracted and are unable to finish your work.\n\r&w", ch );
return;
}
ch->substate = SUB_NONE;
if( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You seem to have lost your spice!\n\r", ch );
return;
}
if( obj->item_type != ITEM_RAWSPICE )
{
send_to_char( "&RYou get your tools mixed up and can't finish your work.\n\r&w", ch );
return;
}
obj->value[1] = URANGE( 10, obj->value[1], ( IS_NPC( ch ) ? ch->top_level
: ( int )( ch->pcdata->learned[gsn_spice_refining] ) ) + 10 );
strcpy( buf, obj->name );
STRFREE( obj->name );
strcat( buf, " drug spice" );
obj->name = STRALLOC( buf );
strcpy( buf, "a drug made from " );
strcat( buf, obj->short_descr );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
strcat( buf, " was foolishly left lying around here." );
STRFREE( obj->description );
obj->description = STRALLOC( buf );
obj->item_type = ITEM_SPICE;
send_to_char( "&GYou finish your work.\n\r", ch );
act( AT_PLAIN, "$n finishes $s work.", ch, NULL, argument, TO_ROOM );
obj->cost += obj->value[1] * 10;
{
long xpgain;
xpgain =
UMIN( obj->cost * 50,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_spice_refining );
}
void do_makegrenade( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance, strength = 0, weight = 0;
bool checktool, checkdrink, checkbatt, checkchem, checkcirc;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makegrenade <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkdrink = FALSE;
checkbatt = FALSE;
checkchem = FALSE;
checkcirc = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 )
checkdrink = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
if( obj->item_type == ITEM_CHEMICAL )
checkchem = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a grenade.\n\r", ch );
return;
}
if( !checkdrink )
{
send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a small battery for the timer.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit for the timer.\n\r", ch );
return;
}
if( !checkchem )
{
send_to_char( "&RSome explosive chemicals would come in handy!\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makegrenade] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of making a grenade.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch,
NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 25, do_makegrenade, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makegrenade );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makegrenade] );
vnum = 10425;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checkdrink = FALSE;
checkbatt = FALSE;
checkchem = FALSE;
checkcirc = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 )
{
checkdrink = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_CHEMICAL )
{
strength = URANGE( 10, obj->value[0], level * 5 );
weight = obj->weight;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkchem = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makegrenade] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem )
|| ( !checkcirc ) )
{
send_to_char
( "&RJust as you are about to finish your work,\n\ryour newly created grenade explodes in your hands...doh!\n\r",
ch );
learn_from_failure( ch, gsn_makegrenade );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_GRENADE;
SET_BIT( obj->wear_flags, ITEM_HOLD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->level = level;
obj->weight = weight;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " grenade" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
obj->value[0] = strength / 2;
obj->value[1] = strength;
obj->cost = obj->value[1] * 5;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created grenade.&w\n\r", ch );
act( AT_PLAIN, "$n finishes making $s new grenade.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 50,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makegrenade );
}
void do_makelandmine( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance, strength = 0, weight = 0;
bool checktool, checkdrink, checkbatt, checkchem, checkcirc;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makelandmine <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkdrink = FALSE;
checkbatt = FALSE;
checkchem = FALSE;
checkcirc = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 )
checkdrink = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
if( obj->item_type == ITEM_CHEMICAL )
checkchem = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a landmine.\n\r", ch );
return;
}
if( !checkdrink )
{
send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a small battery for the detonator.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit for the detonator.\n\r", ch );
return;
}
if( !checkchem )
{
send_to_char( "&RSome explosive chemicals would come in handy!\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelandmine] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of making a landmine.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch,
NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 25, do_makelandmine, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makelandmine );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelandmine] );
vnum = 10427;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checkdrink = FALSE;
checkbatt = FALSE;
checkchem = FALSE;
checkcirc = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 )
{
checkdrink = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_CHEMICAL )
{
strength = URANGE( 10, obj->value[0], level * 5 );
weight = obj->weight;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkchem = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelandmine] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem )
|| ( !checkcirc ) )
{
send_to_char
( "&RJust as you are about to finish your work,\n\ryour newly created landmine explodes in your hands...doh!\n\r",
ch );
learn_from_failure( ch, gsn_makelandmine );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_LANDMINE;
SET_BIT( obj->wear_flags, ITEM_HOLD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->level = level;
obj->weight = weight;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " landmine" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
obj->value[0] = strength / 2;
obj->value[1] = strength;
obj->cost = obj->value[1] * 5;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created landmine.&w\n\r", ch );
act( AT_PLAIN, "$n finishes making $s new landmine.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 50,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makelandmine );
}
void do_makelight( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance, strength = 0;
bool checktool, checkbatt, checkchem, checkcirc, checklens;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeflashlight <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkbatt = FALSE;
checkchem = FALSE;
checkcirc = FALSE;
checklens = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
if( obj->item_type == ITEM_CHEMICAL )
checkchem = TRUE;
if( obj->item_type == ITEM_LENS )
checklens = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a light.\n\r", ch );
return;
}
if( !checklens )
{
send_to_char( "&RYou need a lens to make a light.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a battery for the light to work.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit.\n\r", ch );
return;
}
if( !checkchem )
{
send_to_char( "&RSome chemicals to light would come in handy!\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelight] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of making a light.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makelight, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makelight );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelight] );
vnum = 10428;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checklens = FALSE;
checkbatt = FALSE;
checkchem = FALSE;
checkcirc = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
strength = obj->value[0];
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_CHEMICAL )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkchem = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
if( obj->item_type == ITEM_LENS && checklens == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checklens = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makelight] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checklens ) || ( !checkbatt ) || ( !checkchem )
|| ( !checkcirc ) )
{
send_to_char
( "&RJust as you are about to finish your work,\n\ryour newly created light explodes in your hands...doh!\n\r",
ch );
learn_from_failure( ch, gsn_makelight );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_LIGHT;
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->level = level;
obj->weight = 3;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " light" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
obj->value[2] = strength;
obj->cost = obj->value[2];
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created light.&w\n\r", ch );
act( AT_PLAIN, "$n finishes making $s new light.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 100,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makelight );
}
void do_makejewelry( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance;
bool checktool, checkoven, checkmetal;
OBJ_DATA *obj;
OBJ_DATA *metal = NULL;
int value, cost;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
if( !str_cmp( arg, "body" )
|| !str_cmp( arg, "head" )
|| !str_cmp( arg, "legs" )
|| !str_cmp( arg, "arms" )
|| !str_cmp( arg, "about" )
|| !str_cmp( arg, "eyes" )
|| !str_cmp( arg, "waist" ) || !str_cmp( arg, "hold" ) || !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) )
{
send_to_char( "&RYou cannot make jewelry for that body part.\n\r&w", ch );
send_to_char( "&RTry MAKEARMOR.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "shield" ) )
{
send_to_char( "&RYou cannot make jewelry worn as a shield.\n\r&w", ch );
send_to_char( "&RTry MAKESHIELD.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "wield" ) )
{
send_to_char( "&RAre you going to fight with your jewelry?\n\r&w", ch );
send_to_char( "&RTry MAKEBLADE...\n\r&w", ch );
return;
}
switch ( ch->substate )
{
default:
if( arg2[0] == '\0' )
{
send_to_char( "&RUsage: Makejewelry <wearloc> <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkoven = FALSE;
checkmetal = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_RARE_METAL )
checkmetal = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need a toolkit.\n\r", ch );
return;
}
if( !checkoven )
{
send_to_char( "&RYou need an oven.\n\r", ch );
return;
}
if( !checkmetal )
{
send_to_char( "&RYou need some precious metal.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makejewelry] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of creating some jewelry.\n\r", ch );
act( AT_PLAIN, "$n takes $s toolkit and some metal and begins to work.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 15, do_makejewelry, 1 );
ch->dest_buf = str_dup( arg );
ch->dest_buf_2 = str_dup( arg2 );
return;
}
send_to_char( "&RYou can't figure out what to do.\n\r", ch );
learn_from_failure( ch, gsn_makejewelry );
return;
case 1:
if( !ch->dest_buf )
return;
if( !ch->dest_buf_2 )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
strcpy( arg2, ch->dest_buf_2 );
DISPOSE( ch->dest_buf_2 );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
DISPOSE( ch->dest_buf_2 );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makejewelry] );
checkmetal = FALSE;
checkoven = FALSE;
checktool = FALSE;
value = 0;
cost = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_OVEN )
checkoven = TRUE;
if( obj->item_type == ITEM_RARE_METAL && checkmetal == FALSE )
{
checkmetal = TRUE;
separate_obj( obj );
obj_from_char( obj );
metal = obj;
}
if( obj->item_type == ITEM_CRYSTAL )
{
cost += obj->cost;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makejewelry] );
if( number_percent( ) > schance * 2 || ( !checkoven ) || ( !checktool ) || ( !checkmetal ) )
{
send_to_char( "&RYou hold up your newly created jewelry.\n\r", ch );
send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch );
send_to_char( "&Rpiece of junk you've ever seen. You quickly hide your mistake...\n\r", ch );
learn_from_failure( ch, gsn_makejewelry );
return;
}
obj = metal;
obj->item_type = ITEM_ARMOR;
SET_BIT( obj->wear_flags, ITEM_TAKE );
value = get_wflag( arg );
if( value < 0 || value > 31 )
SET_BIT( obj->wear_flags, ITEM_WEAR_NECK );
else
SET_BIT( obj->wear_flags, 1 << value );
obj->level = level;
STRFREE( obj->name );
strcpy( buf, arg2 );
obj->name = STRALLOC( buf );
strcpy( buf, arg2 );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was dropped here." );
obj->description = STRALLOC( buf );
obj->value[0] = obj->value[1];
obj->cost *= 10;
obj->cost += cost;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created jewelry.&w\n\r", ch );
act( AT_PLAIN, "$n finishes sewing some new jewelry.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 100,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makejewelry );
}
void do_makearmor( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance;
bool checksew, checkfab;
OBJ_DATA *obj;
OBJ_DATA *material = NULL;
int value;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
if( !str_cmp( arg, "eyes" )
|| !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) )
{
send_to_char( "&RYou cannot make clothing for that body part.\n\r&w", ch );
send_to_char( "&RTry MAKEJEWELRY.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "shield" ) )
{
send_to_char( "&RYou cannot make clothing worn as a shield.\n\r&w", ch );
send_to_char( "&RTry MAKESHIELD.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "wield" ) )
{
send_to_char( "&RAre you going to fight with your clothing?\n\r&w", ch );
send_to_char( "&RTry MAKEBLADE...\n\r&w", ch );
return;
}
switch ( ch->substate )
{
default:
if( arg2[0] == '\0' )
{
send_to_char( "&RUsage: Makearmor <wearloc> <name>\n\r&w", ch );
return;
}
checksew = FALSE;
checkfab = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_FABRIC )
checkfab = TRUE;
if( obj->item_type == ITEM_THREAD )
checksew = TRUE;
}
if( !checkfab )
{
send_to_char( "&RYou need some sort of fabric or material.\n\r", ch );
return;
}
if( !checksew )
{
send_to_char( "&RYou need a needle and some thread.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makearmor] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of creating some armor.\n\r", ch );
act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 15, do_makearmor, 1 );
ch->dest_buf = str_dup( arg );
ch->dest_buf_2 = str_dup( arg2 );
return;
}
send_to_char( "&RYou can't figure out what to do.\n\r", ch );
learn_from_failure( ch, gsn_makearmor );
return;
case 1:
if( !ch->dest_buf )
return;
if( !ch->dest_buf_2 )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
strcpy( arg2, ch->dest_buf_2 );
DISPOSE( ch->dest_buf_2 );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
DISPOSE( ch->dest_buf_2 );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makearmor] );
checksew = FALSE;
checkfab = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_THREAD )
checksew = TRUE;
if( obj->item_type == ITEM_FABRIC && checkfab == FALSE )
{
checkfab = TRUE;
separate_obj( obj );
obj_from_char( obj );
material = obj;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makearmor] );
if( number_percent( ) > schance * 2 || ( !checkfab ) || ( !checksew ) )
{
send_to_char( "&RYou hold up your newly created armor.\n\r", ch );
send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch );
send_to_char( "&Rgarment you've ever seen. You quickly hide your mistake...\n\r", ch );
learn_from_failure( ch, gsn_makearmor );
return;
}
obj = material;
obj->item_type = ITEM_ARMOR;
SET_BIT( obj->wear_flags, ITEM_TAKE );
value = get_wflag( arg );
if( value < 0 || value > 31 )
SET_BIT( obj->wear_flags, ITEM_WEAR_BODY );
else
SET_BIT( obj->wear_flags, 1 << value );
obj->level = level;
STRFREE( obj->name );
strcpy( buf, arg2 );
obj->name = STRALLOC( buf );
strcpy( buf, arg2 );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was dropped here." );
obj->description = STRALLOC( buf );
obj->value[0] = obj->value[1];
obj->cost *= 10;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created garment.&w\n\r", ch );
act( AT_PLAIN, "$n finishes sewing some new armor.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 100,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makearmor );
}
void do_makecomlink( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int schance;
bool checktool, checkgem, checkbatt, checkcirc;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makecomlink <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkgem = FALSE;
checkbatt = FALSE;
checkcirc = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_CRYSTAL )
checkgem = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make a comlink.\n\r", ch );
return;
}
if( !checkgem )
{
send_to_char( "&RYou need a small crystal.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a power source for your comlink.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecomlink] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of making a comlink.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makecomlink, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makecomlink );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
vnum = 10430;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checkgem = FALSE;
checkbatt = FALSE;
checkcirc = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_CRYSTAL && checkgem == FALSE )
{
checkgem = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
checkcirc = TRUE;
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
}
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecomlink] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkcirc ) || ( !checkbatt ) || ( !checkgem ) )
{
send_to_char( "&RYou hold up your newly created comlink....\n\r", ch );
send_to_char( "&Rand it falls apart in your hands.\n\r", ch );
learn_from_failure( ch, gsn_makecomlink );
return;
}
obj = create_object( pObjIndex, ch->top_level );
obj->item_type = ITEM_COMLINK;
SET_BIT( obj->wear_flags, ITEM_HOLD );
SET_BIT( obj->wear_flags, ITEM_TAKE );
obj->weight = 3;
STRFREE( obj->name );
strcpy( buf, arg );
strcat( buf, " comlink" );
obj->name = STRALLOC( buf );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was left here." );
obj->description = STRALLOC( buf );
obj->cost = 50;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created comlink.&w\n\r", ch );
act( AT_PLAIN, "$n finishes crafting a comlink.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 100,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makecomlink );
}
void do_makeshield( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int schance;
bool checktool, checkbatt, checkcond, checkcirc, checkgems;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum, level, charge, gemtype = 0;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "&RUsage: Makeshield <name>\n\r&w", ch );
return;
}
checktool = FALSE;
checkbatt = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
checkgems = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a workshop.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_CRYSTAL )
checkgems = TRUE;
if( obj->item_type == ITEM_BATTERY )
checkbatt = TRUE;
if( obj->item_type == ITEM_CIRCUIT )
checkcirc = TRUE;
if( obj->item_type == ITEM_SUPERCONDUCTOR )
checkcond = TRUE;
}
if( !checktool )
{
send_to_char( "&RYou need toolkit to make an energy shield.\n\r", ch );
return;
}
if( !checkbatt )
{
send_to_char( "&RYou need a power source for your energy shield.\n\r", ch );
return;
}
if( !checkcirc )
{
send_to_char( "&RYou need a small circuit board.\n\r", ch );
return;
}
if( !checkcond )
{
send_to_char( "&RYou still need a small superconductor for your energy shield.\n\r", ch );
return;
}
if( !checkgems )
{
send_to_char( "&RYou need a small crystal.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeshield] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of crafting an energy shield.\n\r", ch );
act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 20, do_makeshield, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou can't figure out how to fit the parts together.\n\r", ch );
learn_from_failure( ch, gsn_makeshield );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeshield] );
vnum = 10429;
if( ( pObjIndex = get_obj_index( vnum ) ) == NULL )
{
send_to_char
( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r",
ch );
return;
}
checktool = FALSE;
checkbatt = FALSE;
checkcond = FALSE;
checkcirc = FALSE;
checkgems = FALSE;
charge = 0;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_TOOLKIT )
checktool = TRUE;
if( obj->item_type == ITEM_BATTERY && checkbatt == FALSE )
{
charge = UMIN( obj->value[1], 10 );
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkbatt = TRUE;
}
if( obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcond = TRUE;
}
if( obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE )
{
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkcirc = TRUE;
}
if( obj->item_type == ITEM_CRYSTAL && checkgems == FALSE )
{
gemtype = obj->value[0];
separate_obj( obj );
obj_from_char( obj );
extract_obj( obj );
checkgems = TRUE;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makeshield] );
if( number_percent( ) > schance * 2 || ( !checktool ) || ( !checkbatt )
|| ( !checkgems ) || ( !checkcond ) || ( !checkcirc ) )
{
send_to_char( "&RYou hold up your new energy shield and press the switch hoping for the best.\n\r", ch );
send_to_char( "&RInstead of a field of energy being created, smoke starts pouring from the device.\n\r", ch );
send_to_char( "&RYou drop the hot device and watch as it melts on away on the floor.\n\r", ch );
learn_from_failure( ch, gsn_makeshield );
return;
}
obj = create_object( pObjIndex, level );
obj->item_type = ITEM_ARMOR;
SET_BIT( obj->wear_flags, ITEM_WIELD );
SET_BIT( obj->wear_flags, ITEM_WEAR_SHIELD );
obj->level = level;
obj->weight = 2;
STRFREE( obj->name );
obj->name = STRALLOC( "energy shield" );
strcpy( buf, arg );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was carelessly misplaced here." );
obj->description = STRALLOC( buf );
obj->value[0] = ( int )( level / 10 + gemtype * 2 ); /* condition */
obj->value[1] = ( int )( level / 10 + gemtype * 2 ); /* armor */
obj->value[4] = charge;
obj->value[5] = charge;
obj->cost = obj->value[2] * 100;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created energy shield.&w\n\r", ch );
act( AT_PLAIN, "$n finishes making $s new energy shield.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 50,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makeshield );
}
void do_makecontainer( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int level, schance;
bool checksew, checkfab;
OBJ_DATA *obj;
OBJ_DATA *material = NULL;
int value;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
if( !str_cmp( arg, "eyes" )
|| !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) )
{
send_to_char( "&RYou cannot make a container for that body part.\n\r&w", ch );
send_to_char( "&RTry MAKEJEWELRY.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) )
{
send_to_char( "&RYou cannot make a container for that body part.\n\r&w", ch );
send_to_char( "&RTry MAKEARMOR.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "shield" ) )
{
send_to_char( "&RYou cannot make a container a shield.\n\r&w", ch );
send_to_char( "&RTry MAKESHIELD.\n\r&w", ch );
return;
}
if( !str_cmp( arg, "wield" ) )
{
send_to_char( "&RAre you going to fight with a container?\n\r&w", ch );
send_to_char( "&RTry MAKEBLADE...\n\r&w", ch );
return;
}
switch ( ch->substate )
{
default:
if( arg2[0] == '\0' )
{
send_to_char( "&RUsage: Makecontainer <wearloc> <name>\n\r&w", ch );
return;
}
checksew = FALSE;
checkfab = FALSE;
if( !IS_SET( ch->in_room->room_flags, ROOM_FACTORY ) )
{
send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch );
return;
}
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_FABRIC )
checkfab = TRUE;
if( obj->item_type == ITEM_THREAD )
checksew = TRUE;
}
if( !checkfab )
{
send_to_char( "&RYou need some sort of fabric or material.\n\r", ch );
return;
}
if( !checksew )
{
send_to_char( "&RYou need a needle and some thread.\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecontainer] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin the long process of creating a bag.\n\r", ch );
act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 10, do_makecontainer, 1 );
ch->dest_buf = str_dup( arg );
ch->dest_buf_2 = str_dup( arg2 );
return;
}
send_to_char( "&RYou can't figure out what to do.\n\r", ch );
learn_from_failure( ch, gsn_makecontainer );
return;
case 1:
if( !ch->dest_buf )
return;
if( !ch->dest_buf_2 )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
strcpy( arg2, ch->dest_buf_2 );
DISPOSE( ch->dest_buf_2 );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
DISPOSE( ch->dest_buf_2 );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted and fail to finish your work.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
level = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecontainer] );
checksew = FALSE;
checkfab = FALSE;
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_THREAD )
checksew = TRUE;
if( obj->item_type == ITEM_FABRIC && checkfab == FALSE )
{
checkfab = TRUE;
separate_obj( obj );
obj_from_char( obj );
material = obj;
}
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_makecontainer] );
if( number_percent( ) > schance * 2 || ( !checkfab ) || ( !checksew ) )
{
send_to_char( "&RYou hold up your newly created container.\n\r", ch );
send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch );
send_to_char( "&Rcontainer you've ever seen. You quickly hide your mistake...\n\r", ch );
learn_from_failure( ch, gsn_makecontainer );
return;
}
obj = material;
obj->item_type = ITEM_CONTAINER;
SET_BIT( obj->wear_flags, ITEM_TAKE );
value = get_wflag( arg );
if( value < 0 || value > 31 )
SET_BIT( obj->wear_flags, ITEM_HOLD );
else
SET_BIT( obj->wear_flags, 1 << value );
obj->level = level;
STRFREE( obj->name );
strcpy( buf, arg2 );
obj->name = STRALLOC( buf );
strcpy( buf, arg2 );
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( buf );
STRFREE( obj->description );
strcat( buf, " was dropped here." );
obj->description = STRALLOC( buf );
obj->value[0] = level;
obj->value[1] = 0;
obj->value[2] = 0;
obj->value[3] = 10;
obj->cost *= 2;
obj = obj_to_char( obj, ch );
send_to_char( "&GYou finish your work and hold up your newly created container.&w\n\r", ch );
act( AT_PLAIN, "$n finishes sewing a new container.", ch, NULL, argument, TO_ROOM );
{
long xpgain;
xpgain =
UMIN( obj->cost * 100,
( exp_level( ch->skill_level[ENGINEERING_ABILITY] + 1 ) -
exp_level( ch->skill_level[ENGINEERING_ABILITY] ) ) );
gain_exp( ch, xpgain, ENGINEERING_ABILITY );
ch_printf( ch, "You gain %d engineering experience.", xpgain );
}
learn_from_success( ch, gsn_makecontainer );
}
void do_gemcutting( CHAR_DATA * ch, char *argument )
{
send_to_char( "&RSorry, this skill isn't finished yet :(\n\r", ch );
}
void do_reinforcements( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int schance, credits;
if( IS_NPC( ch ) || !ch->pcdata )
return;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( ch->backup_wait )
{
send_to_char( "&RYour reinforcements are already on the way.\n\r", ch );
return;
}
if( !ch->pcdata->clan )
{
send_to_char( "&RYou need to be a member of an organization before you can call for reinforcements.\n\r", ch );
return;
}
if( ch->gold < ch->skill_level[LEADERSHIP_ABILITY] * 50 )
{
ch_printf( ch, "&RYou dont have enough credits to send for reinforcements.\n\r" );
return;
}
schance = ( int )( ch->pcdata->learned[gsn_reinforcements] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch );
act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 1, do_reinforcements, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou call for reinforcements but nobody answers.\n\r", ch );
learn_from_failure( ch, gsn_reinforcements );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted before you can finish your call.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
send_to_char( "&GYour reinforcements are on the way.\n\r", ch );
credits = ch->skill_level[LEADERSHIP_ABILITY] * 50;
ch_printf( ch, "It cost you %d credits.\n\r", credits );
ch->gold -= UMIN( credits, ch->gold );
learn_from_success( ch, gsn_reinforcements );
if( nifty_is_name( "empire", ch->pcdata->clan->name ) )
ch->backup_mob = MOB_VNUM_STORMTROOPER;
else if( nifty_is_name( "republic", ch->pcdata->clan->name ) )
ch->backup_mob = MOB_VNUM_NR_TROOPER;
else
ch->backup_mob = MOB_VNUM_MERCINARY;
ch->backup_wait = number_range( 1, 2 );
}
void do_postguard( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int schance, credits;
if( IS_NPC( ch ) || !ch->pcdata )
return;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( ch->backup_wait )
{
send_to_char( "&RYou already have backup coming.\n\r", ch );
return;
}
if( !ch->pcdata->clan )
{
send_to_char( "&RYou need to be a member of an organization before you can call for a guard.\n\r", ch );
return;
}
if( ch->gold < ch->skill_level[LEADERSHIP_ABILITY] * 30 )
{
ch_printf( ch, "&RYou dont have enough credits.\n\r", ch );
return;
}
schance = ( int )( ch->pcdata->learned[gsn_postguard] );
if( number_percent( ) < schance )
{
send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch );
act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument, TO_ROOM );
add_timer( ch, TIMER_DO_FUN, 1, do_postguard, 1 );
ch->dest_buf = str_dup( arg );
return;
}
send_to_char( "&RYou call for a guard but nobody answers.\n\r", ch );
learn_from_failure( ch, gsn_postguard );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou are interupted before you can finish your call.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
send_to_char( "&GYour guard is on the way.\n\r", ch );
credits = ch->skill_level[LEADERSHIP_ABILITY] * 30;
ch_printf( ch, "It cost you %d credits.\n\r", credits );
ch->gold -= UMIN( credits, ch->gold );
learn_from_success( ch, gsn_postguard );
if( nifty_is_name( "empire", ch->pcdata->clan->name ) )
ch->backup_mob = MOB_VNUM_IMP_GUARD;
else if( nifty_is_name( "republic", ch->pcdata->clan->name ) )
ch->backup_mob = MOB_VNUM_NR_GUARD;
else
ch->backup_mob = MOB_VNUM_BOUNCER;
ch->backup_wait = 1;
}
void add_reinforcements( CHAR_DATA * ch )
{
MOB_INDEX_DATA *pMobIndex;
OBJ_DATA *blaster;
OBJ_INDEX_DATA *pObjIndex;
if( ( pMobIndex = get_mob_index( ch->backup_mob ) ) == NULL )
return;
if( ch->backup_mob == MOB_VNUM_STORMTROOPER ||
ch->backup_mob == MOB_VNUM_NR_TROOPER || ch->backup_mob == MOB_VNUM_MERCINARY )
{
CHAR_DATA *mob[3];
int mob_cnt;
send_to_char( "Your reinforcements have arrived.\n\r", ch );
for( mob_cnt = 0; mob_cnt < 3; mob_cnt++ )
{
int ability;
mob[mob_cnt] = create_mobile( pMobIndex );
char_to_room( mob[mob_cnt], ch->in_room );
act( AT_IMMORT, "$N has arrived.", ch, NULL, mob[mob_cnt], TO_ROOM );
mob[mob_cnt]->top_level = ch->skill_level[LEADERSHIP_ABILITY] / 3;
for( ability = 0; ability < MAX_ABILITY; ability++ )
mob[mob_cnt]->skill_level[ability] = mob[mob_cnt]->top_level;
mob[mob_cnt]->hit = mob[mob_cnt]->top_level * 15;
mob[mob_cnt]->max_hit = mob[mob_cnt]->hit;
mob[mob_cnt]->armor = 100 - mob[mob_cnt]->top_level * 2.5;
mob[mob_cnt]->damroll = mob[mob_cnt]->top_level / 5;
mob[mob_cnt]->hitroll = mob[mob_cnt]->top_level / 5;
if( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL )
{
blaster = create_object( pObjIndex, mob[mob_cnt]->top_level );
obj_to_char( blaster, mob[mob_cnt] );
equip_char( mob[mob_cnt], blaster, WEAR_WIELD );
}
if( mob[mob_cnt]->master )
stop_follower( mob[mob_cnt] );
add_follower( mob[mob_cnt], ch );
SET_BIT( mob[mob_cnt]->affected_by, AFF_CHARM );
do_setblaster( mob[mob_cnt], "full" );
}
}
else
{
CHAR_DATA *mob;
int ability;
mob = create_mobile( pMobIndex );
char_to_room( mob, ch->in_room );
if( ch->pcdata && ch->pcdata->clan )
{
char tmpbuf[MAX_STRING_LENGTH];
STRFREE( mob->name );
mob->name = STRALLOC( ch->pcdata->clan->name );
sprintf( tmpbuf, "(%s) %s", ch->pcdata->clan->name, mob->long_descr );
STRFREE( mob->long_descr );
mob->long_descr = STRALLOC( tmpbuf );
}
act( AT_IMMORT, "$N has arrived.", ch, NULL, mob, TO_ROOM );
send_to_char( "Your guard has arrived.\n\r", ch );
mob->top_level = ch->skill_level[LEADERSHIP_ABILITY];
for( ability = 0; ability < MAX_ABILITY; ability++ )
mob->skill_level[ability] = mob->top_level;
mob->hit = mob->top_level * 15;
mob->max_hit = mob->hit;
mob->armor = 100 - mob->top_level * 2.5;
mob->damroll = mob->top_level / 5;
mob->hitroll = mob->top_level / 5;
if( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL )
{
blaster = create_object( pObjIndex, mob->top_level );
obj_to_char( blaster, mob );
equip_char( mob, blaster, WEAR_WIELD );
}
/*
* for making this more accurate in the future
*/
if( mob->mob_clan )
STRFREE( mob->mob_clan );
if( ch->pcdata && ch->pcdata->clan )
mob->mob_clan = STRALLOC( ch->pcdata->clan->name );
}
}
void do_torture( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int schance, dam;
bool fail;
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_torture] <= 0 )
{
send_to_char( "Your mind races as you realize you have no idea how to do that.\n\r", ch );
return;
}
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't do that right now.\n\r", ch );
return;
}
one_argument( argument, arg );
if( ch->mount )
{
send_to_char( "You can't get close enough while mounted.\n\r", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Torture whom?\n\r", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "Are you masacistic or what...\n\r", ch );
return;
}
if( !IS_AWAKE( victim ) )
{
send_to_char( "You need to wake them first.\n\r", ch );
return;
}
if( is_safe( ch, victim ) )
return;
if( victim->fighting )
{
send_to_char( "You can't torture someone whos in combat.\n\r", ch );
return;
}
ch->alignment = ch->alignment -= 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
WAIT_STATE( ch, skill_table[gsn_torture]->beats );
fail = FALSE;
schance = ris_save( victim, ch->skill_level[HUNTING_ABILITY], RIS_PARALYSIS );
if( schance == 1000 )
fail = TRUE;
else
fail = saves_para_petri( schance, victim );
if( !IS_NPC( ch ) && !IS_NPC( victim ) )
schance = sysdata.stun_plr_vs_plr;
else
schance = sysdata.stun_regular;
if( !fail && ( IS_NPC( ch ) || ( number_percent( ) + schance ) < ch->pcdata->learned[gsn_torture] ) )
{
learn_from_success( ch, gsn_torture );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, PULSE_VIOLENCE );
act( AT_SKILL, "$N slowly tortures you. The pain is excruciating.", victim, NULL, ch, TO_CHAR );
act( AT_SKILL, "You torture $N, leaving $M screaming in pain.", ch, NULL, victim, TO_CHAR );
act( AT_SKILL, "$n tortures $N, leaving $M screaming in agony!", ch, NULL, victim, TO_NOTVICT );
dam = dice( ch->skill_level[HUNTING_ABILITY] / 10, 4 );
dam = URANGE( 0, victim->max_hit - 10, dam );
victim->hit -= dam;
victim->max_hit -= dam;
ch_printf( victim, "You lose %d permanent hit points.", dam );
ch_printf( ch, "They lose %d permanent hit points.", dam );
}
else
{
act( AT_SKILL, "$N tries to cut off your finger!", victim, NULL, ch, TO_CHAR );
act( AT_SKILL, "You mess up big time.", ch, NULL, victim, TO_CHAR );
act( AT_SKILL, "$n tries to painfully torture $N.", ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
}
return;
}
void do_disguise( CHAR_DATA * ch, char *argument )
{
int schance;
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;
}
schance = ( int )( ch->pcdata->learned[gsn_disguise] );
if( number_percent( ) > schance )
{
send_to_char( "You try to disguise yourself but fail.\n\r", ch );
return;
}
if( strlen( argument ) > 50 )
argument[50] = '\0';
smash_tilde( argument );
set_title( ch, argument );
learn_from_success( ch, gsn_disguise );
send_to_char( "Ok.\r\n", ch );
}
void do_mine( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
bool shovel;
short move;
if( ch->pcdata->learned[gsn_mine] <= 0 )
{
ch_printf( ch, "You have no idea how to do that.\n\r" );
return;
}
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "And what will you mine the room with?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
shovel = FALSE;
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->item_type == ITEM_SHOVEL )
{
shovel = TRUE;
break;
}
obj = get_obj_list_rev( ch, arg, ch->in_room->last_content );
if( !obj )
{
send_to_char( "You don't see on here.\n\r", ch );
return;
}
separate_obj( obj );
if( obj->item_type != ITEM_LANDMINE )
{
act( AT_PLAIN, "That's not a landmine!", ch, obj, 0, TO_CHAR );
return;
}
if( !CAN_WEAR( obj, ITEM_TAKE ) )
{
act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR );
return;
}
switch ( ch->in_room->sector_type )
{
case SECT_CITY:
case SECT_INSIDE:
send_to_char( "The floor is too hard to dig through.\n\r", ch );
return;
case SECT_WATER_SWIM:
case SECT_WATER_NOSWIM:
case SECT_UNDERWATER:
send_to_char( "You cannot bury a mine in the water.\n\r", ch );
return;
case SECT_AIR:
send_to_char( "What? Bury a mine in the air?!\n\r", ch );
return;
}
if( obj->weight > ( UMAX( 5, ( can_carry_w( ch ) / 10 ) ) ) && !shovel )
{
send_to_char( "You'd need a shovel to bury something that big.\n\r", ch );
return;
}
move = ( obj->weight * 50 * ( shovel ? 1 : 5 ) ) / UMAX( 1, can_carry_w( ch ) );
move = URANGE( 2, move, 1000 );
if( move > ch->move )
{
send_to_char( "You don't have the energy to bury something of that size.\n\r", ch );
return;
}
ch->move -= move;
SET_BIT( obj->extra_flags, ITEM_BURRIED );
WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) );
STRFREE( obj->armed_by );
obj->armed_by = STRALLOC( ch->name );
ch_printf( ch, "You arm and bury %s.\n\r", obj->short_descr );
act( AT_PLAIN, "$n arms and buries $p.", ch, obj, NULL, TO_ROOM );
learn_from_success( ch, gsn_mine );
return;
}
void do_first_aid( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *medpac;
CHAR_DATA *victim;
int heal;
char buf[MAX_STRING_LENGTH];
if( ch->position == POS_FIGHTING )
{
send_to_char( "You can't do that while fighting!\n\r", ch );
return;
}
medpac = get_eq_char( ch, WEAR_HOLD );
if( !medpac || medpac->item_type != ITEM_MEDPAC )
{
send_to_char( "You need to be holding a medpac.\n\r", ch );
return;
}
if( medpac->value[0] <= 0 )
{
send_to_char( "Your medpac seems to be empty.\n\r", ch );
return;
}
if( argument[0] == '\0' )
victim = ch;
else
victim = get_char_room( ch, argument );
if( !victim )
{
ch_printf( ch, "I don't see any %s here...\n\r", argument );
return;
}
heal = number_range( 1, 150 );
if( heal > ch->pcdata->learned[gsn_first_aid] * 2 )
{
ch_printf( ch, "You fail in your attempt at first aid.\n\r" );
learn_from_failure( ch, gsn_first_aid );
return;
}
if( victim == ch )
{
ch_printf( ch, "You tend to your wounds.\n\r" );
sprintf( buf, "$n uses %s to help heal $s wounds.", medpac->short_descr );
act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM );
}
else
{
sprintf( buf, "You tend to $N's wounds." );
act( AT_ACTION, buf, ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n uses %s to help heal $N's wounds.", medpac->short_descr );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
sprintf( buf, "$n uses %s to help heal your wounds.", medpac->short_descr );
act( AT_ACTION, buf, ch, NULL, victim, TO_VICT );
}
--medpac->value[0];
victim->hit += URANGE( 0, heal, victim->max_hit - victim->hit );
learn_from_success( ch, gsn_first_aid );
}
void do_snipe( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *wield;
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
short dir, dist;
short max_dist = 3;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *was_in_room;
ROOM_INDEX_DATA *to_room;
CHAR_DATA *victim = NULL;
int schance;
char buf[MAX_STRING_LENGTH];
bool pfound = FALSE;
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You'll have to do that elswhere.\n\r", ch );
return;
}
if( get_eq_char( ch, WEAR_DUAL_WIELD ) != NULL )
{
send_to_char( "You can't do that while wielding two weapons.", ch );
return;
}
wield = get_eq_char( ch, WEAR_WIELD );
if( !wield || wield->item_type != ITEM_WEAPON || wield->value[3] != WEAPON_BLASTER )
{
send_to_char( "You don't seem to be holding a blaster", ch );
return;
}
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if( ( dir = get_door( arg ) ) == -1 || arg2[0] == '\0' )
{
send_to_char( "Usage: snipe <dir> <target>\n\r", ch );
return;
}
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
{
send_to_char( "Are you expecting to fire through a wall!?\n\r", ch );
return;
}
if( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Are you expecting to fire through a door!?\n\r", ch );
return;
}
was_in_room = ch->in_room;
for( dist = 0; dist <= max_dist; dist++ )
{
if( IS_SET( pexit->exit_info, EX_CLOSED ) )
break;
if( !pexit->to_room )
break;
to_room = NULL;
if( pexit->distance > 1 )
to_room = generate_exit( ch->in_room, &pexit );
if( to_room == NULL )
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
if( IS_NPC( ch ) && ( victim = get_char_room_mp( ch, arg2 ) ) != NULL )
{
pfound = TRUE;
break;
}
else if( !IS_NPC( ch ) && ( victim = get_char_room( ch, arg2 ) ) != NULL )
{
pfound = TRUE;
break;
}
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
break;
}
char_from_room( ch );
char_to_room( ch, was_in_room );
if( !pfound )
{
ch_printf( ch, "You don't see that person to the %s!\n\r", dir_name[dir] );
char_from_room( ch );
char_to_room( ch, was_in_room );
return;
}
if( victim == ch )
{
send_to_char( "Shoot yourself ... really?\n\r", ch );
return;
}
if( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You can't shoot them there.\n\r", ch );
return;
}
if( is_safe( ch, victim ) )
return;
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) )
{
send_to_char( "You feel too nice to do that!\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? 100 : ( int )( ch->pcdata->learned[gsn_snipe] );
switch ( dir )
{
case 0:
case 1:
dir += 2;
break;
case 2:
case 3:
dir -= 2;
break;
case 4:
case 7:
dir += 1;
break;
case 5:
case 8:
dir -= 1;
break;
case 6:
dir += 3;
break;
case 9:
dir -= 3;
break;
}
char_from_room( ch );
char_to_room( ch, victim->in_room );
if( number_percent( ) < schance )
{
sprintf( buf, "A blaster shot fires at you from the %s.", dir_name[dir] );
act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR );
act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "A blaster shot fires at $N from the %s.", dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
one_hit( ch, victim, TYPE_UNDEFINED );
if( char_died( ch ) )
return;
stop_fighting( ch, TRUE );
learn_from_success( ch, gsn_snipe );
}
else
{
act( AT_ACTION, "You fire at $N but don't even come close.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "A blaster shot fired from the %s barely misses you.", dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM );
learn_from_failure( ch, gsn_snipe );
}
char_from_room( ch );
char_to_room( ch, was_in_room );
if( IS_NPC( ch ) )
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
else
{
if( number_percent( ) < ch->pcdata->learned[gsn_third_attack] )
WAIT_STATE( ch, 1 * PULSE_PER_SECOND );
else if( number_percent( ) < ch->pcdata->learned[gsn_second_attack] )
WAIT_STATE( ch, 2 * PULSE_PER_SECOND );
else
WAIT_STATE( ch, 3 * PULSE_PER_SECOND );
}
if( IS_NPC( victim ) && !char_died( victim ) )
{
if( IS_SET( victim->act, ACT_SENTINEL ) )
{
victim->was_sentinel = victim->in_room;
REMOVE_BIT( victim->act, ACT_SENTINEL );
}
start_hating( victim, ch );
start_hunting( victim, ch );
}
}
/* syntax throw <obj> [direction] [target] */
void do_throw( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *tmpobj;
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
short dir;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *was_in_room;
ROOM_INDEX_DATA *to_room;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
was_in_room = ch->in_room;
if( arg[0] == '\0' )
{
send_to_char( "Usage: throw <object> [direction] [target]\n\r", ch );
return;
}
obj = get_eq_char( ch, WEAR_MISSILE_WIELD );
if( !obj || !nifty_is_name( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_HOLD );
if( !obj || !nifty_is_name( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_WIELD );
if( !obj || !nifty_is_name( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if( !obj || !nifty_is_name( arg, obj->name ) )
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_HOLD );
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_WIELD );
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if( !obj || !nifty_is_name_prefix( arg, obj->name ) )
{
ch_printf( ch, "You don't seem to be holding or wielding %s.\n\r", arg );
return;
}
if( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) )
{
act( AT_PLAIN, "You can't throw $p.", ch, obj, NULL, TO_CHAR );
return;
}
if( ch->position == POS_FIGHTING )
{
victim = who_fighting( ch );
if( char_died( victim ) )
return;
act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR );
act( AT_ACTION, "$n throws $p at $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n throw $p at you.", ch, obj, victim, TO_VICT );
}
else if( arg2[0] == '\0' )
{
sprintf( buf, "$n throws %s at the floor.", obj->short_descr );
act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM );
ch_printf( ch, "You throw %s at the floor.\n\r", obj->short_descr );
victim = NULL;
}
else if( ( dir = get_door( arg2 ) ) != -1 )
{
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
{
send_to_char( "Are you expecting to throw it through a wall!?\n\r", ch );
return;
}
if( IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Are you expecting to throw it through a door!?\n\r", ch );
return;
}
switch ( dir )
{
case 0:
case 1:
dir += 2;
break;
case 2:
case 3:
dir -= 2;
break;
case 4:
case 7:
dir += 1;
break;
case 5:
case 8:
dir -= 1;
break;
case 6:
dir += 3;
break;
case 9:
dir -= 3;
break;
}
to_room = NULL;
if( pexit->distance > 1 )
to_room = generate_exit( ch->in_room, &pexit );
if( to_room == NULL )
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
victim = get_char_room( ch, arg3 );
if( victim )
{
if( is_safe( ch, victim ) )
return;
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) )
{
send_to_char( "You feel too nice to do that!\n\r", ch );
return;
}
char_from_room( ch );
char_to_room( ch, was_in_room );
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You'll have to do that elswhere.\n\r", ch );
return;
}
to_room = NULL;
if( pexit->distance > 1 )
to_room = generate_exit( ch->in_room, &pexit );
if( to_room == NULL )
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
sprintf( buf, "Someone throws %s at you from the %s.", obj->short_descr, dir_name[dir] );
act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR );
act( AT_ACTION, "You throw %p at $N.", ch, obj, victim, TO_CHAR );
sprintf( buf, "%s is thrown at $N from the %s.", obj->short_descr, dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
}
else
{
ch_printf( ch, "You throw %s %s.\n\r", obj->short_descr, dir_name[get_dir( arg2 )] );
sprintf( buf, "%s is thrown from the %s.", obj->short_descr, dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM );
}
}
else if( ( victim = get_char_room( ch, arg2 ) ) != NULL )
{
if( is_safe( ch, victim ) )
return;
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) )
{
send_to_char( "You feel too nice to do that!\n\r", ch );
return;
}
}
else
{
ch_printf( ch, "They don't seem to be here!\n\r" );
return;
}
if( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD ) ) != NULL )
tmpobj->wear_loc = WEAR_WIELD;
unequip_char( ch, obj );
separate_obj( obj );
obj_from_char( obj );
obj = obj_to_room( obj, ch->in_room );
if( obj->item_type != ITEM_GRENADE )
damage_obj( obj );
/* NOT NEEDED UNLESS REFERING TO OBJECT AGAIN
if( obj_extracted(obj) )
return;
*/
if( ch->in_room != was_in_room )
{
char_from_room( ch );
char_to_room( ch, was_in_room );
}
if( !victim || char_died( victim ) )
learn_from_failure( ch, gsn_throw );
else
{
WAIT_STATE( ch, skill_table[gsn_throw]->beats );
if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_throw] )
{
learn_from_success( ch, gsn_throw );
global_retcode =
damage( ch, victim, number_range( obj->weight * 2, ( obj->weight * 2 + ch->perm_str ) ), TYPE_HIT );
}
else
{
learn_from_failure( ch, gsn_throw );
global_retcode = damage( ch, victim, 0, TYPE_HIT );
}
if( IS_NPC( victim ) && !char_died( victim ) )
{
if( IS_SET( victim->act, ACT_SENTINEL ) )
{
victim->was_sentinel = victim->in_room;
REMOVE_BIT( victim->act, ACT_SENTINEL );
}
start_hating( victim, ch );
start_hunting( victim, ch );
}
}
return;
}
void do_beg( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int percent, xp;
int amount;
if( IS_NPC( ch ) )
return;
argument = one_argument( argument, arg1 );
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
if( arg1[0] == '\0' )
{
send_to_char( "Beg fo money from whom?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\n\r", ch );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "Interesting combat technique.\n\r", ch );
return;
}
if( victim->position == POS_FIGHTING )
{
send_to_char( "They're a little busy right now.\n\r", ch );
return;
}
if( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\n\r", ch );
return;
}
if( victim->position <= POS_SLEEPING )
{
send_to_char( "You might want to wake them first...\n\r", ch );
return;
}
if( !IS_NPC( victim ) )
{
send_to_char( "You beg them for money.\n\r", ch );
act( AT_ACTION, "$n begs you to give $s some change.\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n begs $N for change.\n\r", ch, NULL, victim, TO_NOTVICT );
return;
}
WAIT_STATE( ch, skill_table[gsn_beg]->beats );
percent = number_percent( ) + ch->skill_level[SMUGGLING_ABILITY] + victim->top_level;
if( percent > ch->pcdata->learned[gsn_beg] )
{
/*
* Failure.
*/
send_to_char( "You beg them for money but don't get any!\n\r", ch );
act( AT_ACTION, "$n is really getting on your nerves with all this begging!\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n begs $N for money.\n\r", ch, NULL, victim, TO_NOTVICT );
if( victim->alignment < 0 && victim->top_level >= ch->top_level + 5 )
{
sprintf( buf, "%s is an annoying beggar and needs to be taught a lesson!", ch->name );
do_yell( victim, buf );
global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
}
learn_from_failure( ch, gsn_beg );
return;
}
act( AT_ACTION, "$n begs $N for money.\n\r", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n begs you for money!\n\r", ch, NULL, victim, TO_VICT );
amount = UMIN( victim->gold, number_range( 1, 10 ) );
if( amount <= 0 )
{
do_look( victim, ch->name );
do_say( victim, "Sorry I have nothing to spare.\n\r" );
learn_from_failure( ch, gsn_beg );
return;
}
ch->gold += amount;
victim->gold -= amount;
ch_printf( ch, "%s gives you %d credits.\n\r", victim->short_descr, amount );
learn_from_success( ch, gsn_beg );
xp =
UMIN( amount * 10,
( exp_level( ch->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( ch->skill_level[SMUGGLING_ABILITY] ) ) );
xp = UMIN( xp, xp_compute( ch, victim ) );
gain_exp( ch, xp, SMUGGLING_ABILITY );
ch_printf( ch, "&WYou gain %ld smuggling experience points!\n\r", xp );
act( AT_ACTION, "$N gives $n some money.\n\r", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "You give $n some money.\n\r", ch, NULL, victim, TO_VICT );
return;
}
void do_pickshiplock( CHAR_DATA * ch, char *argument )
{
do_pick( ch, argument );
}
void do_hijack( CHAR_DATA * ch, char *argument )
{
int schance;
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( "&RYou don't seem to be in the pilot seat!\n\r", ch );
return;
}
if( check_pilot( ch, ship ) )
{
send_to_char( "&RWhat would be the point of that!\n\r", ch );
return;
}
if( ship->type == MOB_SHIP && get_trust( ch ) < 102 )
{
send_to_char( "&RThis ship isn't pilotable by mortals at this point in time...\n\r", ch );
return;
}
if( ship->class == SHIP_PLATFORM )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if( ship->lastdoc != ship->location )
{
send_to_char( "&rYou don't seem to be docked right now.\n\r", ch );
return;
}
if( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char( "The ship is not docked right now.\n\r", ch );
return;
}
if( ship->shipstate == SHIP_DISABLED )
{
send_to_char( "The ships drive is disabled .\n\r", ch );
return;
}
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_hijack] );
if( number_percent( ) > schance )
{
send_to_char( "You fail to figure out the correct launch code.\n\r", ch );
learn_from_failure( ch, gsn_hijack );
return;
}
if( ship->class == FIGHTER_SHIP )
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_starfighters] );
if( ship->class == MIDSIZE_SHIP )
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_midships] );
if( ship->class == CAPITAL_SHIP )
schance = IS_NPC( ch ) ? ch->top_level : ( int )( ch->pcdata->learned[gsn_capitalships] );
if( number_percent( ) < schance )
{
if( ship->hatchopen )
{
ship->hatchopen = FALSE;
sprintf( buf, "The hatch on %s closes.", ship->name );
echo_to_room( AT_YELLOW, get_room_index( ship->location ), buf );
echo_to_room( AT_YELLOW, get_room_index( ship->entrance ), "The hatch slides shut." );
}
set_char_color( AT_GREEN, ch );
send_to_char( "Launch sequence initiated.\n\r", ch );
act( AT_PLAIN, "$n starts up the ship and begins the launch sequence.", ch, NULL, argument, TO_ROOM );
echo_to_ship( AT_YELLOW, ship, "The ship hums as it lifts off the ground." );
sprintf( buf, "%s begins to launch.", ship->name );
echo_to_room( AT_YELLOW, get_room_index( ship->location ), buf );
ship->shipstate = SHIP_LAUNCH;
ship->currspeed = ship->realspeed;
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 );
learn_from_success( ch, gsn_hijack );
sprintf( buf, "%s has been hijacked!", ship->name );
echo_to_all( AT_RED, buf, 0 );
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 do_add_patrol( CHAR_DATA * ch, char *argument )
{
}
void do_special_forces( CHAR_DATA * ch, char *argument )
{
}
void do_elite_guard( CHAR_DATA * ch, char *argument )
{
}
void do_jail( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *victim = NULL;
CLAN_DATA *clan = NULL;
ROOM_INDEX_DATA *jail = NULL;
if( IS_NPC( ch ) )
return;
if( !ch->pcdata || ( clan = ch->pcdata->clan ) == NULL )
{
send_to_char( "Only members of organizations can jail their enemies.\n\r", ch );
return;
}
jail = get_room_index( clan->jail );
if( !jail && clan->mainclan )
jail = get_room_index( clan->mainclan->jail );
if( !jail )
{
send_to_char( "Your orginization does not have a suitable prison.\n\r", ch );
return;
}
if( jail->area && ch->in_room->area
&& jail->area != ch->in_room->area && ( !jail->area->planet || jail->area->planet != ch->in_room->area->planet ) )
{
send_to_char( "Your orginizations prison is to far away.\n\r", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "Jail who?\n\r", ch );
return;
}
if( ( victim = get_char_room( ch, argument ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if( IS_NPC( victim ) )
{
send_to_char( "That would be a waste of time.\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\n\r", ch );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "Interesting combat technique.\n\r", ch );
return;
}
if( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\n\r", ch );
return;
}
if( victim->position >= POS_SLEEPING )
{
send_to_char( "You will have to stun them first.\n\r", ch );
return;
}
send_to_char( "You have them escorted off to jail.\n\r", ch );
act( AT_ACTION, "You have a strange feeling that you've been moved.\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n has $N escorted away.\n\r", ch, NULL, victim, TO_NOTVICT );
char_from_room( victim );
char_to_room( victim, jail );
act( AT_ACTION, "The door opens briefly as $n is shoved into the room.\n\r", victim, NULL, NULL, TO_ROOM );
learn_from_success( ch, gsn_jail );
return;
}
void do_smalltalk( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
PLANET_DATA *planet = NULL;
CLAN_DATA *clan = NULL;
int percent = 0;
if( IS_NPC( ch ) || !ch->pcdata )
{
send_to_char( "What would be the point of that.\n\r", ch );
}
argument = one_argument( argument, arg1 );
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
if( arg1[0] == '\0' )
{
send_to_char( "Create smalltalk with whom?\n\r", ch );
return;
}
if( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\n\r", ch );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "Interesting combat technique.\n\r", ch );
return;
}
if( victim->position == POS_FIGHTING )
{
send_to_char( "They're a little busy right now.\n\r", ch );
return;
}
if( !IS_NPC( victim ) || victim->vip_flags == 0 )
{
send_to_char( "Diplomacy would be wasted on them.\n\r", ch );
return;
}
if( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\n\r", ch );
return;
}
if( victim->position <= POS_SLEEPING )
{
send_to_char( "You might want to wake them first...\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_smalltalk]->beats );
if( percent - ch->skill_level[DIPLOMACY_ABILITY] + victim->top_level > ch->pcdata->learned[gsn_smalltalk] )
{
/*
* Failure.
*/
send_to_char( "You attempt to make smalltalk with them.. but are ignored.\n\r", ch );
act( AT_ACTION, "$n is really getting on your nerves with all this chatter!\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n asks $N about the weather but is ignored.\n\r", ch, NULL, victim, TO_NOTVICT );
if( victim->alignment < -500 && victim->top_level >= ch->top_level + 5 )
{
sprintf( buf, "SHUT UP %s!", ch->name );
do_yell( victim, buf );
global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
}
return;
}
send_to_char( "You strike up a short conversation with them.\n\r", ch );
act( AT_ACTION, "$n smiles at you and says, 'hello'.\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n chats briefly with $N.\n\r", ch, NULL, victim, TO_NOTVICT );
if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet )
return;
if( ( clan = ch->pcdata->clan->mainclan ) == NULL )
clan = ch->pcdata->clan;
planet = ch->in_room->area->planet;
if( clan != planet->governed_by )
return;
planet->pop_support += 0.2;
send_to_char( "Popular support for your organization increases slightly.\n\r", ch );
gain_exp( ch, victim->top_level * 10, DIPLOMACY_ABILITY );
ch_printf( ch, "You gain %d diplomacy experience.\n\r", victim->top_level * 10 );
learn_from_success( ch, gsn_smalltalk );
if( planet->pop_support > 100 )
planet->pop_support = 100;
}
void do_propeganda( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
PLANET_DATA *planet;
CLAN_DATA *clan;
int percent = 0;
if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet )
{
send_to_char( "What would be the point of that.\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
if( arg1[0] == '\0' )
{
send_to_char( "Spread propeganda to who?\n\r", ch );
return;
}
if( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\n\r", ch );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "Interesting combat technique.\n\r", ch );
return;
}
if( victim->position == POS_FIGHTING )
{
send_to_char( "They're a little busy right now.\n\r", ch );
return;
}
if( victim->vip_flags == 0 )
{
send_to_char( "Diplomacy would be wasted on them.\n\r", ch );
return;
}
if( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\n\r", ch );
return;
}
if( victim->position <= POS_SLEEPING )
{
send_to_char( "You might want to wake them first...\n\r", ch );
return;
}
if( ( clan = ch->pcdata->clan->mainclan ) == NULL )
clan = ch->pcdata->clan;
planet = ch->in_room->area->planet;
sprintf( buf, ", and the evils of %s", planet->governed_by ? planet->governed_by->name : "their current leaders" );
ch_printf( ch, "You speak to them about the benifits of the %s%s.\n\r", ch->pcdata->clan->name,
planet->governed_by == clan ? "" : buf );
act( AT_ACTION, "$n speaks about his organization.\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n tells $N about their organization.\n\r", ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, skill_table[gsn_propeganda]->beats );
if( percent - get_curr_cha( ch ) + victim->top_level > ch->pcdata->learned[gsn_propeganda] )
{
if( planet->governed_by != clan )
{
sprintf( buf, "%s is a traitor!", ch->name );
do_yell( victim, buf );
global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
}
return;
}
if( planet->governed_by == clan )
{
planet->pop_support += .5 + ch->top_level / 50;
send_to_char( "Popular support for your organization increases.\n\r", ch );
}
else
{
planet->pop_support += ch->top_level / 50;
send_to_char( "Popular support for the current government decreases.\n\r", ch );
}
gain_exp( ch, victim->top_level * 100, DIPLOMACY_ABILITY );
ch_printf( ch, "You gain %d diplomacy experience.\n\r", victim->top_level * 100 );
learn_from_success( ch, gsn_propeganda );
if( planet->pop_support > 100 )
planet->pop_support = 100;
if( planet->pop_support < -100 )
planet->pop_support = -100;
}
void do_bribe( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
PLANET_DATA *planet;
CLAN_DATA *clan;
int percent = 0, amount;
if( IS_NPC( ch ) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet )
{
send_to_char( "What would be the point of that.\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "Bribe who how much?\n\r", ch );
return;
}
amount = atoi( argument );
if( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\n\r", ch );
return;
}
if( amount <= 0 )
{
send_to_char( "A little bit more money would be a good plan.\n\r", ch );
return;
}
if( ch->position == POS_FIGHTING )
{
send_to_char( "Interesting combat technique.\n\r", ch );
return;
}
if( victim->position == POS_FIGHTING )
{
send_to_char( "They're a little busy right now.\n\r", ch );
return;
}
if( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\n\r", ch );
return;
}
if( victim->position <= POS_SLEEPING )
{
send_to_char( "You might want to wake them first...\n\r", ch );
return;
}
if( victim->vip_flags == 0 )
{
send_to_char( "Diplomacy would be wasted on them.\n\r", ch );
return;
}
if( ch->gold < amount )
{
send_to_char( "You don't have that much money!\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
ch_printf( ch, "You give them a small gift on behalf of %s.\n\r", ch->pcdata->clan->name );
act( AT_ACTION, "$n offers you a small bribe.\n\r", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n gives $N some money.\n\r", ch, NULL, victim, TO_NOTVICT );
if( !IS_NPC( victim ) )
return;
WAIT_STATE( ch, skill_table[gsn_bribe]->beats );
if( percent - amount + victim->top_level > ch->pcdata->learned[gsn_bribe] )
return;
if( ( clan = ch->pcdata->clan->mainclan ) == NULL )
clan = ch->pcdata->clan;
planet = ch->in_room->area->planet;
if( clan == planet->governed_by )
{
planet->pop_support += URANGE( 0.1, amount / 1000, 2 );
send_to_char( "Popular support for your organization increases slightly.\n\r", ch );
amount =
UMIN( amount,
( exp_level( ch->skill_level[DIPLOMACY_ABILITY] + 1 ) - exp_level( ch->skill_level[DIPLOMACY_ABILITY] ) ) );
gain_exp( ch, amount, DIPLOMACY_ABILITY );
ch_printf( ch, "You gain %d diplomacy experience.\n\r", amount );
learn_from_success( ch, gsn_bribe );
}
if( planet->pop_support > 100 )
planet->pop_support = 100;
}
void do_seduce( CHAR_DATA * ch, char *argument )
{
}
void do_mass_propeganda( CHAR_DATA * ch, char *argument )
{
}
void do_gather_intelligence( CHAR_DATA * ch, char *argument )
{
}