Beispiel #1
0
void do_bladespin( CHAR_DATA *ch, char *argument )
{
  if ( IS_NPC(ch) ) return;
  if ( !IS_CLASS(ch, CLASS_SAMURAI) )
  {
    stc("Huh?\n\r",ch);
    return;
  }
  if (ch->wpn[3] < 1000 || ch->wpn[0]<1000 || ch->wpn[1] <1000)
  {
    stc("You are not a true samurai yet.\n\r",ch);
    return;
  }          
  if ( IS_SET(ch->newbits, NEW_BLADESPIN) )
  {
    stc("You relax your combat techniques.\n\r",ch);
    act("$n relaxes.",ch,NULL,NULL,TO_ROOM);
    REMOVE_BIT(ch->newbits, NEW_BLADESPIN);
    return;
  }
  if (!IS_SET(ch->newbits, NEW_BLADESPIN) )
  {
    stc("Your concentrate on your combat techniques.\n\r",ch);
    act("$n's muscles flexes, looking for prey that one, better beware!",ch,NULL,NULL,TO_ROOM);
    SET_BIT(ch->newbits, NEW_BLADESPIN);
    return;
  }
  return;
}
/*
 * I wanted a function that would allow me to easily make a select statement from inside the MUD, so here it is.. 
 * It will mostly format the output in a boxed setup. Todo - break this out so you can use select, insert, update, or create
 * effectively becoming a remote interface to run queries of any type..
 * -Syn
 */
void do_sqlgenselect(CHAR_DATA *ch, char *argument)
{
	MYSQL_RES *res;
	char query[4096*2];
	snprintf(query, sizeof(query) -1, argument);
	if(!mysql_safe_query(query))
	{
		stc("#W\n\rSomething went wrong, check the string and try again.\n\r#0",ch);
		return;
	}
	res = mysql_store_result(&db);	
	unsigned int numfields = mysql_num_fields(res);	
	if((numfields == 0) || (numfields == NULL))
	{
		stc("#W\n\rSomething went wrong, check the string and try again.\n\r#0",ch);
		return;
	}
	if(argument == NULL)
	{
		send_to_char("SQL SELECT query.. general syntax: SELECT <stuff> FROM <someplace> ORDER BY <root-order>\n\r",ch);
		return;
	}
	if((res == NULL) || (!res))
	{
		send_to_char("It might help if you entered a valid SQL SELECT query.. general syntax: SELECT <stuff> FROM <someplace> ORDER BY <root-order>\n\r",ch);
		return;
	}
	process_result_set(ch, &db, res);
	mysql_free_result(res);
	return;
}
Beispiel #3
0
void do_swoop( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    ROOM_INDEX_DATA *location;
    CHAR_DATA *victim;

    one_argument (argument, arg);
    if (IS_NPC(ch)) return;
    if (!IS_CLASS(ch, CLASS_ANGEL))
    {
        send_to_char("Huh?\n\r", ch );
        return;
    }
    if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
    {
        send_to_char("You haven't learned to fly yet.\n\r",ch);
        return;
    }
    if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
    {
        send_to_char("Where are your wings?\n\r",ch);
        return;
    }
    if ((victim = get_char_world(ch, arg)) == NULL)
    {
        send_to_char("Swoop down on whom?\n\r", ch );
        return;
    }
    if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
    {
        stc( "You can't find it's room.\n\r",ch);
        return;
    }
    if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
    {
        send_to_char("I don't think they want you to do that.\n\r",ch);
        return;
    }
    if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
    {
        stc( "Your room is not connected to the astral plane.\n\r",ch);
        return;
    }
    location = victim->in_room;
    if (ch->move < 500)
    {
        send_to_char("You don't have the move to fly that far.\n\r", ch );
        return;
    }
    act("You fly up into the sky.", ch, NULL, NULL, TO_CHAR);
    act("$n flies into the sky.", ch, NULL, NULL, TO_ROOM);
    ch->move -= 500;
    char_from_room(ch);
    char_to_room(ch, location);
    do_look(ch, "auto");
    act("You swoop down upon $N.", ch, NULL, victim, TO_CHAR);
    act("$n swoops down from the sky.", ch, NULL, NULL, TO_ROOM);
    return;
}
Beispiel #4
0
void do_pshift( CHAR_DATA *ch, char *argument )
{

    ROOM_INDEX_DATA *to_room;
    EXIT_DATA *pexit;
    CHAR_DATA *victim;
    int door;

    if (!IS_CLASS(ch, CLASS_WIZARD))
    {
        stc("Huh?\n\r",ch);
        return;
    }

    if (ch->pcdata->stats[WL_SPELLS] < 5)
    {
        stc("#RYou do not yet have mastery of this spell.#n\n\r",ch);
        return;
    }

    if ( ( victim = ch->fighting ) == NULL )
    {
        if ( ch->position == POS_FIGHTING )
            ch->position = POS_STANDING;
        send_to_char( "You aren't fighting anyone.\n\r", ch );
        return;
    }

    if(ch->mana < 750)
    {
        send_to_char("#RYou d not have the 750 required mana.\n\r",ch);
        return;
    }

    door = number_door( );
    if ( ( pexit = ch->in_room->exit[door] ) == NULL
        ||   (to_room = pexit->to_room) == NULL)
    {
        act( "#y$n#R mutters some words and disappears!", ch, NULL, NULL, TO_ROOM );
        send_to_char( "#RYou mutter some dark words and vanish from combat.\n\r", ch );
        char_from_room( ch );
        char_to_room( ch, get_room_index(ROOM_VNUM_ALTAR));
        stop_fighting( ch, TRUE );
        return;
    };

    act( "#y$n#R mutters some words and disappears!", ch, NULL, NULL, TO_ROOM );
    send_to_char( "#RYou mutter some dark words and vanish from combat.\n\r", ch );
    char_from_room(ch);
    char_to_room( ch, to_room );
    do_look(ch,"auto");
    stop_fighting( ch, TRUE );
    ch->mana -= 750;
    return;
}
Beispiel #5
0
/* syntax : teleport <target>
 * ex : teleport satan
 */
void do_teleport (CHAR_DATA *ch, char *argument)
{
  char arg[MAX_INPUT_LENGTH];
  ROOM_INDEX_DATA *location;
  CHAR_DATA *victim;

  one_argument (argument, arg);
  if (IS_NPC(ch)) return;
  if (!IS_CLASS(ch, CLASS_MAGE))
  {
    send_to_char("Huh?\n\r", ch );
    return;
	}
  if (ch->pcdata->powers[PINVOKE] < 1) /* 1 is just a test */
  {
    send_to_char("You don't have that invoke yet.\n\r",ch);
    return;
  }
  if ((victim = get_char_world(ch, arg)) == NULL) 
  {
    send_to_char("Teleport to whom?\n\r", ch );
    return;
  }
  if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
  { 
    stc( "You can't find it's room.\n\r",ch);
    return; 
  }
  if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
  {
    send_to_char("I don't think they want you to do that.\n\r",ch);
    return;
  } 
  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "Your room is not connected to the astral plane.\n\r",ch);
    return;
  }
	location = victim->in_room;
  if (ch->mana < 250) 
  {
    send_to_char("You don't have the mana to cast teleport.\n\r", ch );
    return;
  }
	act("You utter a single powerword.", ch, NULL, NULL, TO_CHAR);
	act("$n utters a strange sounding word and disappers.", ch, NULL, NULL, TO_ROOM);
	ch->mana -= 250;
	char_from_room(ch);
	char_to_room(ch, location);
	do_look(ch, "auto");
	act("You materialize.", ch, NULL, NULL, TO_CHAR);
	act("$n suddenly appear from out of nowhere.", ch, NULL, NULL, TO_ROOM);
  return;
}
Beispiel #6
0
int main()
{
    STC<void> stc(fun1);

    stc();
    {
        STC<void> stc(fun2);
        stc();
    }
    stc();
}
Beispiel #7
0
void do_neededhelpfiles(CHAR_DATA *ch, char *argument)
{
    HELP_DATA *pHelp;
    bool bIsHelp = TRUE;
    char *agg;
    sh_int col = 0;
    int star = 0;
    int cmd;
    int nLimit = 0;
    bool bChanged = FALSE;
    bool foundstar = FALSE;
    char buf[MAX_INPUT_LENGTH];

    if ( argument[0] == '\0' ) return stcf(ch,"Syntax: neededhelpfiles <max amount of help files>\n\r");
    nLimit = atoi(argument);
    for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ )
    {
        foundstar = TRUE;
        agg = cmd_table[cmd].name;
        if ( (pHelp = get_help( ch, agg )) == NULL )
        {
            bIsHelp = FALSE;
            star++;
            col++;
            if ( star >= nLimit ) break;
            bChanged = TRUE;
        }
        else
            bIsHelp = TRUE;
        sprintf( buf, "%-15s#n",cmd_table[cmd].name );
        if ( bIsHelp == FALSE )
            send_to_char( buf, ch );
        if ( col % 5 == 0 && bChanged == TRUE)
            send_to_char( "\n\r", ch );
        bChanged = FALSE;
    }
    if (col % 5 != 0 && foundstar)
        send_to_char("\n\r", ch);

    if (foundstar && star != 0)
    {
        sprintf(buf, "\n%d command%s found.\n\r", star,
            (star > 1) ? "s" : "");
        stc(buf, ch);
    }

    if (!foundstar)
    {
        stc("No commands found.\n\r", ch);
    }
    return;
}
Beispiel #8
0
void
shopping_list(char *arg, struct char_data *ch,
          struct char_data * keeper, int shop_nr)
{
  char buf[MAX_STRING_LENGTH], name[MAX_INPUT_LENGTH];
  struct obj_data *obj, *last_obj = 0;
  int cnt = 0, index = 0;
  bool found = FALSE;

  if (!(is_ok(keeper, ch, shop_nr)))
    return;

  if (SHOP_SORT(shop_nr) < IS_CARRYING_N(keeper))
    sort_keeper_objs(keeper, shop_nr);

  one_argument(arg, name);
  strcpy(buf, " ##   Available   Item                                               Cost\n\r");
  strcat(buf, "-------------------------------------------------------------------------\n\r");
  if (keeper->carrying)
    for (obj = keeper->carrying; obj; obj = obj->next_content)
      if (CAN_SEE_OBJ(ch, obj) && (obj->obj_flags.cost > 0))
    {
      if (!last_obj)
        {
          last_obj = obj;
          cnt = 1;
        }
      else if (same_obj(last_obj, obj))
        cnt++;
      else {
        index++;
        if (!(*name) || isname(name, last_obj->name))
            {
          strcat(buf, list_object(ch, last_obj, cnt, index, shop_nr));
              found = TRUE;
            }
        cnt = 1;
        last_obj = obj;
      }
    }
  index++;
  if (!last_obj)
    stc("Currently, there is nothing for sale.\r\n", ch);
  else if (*name && !found)
    stc("Presently, none of those are for sale.\r\n", ch);
  else {
    if (!(*name) || isname(name, last_obj->name))
      strcat(buf, list_object(ch, last_obj, cnt, index, shop_nr));
   page_string(ch->desc, buf, 1);
  }
}
Beispiel #9
0
int main() {

	// load all settings from configuration file
	Settings::loadConfFile();

	// Map Init
	Map map(Settings::MAP_RESOLUTION, Settings::ROBOT_SIZE);
	// Load map from image file
	const char* filePath = Settings::MAP_IMAGE_PATH.c_str();
	map.loadMapFromFile(filePath);

	// Map inflation
	map.inflateObstacles();
	map.buildFineGrid();
	map.buildCoarseGrid();

	// STC
	Position startPos;
	startPos.first = Settings::STC_START_POS_X;
	startPos.second = Settings::STC_START_POS_Y;
	STC stc(map, startPos);
	stc.printPath();
	map.addPathToFile(Settings::STC_IMAGE_PATH.c_str(),stc.getPath());

	// Connect and initialize robot
	Robot robot(Settings::HOST,Settings::PORT);

	//add way points to robot
	robot.setWayPoints(map.getWayPoints());
	PlnObstacleAvoid pln(&robot);
	Manager m(&robot, &pln);
	m.run();

	return 0;
}
Beispiel #10
0
void do_damtest(CHAR_DATA *ch, char *argument)
{
    char buf[MAX_STRING_LENGTH];
    int dam;
    int ac=0;
    ac-=(number_range(4,10)*500);
    dam = 0;
    dam+=number_range((ch->damcap[DAM_CAP]/2)+ac,ch->damcap[DAM_CAP]);
    dam +=ch->damroll;
    if(dam>ch->damcap[DAM_CAP])dam=ch->damcap[DAM_CAP];
    dam +=ac/10;
    sprintf(buf,"%d damage",dam);
    stc(buf,ch);
    sprintf(buf," aginst %d AC",ac);
    stc(buf,ch);
}
Beispiel #11
0
void do_magicsight( CHAR_DATA *ch, char *argument )
{
    if (IS_NPC(ch)) return;
    if (!IS_CLASS(ch, CLASS_WIZARD))
    {
        send_to_char("Huh?\n\r",ch);
        return;
    }
    if (IS_CLASS(ch, CLASS_WIZARD) && ch->pcdata->powers[WL_SKILLS] < 2)
    {
        stc("You can't do that yet.\n\r",ch);
        return;
    }
    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
    {
        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char( "#CYour senses return to normal.\n\r", ch );
    }
    else
    {
        SET_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char( "#CYour #sm#sa#sg#si#sc#sa#sl #Csenses increase to incredible proportions.\n\r", ch );
    }

    return;
}
Beispiel #12
0
void wxExGuiReportTestFixture::testSTCWithFrame()
{
  wxExFrameWithHistory* frame = (wxExFrameWithHistory *)wxTheApp->GetTopWindow();
  wxExSTCWithFrame stc(frame, frame, wxExFileName(TEST_FILE));
  
  CPPUNIT_ASSERT(stc.GetFileName().GetFullPath().Contains("test.h"));
  
  stc.PropertiesMessage();
}
Beispiel #13
0
void do_spiderform( CHAR_DATA *ch, char *argument ) 
{
	char arg[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
 
	argument = one_argument(argument,arg);

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) ||!IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
	{send_to_char("Huh?\n\r", ch );
	return;}

	if (IS_AFFECTED(ch, AFF_POLYMORPH)) 
      {
	send_to_char("You can't spiderform while changed.\n\r", ch );
	return;
      }

      if (IS_SET(ch->newbits,NEW_DFORM))
      {
	sprintf(buf, "$n morphs back into %s.", GET_PROPER_NAME(ch));
        act(buf, ch, NULL, NULL, TO_ROOM);
        stc("You return to your normal form.\n\r", ch);
        free_string(ch->morph);
        ch->morph = str_dup("");
        ch->hitroll -= 400;
        ch->damroll -= 400;
        ch->armor   += 1000;
        REMOVE_BIT(ch->newbits,NEW_DFORM);
	REMOVE_BIT(ch->newbits,THIRD_HAND);
	REMOVE_BIT(ch->newbits,FOURTH_HAND);
        WAIT_STATE(ch, 7);
        return;   
      }

      else if (!IS_SET(ch->newbits,NEW_DFORM))
      {
	
	act("You mutate into a giant spider.",ch,NULL,NULL,TO_CHAR);
        act("$n mutates into a giant spider.",ch,NULL,NULL,TO_ROOM);
        sprintf(buf,"%s the giant mylochar",ch->name);
        free_string(ch->morph);
        ch->morph = str_dup(buf);
        ch->hitroll += 400;
        ch->damroll += 400;
        ch->armor   -= 1000;
        SET_BIT(ch->newbits,NEW_DFORM);
	SET_BIT(ch->newbits,THIRD_HAND);
	SET_BIT(ch->newbits,FOURTH_HAND);
	return;
    }

	return;
}
Beispiel #14
0
void do_activequest(CHAR_DATA *ch, char *argument)
{
    sh_int nQuestObjects = 0;
    char cBuffer[100];
    OBJ_DATA *obj = NULL;
    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
        if ( obj != NULL && IS_SET(obj->extra_flags,ITEM_QUESTED) )
        {
            if ( nQuestObjects < 20 )
            {
                sprintf(cBuffer,"%s still needs to be found.\n\r",obj->short_descr);
                stc(cBuffer,ch);
            }
            nQuestObjects++;
        }
    }
    sprintf(cBuffer,"#GThere are %d quest objects left to find.\n\r",nQuestObjects);
    stc(cBuffer,ch);
    WAIT_STATE(ch,5);
    return;
}
Beispiel #15
0
void do_averagedamtest(CHAR_DATA *ch, char *argument)
{
    char buf[MAX_STRING_LENGTH];
    int dam;
    int ac=0;
    int dam2=0;
    int i;
    ac-=(number_range(4,10)*500);
    for(i=0;i<100;i++)
    {
        dam=0;
        dam+=number_range((ch->damcap[DAM_CAP]/2)+ac,ch->damcap[DAM_CAP]);
        dam +=ch->damroll;
        if(dam>ch->damcap[DAM_CAP])dam=ch->damcap[DAM_CAP];
        dam +=ac/10;
        dam2+=dam;
    }
    sprintf(buf,"%d damage",dam2);
    stc(buf,ch);
    sprintf(buf," aginst %d AC",ac);
    stc(buf,ch);
    sprintf(buf," for %d average damage",dam2/100);
    stc(buf,ch);
}
void sparseSystem::sparseSystemRow::print(FILE *fp, int sz)
{
 List stc(cips);
 stc.sort(&sparseSystem::sparseSystemRow::rowcompare);

 coeffIndexPair *f;
 int j=0;
 for (Node *n=stc.head(); n!=NULL; n=n->next())
 {
  f = (coeffIndexPair *)n->data;
  while (f->index > j) {fprintf(fp,"0.000 "); j++;}
  fprintf(fp, "%.3f ",f->coeff); j++;
 }
 for (; j<sz; j++) fprintf(fp,"0.000 ");
}
Beispiel #17
0
int pascal far IRQHandler(void)
{
    gInInterrupt=TRUE;
//    int3();
    if (pOhciDriver->IrqHandler())
    {
        // we process interrupt
        cli();
        DevHelp_EOI(pOhciDriver->pPCICard->ucGetIntrLine());
        clc();
        sti();
//        int3();
        gInInterrupt=FALSE;
        return 0;
    }
    // not our interrupt
    stc();
    sti();
    gInInterrupt=FALSE;
    return 0;
}
Beispiel #18
0
void do_stuntubes( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

    if ( IS_NPC(ch) ) return;
    if ( !IS_CLASS(ch, CLASS_DROID) )
    {
        send_to_char("Huh?\n\r", ch);
        return;
    }

    if (ch->pcdata->powers[CYBORG_BODY] < 5 || ch->pcdata->powers[CYBORG_LIMBS] < 5 )
    {
        send_to_char("You need level 5 implants on your legs and body to use this.\n\r",ch);
        return;
    }

    if (ch->move < 1000)
    {
        stc("You need 1000 move to do that.\n\r",ch);
        return;
    }

    if ( ( victim = ch->fighting ) == NULL )
    {
        send_to_char( "You aren't fighting anyone.\n\r", ch );
        return;
    }
    WAIT_STATE( ch,     12);
    ch->move -= 1000;

    one_hit(ch,victim,gsn_stuntubes,1);
    one_hit(ch,victim,gsn_stuntubes,1);
    one_hit(ch,victim,gsn_stuntubes,1);
    if (!IS_AFFECTED(victim, AFF_POISON))
        SET_BIT(victim->affected_by, AFF_POISON);
    if (!IS_AFFECTED(victim, AFF_FLAMING))
        SET_BIT(victim->affected_by, AFF_FLAMING);
    return;
}
Beispiel #19
0
void do_wizardsight( CHAR_DATA *ch, char *argument )
{
    char      arg [MAX_INPUT_LENGTH];

    argument = one_argument( argument, arg );

    if (IS_NPC(ch)) return;
    if ( IS_CLASS(ch, CLASS_WIZARD) && ch->pcdata->powers[WL_SKILLS] < 1 )
    {
        stc("You need level 1 in Wizard Skills\n\r",ch);
        return;
    }
    if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
    {
        send_to_char("You can no longer see between planes.\n\r",ch);
        REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
        return;
    }
    send_to_char("You can now see between planes.\n\r",ch);
    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
    return;
}
Beispiel #20
0
void vme_mzr8300_card_device::device_add_mconfig(machine_config &config)
{
	upd7201_new_device& sio0(UPD7201_NEW(config, "sio0", XTAL(4'000'000)));
	sio0.out_txdb_callback().set("rs232p1", FUNC(rs232_port_device::write_txd));
	sio0.out_dtrb_callback().set("rs232p1", FUNC(rs232_port_device::write_dtr));
	sio0.out_rtsb_callback().set("rs232p1", FUNC(rs232_port_device::write_rts));

	UPD7201_NEW(config, "sio1", XTAL(4'000'000));

	rs232_port_device &rs232p1(RS232_PORT(config, "rs232p1", default_rs232_devices, "terminal"));
	rs232p1.rxd_handler().set("sio0", FUNC(upd7201_new_device::rxb_w));
	rs232p1.cts_handler().set("sio0", FUNC(upd7201_new_device::ctsb_w));

	am9513_device &stc(AM9513(config, "stc", 4_MHz_XTAL));
	stc.out1_cb().set("sio0", FUNC(upd7201_new_device::rxca_w));
	stc.out1_cb().append("sio0", FUNC(upd7201_new_device::txca_w));
	stc.out2_cb().set("sio0", FUNC(upd7201_new_device::rxcb_w));
	stc.out2_cb().append("sio0", FUNC(upd7201_new_device::txcb_w));
	stc.out3_cb().set("sio1", FUNC(upd7201_new_device::rxca_w));
	stc.out3_cb().append("sio1", FUNC(upd7201_new_device::txca_w));
	stc.out4_cb().set("sio1", FUNC(upd7201_new_device::rxcb_w));
	stc.out4_cb().append("sio1", FUNC(upd7201_new_device::txcb_w));
}
Beispiel #21
0
int setflr(flr * f, char * str)
{
	int		i;
	int		r;

	i = 0;
	r = 0;
	f->flag = (char *) malloc(8*6);
	while(1)
	{
		if (!stc(str[i]))
		{
			f->flag[r++] = str[i];
		}
		else
		{
			f->selector = str[i];
			break;
		}
		i++;
	}
	return i;
}
Beispiel #22
0
void Converter::start()
{
	FileFinder ff(true, inputFolder_, "docx;doc;xlsx;xls");

    auto files = ff.getFiles();
    for (auto it = files.begin(); it != files.end(); ++it) {
        try {
            ScopedTimeCalculator stc(logger(), "Elapsed ");
            logInfo(logger(), "Processing [document]: " + *it);
			std::string::size_type pt = (*it).find_last_of('.');
			auto ext = (*it).substr(pt + 1);
			if (ext.find("doc") != std::string::npos)
				convertSingleDocPrecise(*it);
			else
				convertSingleExcel(*it);
        }
        catch (const Poco::Exception& pe) {
            logError(logger(), pe.displayText());
        }
        catch (const std::exception& e) {
            logError(logger(), e.what());
        }
    }
}
void
process_result_set (CHAR_DATA *ch, MYSQL *db, MYSQL_RES *res)
{
	MYSQL_FIELD *field;
	MYSQL_ROW row;
	unsigned int i, c, col_len;
	
	char sbuf[MSL];
	/* determine column display widths */
	mysql_field_seek (res, 0);
	unsigned int clen[1000];
	for (i = 0; i < mysql_num_fields (res); i++)
	{	
		field = mysql_fetch_field (res);
		clen[i] = strlen (field->name);
		if (clen[i] < field->max_length)
			clen[i]=field->max_length;
		if (clen[i] < 4 && !IS_NOT_NULL (field->flags))
			clen[i] = 4; /* 4 = length of the word “NULL” */
		if(!strcmp(field->name,"timestamp"))
			clen[i] -= 18;
		
	}
	print_dashes (ch, res);
	mysql_field_seek (res, 0);
	for (i = 0; i < mysql_num_fields (res); i++)
	{
		field = mysql_fetch_field (res);
		sprintf (sbuf,"#8| #C%-*s #0", clen[i], field->name);
		stc(sbuf, ch);
	}
	sprintf (sbuf,"\n");
	stc(sbuf, ch);
	print_dashes (ch, res);
	while ((row = mysql_fetch_row (res)) != NULL)
	{
		mysql_field_seek (res, 0);
		for (i = 0; i < mysql_num_fields (res); i++)
		{
			field = mysql_fetch_field (res);
			if (row[i] == NULL)
			{
				sprintf (sbuf,"#8| %-*s #0", clen[i], "NULL");
				stc(sbuf, ch);
			}
			else if (IS_NUM (field->type))
			{	
				sprintf (sbuf,"#8| #R%*s #0", clen[i], row[i]);
				stc(sbuf, ch);
			}
			else
			{
					c = strlen(field->name);
					sprintf (sbuf,"#8| #W%-*s #0", clen[i], row[i]);
				
				stc(sbuf, ch);
			}
		}
		sprintf (sbuf,"\n");
		stc(sbuf, ch);
	}
	print_dashes (ch, res);
	sprintf (sbuf,"\n\r#R%lu #8Records returned#0\n\r", (unsigned long) mysql_num_rows (res));
	stc(sbuf, ch);
}
Beispiel #24
0
void do_heavenlyrain(CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *victim;
  char buf[MAX_STRING_LENGTH];
  char arg1[MAX_INPUT_LENGTH];
  int dam;

  argument = one_argument(argument, arg1);

  if (IS_NPC(ch)) return;

  if (!IS_CLASS(ch, CLASS_SKYBLADE))
  {
    stc("Huh?\n\r",ch);
    return;
  }
  if (ch->pcdata->powers[SKYBLADE_MAGIC] < 3)
  {
    send_to_char("You haven't mastered that magic yet.\n\r",ch);
    return;
  }
  if (( victim = get_char_room(ch, NULL, arg1)) == NULL)
  {
    if (( victim = ch->fighting) == NULL)
    {
      send_to_char("Call heavenlyrain upon whom?\n\r",ch);
      return;
    }
    else victim = ch->fighting;
  }
  if (is_safe(ch, victim))
  {
    send_to_char("They are safe from such a hostile action.\n\r",ch);
    return;
  }
  if (ch->mana < 5000)
  {
    send_to_char("You do not have the 5000 mana required to call on the dragon.\n\r",ch);
    return;
  }
  if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4) dam = number_range(5000, 7000);
  else dam = number_range(3000, 5000);
  if (!IS_NPC(victim) && victim->alignment == 1000) dam *= .5;
  if (IS_NPC(victim)) dam += victim->hit/10;
  xprintf(buf, "#CYou call upon a heavenly rain to harm your opponent!#W[%d]\n\r",dam);
  stc(buf,ch);
  xprintf(buf, "#C%s calls upon a heavenly rain to harm you!#W[%d]\n\r",ch->name,dam);
  stc(buf,victim);
  act("#C$n calls upon a heavenly rain to harm $N!#n\n\r",ch,NULL,victim,TO_NOTVICT);
  ch->mana -= 5000;
  if (number_range(1,4) == 4){
  if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4)
  ch->hit += dam;
  else
  ch->hit += dam/2;
  stc ("#LYour heavenly rain has healed you.#n\n\r",ch);}
  hurt_person(ch, victim, dam);
  if (victim->hit < -10) victim->hit = -10;
  WAIT_STATE(ch, 8);
  if (ch->fighting == NULL) ch->fighting = victim;
  return;
}
Beispiel #25
0
void do_dragonx (CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *victim;
  char arg1[MAX_INPUT_LENGTH];
  char buf[MAX_STRING_LENGTH];
  int dam;

  argument = one_argument(argument, arg1);

  if (IS_NPC(ch)) return;

  if (!IS_CLASS(ch, CLASS_SKYBLADE))
  {
    stc("Huh?\n\r",ch);
    return;
  }
  if (ch->pcdata->powers[SKYBLADE_SKILLS] < 8)
  {
    send_to_char("You haven't mastered that skill yet.\n\r",ch);
    return;
  }
  if (ch->pcdata->powers[SKYBLADE_DTIMER] != 10)
  {
    send_to_char("Your dragon power has not fully charged.\n\r",ch);
    return;
  }
  if (( victim = get_char_room(ch, NULL, arg1)) == NULL)
  {
    if (( victim = ch->fighting) == NULL)
    {
      send_to_char("Use the power of the dragon on whom?\n\r",ch);
      return;
    }
    else victim = ch->fighting;
  }
  if (is_safe(ch, victim))
  {
    send_to_char("They are safe from such a hostile action.\n\r",ch);
    return;
  }
  if (ch->mana < 10000)
  {
    send_to_char("You do not have the 10000 mana required to call on the dragon.\n\r",ch);
    return;
  }
  dam = victim->hit/3;
  if (IS_NPC(victim)) dam = victim->hit * .9;
  if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 5) dam *= 1.5;
  if (IS_NPC(victim))
  {
    if (dam > 15000) dam = 5000 + (number_range(1,5) * number_range(1,7));
  }
  else
  {
    if (dam > 6000) dam = 6000 + (number_range(1,5) * number_range(1,7));
  }
  do_say(ch, "#LMighty dragon give me your POWER!!!!!!#n");
  act("#C$n #Lleaps high into the air.......#n\n\r",ch,NULL,victim,TO_ROOM);
  stc("#LYou leap high into the air!#n\n\r",ch);
  act("#0The #ylightning crackles#0 as a large dragon is seen in the horizon.#n\n\r",ch,NULL,victim,TO_ROOM);
  WAIT_STATE(ch, 6);
  WAIT_STATE(victim, 6);
  stc("#LYou charge down upon your victim riding a huge dragon!#n\n\r",ch);
  act("#C$n #0charges down upon you, riding a huge dragon!#n\n\r",ch,NULL,victim,TO_VICT);
  act("#C$n #0charges down upon $N, riding a huge dragon!#n\n\r",ch,NULL,victim,TO_NOTVICT);
  ch->mana -= 10000;
  ch->pcdata->powers[SKYBLADE_DTIMER] = 0;
  WAIT_STATE(ch, 12);
  WAIT_STATE(victim, 12);
  xprintf(buf, "#LYou return to the ground and your dragon fades away.#W[%d]\n\r",dam);
  stc(buf,ch);
  xprintf(buf, "#L%s returns to the ground and the dragon fades away.#W[%d]\n\r",ch->name,dam);
  stc(buf, victim);
  hurt_person(ch, victim, dam);
  WAIT_STATE(ch, 8);
  if (ch->fighting == NULL) ch->fighting = victim;
  return;
}
Beispiel #26
0
void do_abilities( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if (IS_NPC(ch)) return;

    if (!IS_CLASS(ch, CLASS_SKYBLADE))
    {
	send_to_char("Huh?\n\r",ch);
	return;
    }

    if (arg1[0] == '\0' && arg2[0] == '\0')
    {
	xprintf(buf,"Abilities: #LPower (%d), #WMagic (%d), #CSkills (%d).#n\n\r",
	ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
	ch->pcdata->powers[SKYBLADE_SKILLS]);
	send_to_char(buf,ch);
	return;
    }
    if (arg2[0] == '\0')
    {
	if (!str_cmp(arg1,"power"))
	{
/*	    send_to_char("-=^=-=^=-=^=-=^=-=^=-   Skyblade Powers
-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
       send_to_char("| Powers            Learned             Improved              |#n\n\r",ch);
   if (ch->pcdata->powers[SKYBLADE_POWER] > 0) {
       if (ch->pcdata->powers[SKYBLADE_POWER] > 0)
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  No                 |#n\n\r",ch);
   else if (ch->pcdata->powers[SKYBLADE_POWER] > 1)
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       if (ch->pcdata->powers[SKYBLADE_POWER] > 2){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  No                 |#n\n\r",ch);}
   else if (ch->pcdata->powers[SKYBLADE_POWER] > 3){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_POWER] > 4){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HawkEyes            Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_POWER] > 5){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| HawkEyes            Yes                  Yes                |#n\n\r",ch);
}
          if (ch->pcdata->powers[SKYBLADE_POWER] > 6){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HawkEyes            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Vulture's Vigor     Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_POWER] > 7){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HawkEyes            Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| Vulture's Vigor     Yes                  Yes                |#n\n\r",ch);
}
          if (ch->pcdata->powers[SKYBLADE_POWER] > 8){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HawkEyes            Yes                  Yes                |#n\n\r",ch);
		 send_to_char("| Vulture's Vigor     Yes                  Yes                |#n\n\r",ch);
       send_to_char("| FalconBlade         Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_POWER] > 9){
       send_to_char("| OwlEyes(Leye,Reye)  Yes                  Yes                |#n\n\r",ch);
       send_to_char("| EagleStrength       Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HawkEyes            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Vulture's Vigor     Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| FalconBlade         Yes                  Yes                |#n\n\r",ch);}
}
   else{
   	 send_to_char("| OwlEyes(Leye,Reye)  No                   No                 |#n\n\r",ch);
		 send_to_char("| EagleStrength       No                   No                 |#n\n\r",ch);
		 send_to_char("| HawkEyes            No                   No                 |#n\n\r",ch);
		 send_to_char("| Vulture's Vigor     No                   No                 |#n\n\r",ch);
	 	 send_to_char("| FalconBlade         No                   No                 |#n\n\r",ch);}

send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);*/
	xprintf(buf, "You have %d power.\n\r", ch->pcdata->powers[SKYBLADE_POWER]);
	stc(buf, ch);
	    return;
	}
	else if (!str_cmp(arg1,"magic"))
	{/*
	    send_to_char("-=^=-=^=-=^=-=^=-=^=-   Skyblade Magics   -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
       send_to_char("| Magics            Learned             Improved              |#n\n\r",ch);
   if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0) {
       if (ch->pcdata->powers[SKYBLADE_MAGIC] > 0)
       send_to_char("| Skyforge            Yes                  No                 |#n\n\r",ch);
   else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 1)
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       if (ch->pcdata->powers[SKYBLADE_MAGIC] > 2){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 3){
	    send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_MAGIC] > 4){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Climax              Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 5){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| Climax              Yes                  Yes                |#n\n\r",ch);
}
          if (ch->pcdata->powers[SKYBLADE_MAGIC] > 6){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Climax              Yes                  Yes                |#n\n\r",ch);
       send_to_char("| DragonAura          Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 7){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Climax              Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| DragonAura          Yes                  Yes                |#n\n\r",ch);
}
          if (ch->pcdata->powers[SKYBLADE_MAGIC] > 8){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Climax              Yes                  Yes                |#n\n\r",ch);
       send_to_char("| DragonAura          Yes                  Yes                |#n\n\r",ch);
       send_to_char("| WyrmAura            Yes                  No                 |#n\n\r",ch);
}
   else if (ch->pcdata->powers[SKYBLADE_MAGIC] > 9){
       send_to_char("| Skyforge            Yes                  Yes                |#n\n\r",ch);
       send_to_char("| HeavenlyRain        Yes                  Yes                |#n\n\r",ch);
       send_to_char("| Climax              Yes                  Yes                |#n\n\r",ch);
       send_to_char("| DragonAura          Yes                  Yes                |#n\n\r",ch);
   	 send_to_char("| WyrmAura            Yes                  Yes                |#n\n\r",ch);}
}
   else{
   	 send_to_char("| Skyforge            No                   No                 |#n\n\r",ch);
		 send_to_char("| HeavenlyRain        No                   No                 |#n\n\r",ch);
		 send_to_char("| Climax              No                   No                 |#n\n\r",ch);
		 send_to_char("| DragonAura          No                   No                 |#n\n\r",ch);
	 	 send_to_char("| WyrmAura            No                   No                 |#n\n\r",ch);}
   	 send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
	   */
	 xprintf(buf, "You have %d magic.\n\r",ch->pcdata->powers[SKYBLADE_MAGIC]);
	 stc(buf, ch);
	 return;
	}
		if (!str_cmp(arg1,"skills"))
	{
	    send_to_char("-=^=-=^=-=^=-=^=-=^=-   Skyblade Skills   -=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
       send_to_char("| Skills                                Learned               |#n\n\r",ch);
   if (ch->pcdata->powers[SKYBLADE_SKILLS] > 0) {
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 1){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   No                 |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           No                 |#n\n\r",ch);
       send_to_char("| RapierStrike                             No                 |#n\n\r",ch);
       send_to_char("| Retort                                   No                 |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              No                 |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 2){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           No                 |#n\n\r",ch);
       send_to_char("| RapierStrike                             No                 |#n\n\r",ch);
       send_to_char("| Retort                                   No                 |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              No                 |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 3){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             No                 |#n\n\r",ch);
       send_to_char("| Retort                                   No                 |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              No                 |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 4){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
   	 send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   No                 |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              No                 |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 5){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   Yes                |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              No                 |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 6){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   Yes                |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              Yes                |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 7){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   Yes                |#n\n\r",ch);
       send_to_char("| LeapOfFaith                              Yes                |#n\n\r",ch);
       send_to_char("| DragonCharge                             Yes                |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 8){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   Yes                |#n\n\r",ch);
       send_to_char("| LeapOfFaith                              Yes                |#n\n\r",ch);
       send_to_char("| DragonCharge                             Yes                |#n\n\r",ch);
       send_to_char("| DragonX                                  Yes                |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 9){
       send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   Yes                |#n\n\r",ch);
       send_to_char("| LeapOfFaith                              Yes                |#n\n\r",ch);
       send_to_char("| DragonCharge                             Yes                |#n\n\r",ch);
       send_to_char("| DragonX                                  Yes                |#n\n\r",ch);
       send_to_char("| WyrmRoar                                 Yes                |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);
}
       if (ch->pcdata->powers[SKYBLADE_SKILLS] == 10){
		 send_to_char("| BladeJump                                Yes                |#n\n\r",ch);
       send_to_char("| Pummel                                   Yes                |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           Yes                |#n\n\r",ch);
       send_to_char("| RapierStrike                             Yes                |#n\n\r",ch);
       send_to_char("| Retort                                   Yes                |#n\n\r",ch);
       send_to_char("| LeapOfFaith                              Yes                |#n\n\r",ch);
       send_to_char("| DragonCharge                             Yes                |#n\n\r",ch);
       send_to_char("| DragonX                                  Yes                |#n\n\r",ch);
       send_to_char("| WyrmRoar                                 Yes                |#n\n\r",ch);
   	 send_to_char("| DiveStrike                               Yes                |#n\n\r",ch);}
}

   else{
       send_to_char("| BladeJump                                No                 |#n\n\r",ch);
       send_to_char("| Pummel                                   No                 |#n\n\r",ch);
       send_to_char("| CloudsBlessing                           No                 |#n\n\r",ch);
       send_to_char("| RapierStrike                             No                 |#n\n\r",ch);
       send_to_char("| Retort                                   No                 |#n\n\r",ch);
   	 send_to_char("| LeapOfFaith                              No                 |#n\n\r",ch);
		 send_to_char("| DragonCharge                             No                 |#n\n\r",ch);
		 send_to_char("| DragonX                                  No                 |#n\n\r",ch);
		 send_to_char("| WyrmRoar                                 No                 |#n\n\r",ch);
	 	 send_to_char("| DiveStrike                               No                 |#n\n\r",ch);}
   	 send_to_char("-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-^-=^=-=^=-=^=-=^=-=^=-=^=-=^=-#n\n\r",ch);
	    return;
	}
}/*else {
	xprintf(buf,"Abilities: #LPower (%d), #nMagic (%d), #CSkills (%d).#n\n\r",
	ch->pcdata->powers[SKYBLADE_POWER], ch->pcdata->powers[SKYBLADE_MAGIC],
	ch->pcdata->powers[SKYBLADE_SKILLS]);
	send_to_char(buf,ch);
	return;
    }*/
    if (!str_cmp(arg2,"gain"))
    {
	int improve;
	int cost;
	int max;

	     if (!str_cmp(arg1,"power"   )) {improve = SKYBLADE_POWER;   max=10;}
	else if (!str_cmp(arg1,"magic"   )) {improve = SKYBLADE_MAGIC;   max=10;}
	else if (!str_cmp(arg1,"skills"   )) {improve = SKYBLADE_SKILLS; max=10;}
	else
	{
	    send_to_char("Abilities: Power, Magic, Skills.\n\r",ch);
	    return;
	}
	cost = (ch->pcdata->powers[improve]+1) * 15;
	arg1[0] = UPPER(arg1[0]);
	if ( ch->pcdata->powers[improve] >= max )
	{
	    xprintf(buf,"You have mastered all the abilites in the field of %s.\n\r", arg1);
	    send_to_char(buf,ch);
	    return;
	}
	if ( cost > ch->practice )
	{
	    xprintf(buf,"It costs you %d primal to improve that ability.\n\r", cost);
	    send_to_char(buf,ch);
	    return;
	}
	ch->pcdata->powers[improve] += 1;
	ch->practice -= cost;
	xprintf(buf,"You improve your mastery of %s abilities.\n\r", arg1);
	send_to_char(buf,ch);
    }
    else send_to_char("To improve an ability, type: abilities <ability type> gain.\n\r",ch);
	return;
}
Beispiel #27
0
void do_bladejump( CHAR_DATA *ch, char *argument)
{
  CHAR_DATA *victim;
  char arg[MAX_INPUT_LENGTH];

  if ( IS_NPC(ch) )
    return;

  argument = one_argument (argument, arg);

  if (!IS_CLASS(ch, CLASS_SKYBLADE) )
  {
    send_to_char("Huh?\n\r",ch);
    return;
  }

  if ( arg[0] == '\0' )
  {
    send_to_char( "BladeJump to whom?\n\r", ch );
    return;
  }

  if ( ( victim = get_char_world( ch, arg ) ) == NULL )
  {
    send_to_char( "You cannot find them.\n\r", ch );
    return;
  }

  if( ch->move < 1000)
  {
    stc( "You don't have enough movement points to bladejump to them.\n\r",ch);
    return;
  }

  if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "You can't find it's room.\n\r",ch);
    return;
  }

  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "Your body can't go there.\n\r",ch);
    return;
  }
    if (IS_SET(victim->act, ACT_NOTRAVEL))
  {
  	send_to_char("No Can Do.\n\r", ch);
  	return;
  }
  if (ch == victim)
  {
    send_to_char("But you're already at yourself!\n\r",ch);
    return;
  }

  if ( room_is_private(victim->in_room ) )
  {
    send_to_char( "That room is private right now.\n\r", ch );
    return;
  }
  if (!IS_NPC(victim) && ch->move < victim->max_move)
  {
    if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
    {
      send_to_char( "They are hiding from you.\n\r", ch );
      return;
    }
    else
    send_to_char("You need more move than you're opponent.\n\r",ch);
  }
  if (victim->in_room == ch->in_room)
  {
    send_to_char("But you're already there!\n\r",ch);
    return;
  }

  act("You jump into the clouds", ch, NULL, victim, TO_CHAR);
  act("$n jumps into the clouds", ch, NULL, victim, TO_ROOM);
  char_from_room(ch);
  char_to_room(ch,victim->in_room);
  ch->move -= 1000;
  act("$n jumps out of the clouds and lands infront of $N.", ch, NULL, victim, TO_NOTVICT);
  act("$n jumps out of the clouds and lands infront of you.", ch, NULL, victim, TO_VICT);
  do_look(ch,"auto");
  return;
}
Beispiel #28
0
void do_stalk( CHAR_DATA *ch, char *argument)
{
    CHAR_DATA *victim;
    char arg[MAX_INPUT_LENGTH];

    if ( IS_NPC(ch) )
        return;

    argument = one_argument (argument, arg);

    if (!IS_CLASS(ch, CLASS_NINJA) )
    {
        send_to_char("Huh?\n\r",ch);
        return;
    }

    if ( arg[0] == '\0' )
    {
        send_to_char( "Stalk whom?\n\r", ch );
        return;
    }

    if ( ( victim = get_char_world( ch, arg ) ) == NULL )
    {
        send_to_char( "You cannot find them.\n\r", ch );
        return;
    }

    if( ch->move < 500)
    {
        stc( "You don't have enough movement points to stalk them.\n\r",ch);
        return;
    }

    if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
    {
        stc( "You can't find it's room.\n\r",ch);
        return;
    }

    if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
    {
        stc( "Your body can't go there.\n\r",ch);
        return;
    }

    if (ch == victim)
    {
        send_to_char("But you're already at yourself!\n\r",ch);
        return;
    }

    if ( room_is_private(victim->in_room ) )
    {
        send_to_char( "That room is private right now.\n\r", ch );
        return;
    }
    if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
    {
        send_to_char( "They are hiding from you.\n\r", ch );
        return;
    }
    if (victim->in_room == ch->in_room)
    {
        send_to_char("But you're already there!\n\r",ch);
        return;
    }

    act("You pick up the trail of $N, and quickly find them.", ch, NULL, victim, TO_CHAR);
    act("$n slides into the shadows, stalking someone.", ch, NULL, victim, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch,victim->in_room);
    ch->move -= 500;
    act("$n walks out of nowhere behind $N.", ch, NULL, victim, TO_NOTVICT);
    act("$n walks out of nowhere from behind.", ch, NULL, victim, TO_VICT);
    do_look(ch,"scry");
    return;
}
/*for the SQL result formatter*/
void print_dashes (CHAR_DATA *ch, MYSQL_RES *res)
{
	MYSQL_FIELD *field;
	unsigned int i, j;
	char sbuf[MSL];
	int jic;


	mysql_field_seek (res, 0);
	sprintf (sbuf,"#G+#0");
	stc(sbuf, ch);
	for (i = 0; i < mysql_num_fields (res); i++)
	{
		field = mysql_fetch_field (res);
		if(!strcmp(field->name,"message_num"))
		{
			for (j = 0; j < 8 ; j++)
			{
				sprintf (sbuf,"#8-#0");
				stc(sbuf, ch);
			}
		}
		else if(!strcmp(field->name,"log_num"))
		{
			for (j = 0; j < strlen(field->name) +2; j++)
			{
				sprintf (sbuf,"#8-#0");
				stc(sbuf, ch);
			}
		}
		else if(!strcmp(field->name,"timestamp"))
		{
			for (j = 0; j < 17 ; j++)
			{
				sprintf (sbuf,"#8-#0");
				stc(sbuf, ch);
			}
		}
		else if(!strcmp(field->name,"entry_num"))
		{
			for (j = 0; j < 11 ; j++)
			{
				sprintf (sbuf,"#8-#0");
				stc(sbuf, ch);
			}
		}
		else if(field->max_length > 55)
		{
			for (j = 0; j < 55; j++)
			{
				sprintf (sbuf,"#8-#0");
				stc(sbuf, ch);
			}
		}
		else
		{
			for (j = 0; j < field->max_length + 2; j++)
			{
				sprintf (sbuf,"#8-#0");
				stc(sbuf, ch);
			}
		}
		sprintf (sbuf,"#G+#0");
		stc(sbuf, ch);
	}
	sprintf (sbuf,"\n");
	stc(sbuf, ch);
}
Beispiel #30
0
void do_quest( CHAR_DATA *ch, char *argument )
{
   extern bool quest;
   extern bool auto_quest;
   extern CHAR_DATA *quest_mob;
   extern CHAR_DATA *quest_target;
   extern OBJ_DATA *quest_object;
   extern int quest_timer;
   extern int quest_wait;
  
   char buf[MAX_STRING_LENGTH];
   char new_long_desc[MAX_STRING_LENGTH];
   
   if ( argument[0] == '\0' )	/* Display status */
   {
      if ( !quest )
      {
         send_to_char( "There is no quest currently running.\n\r", ch );
         if ( auto_quest )
            send_to_char( "Quests are currently running automatically.\n\r", ch );
         if ( quest_wait > 0 )
         {
            sprintf( buf, "The next quest may occur in %d minutes.\n\r", (quest_wait * 2) );
            send_to_char( buf, ch );
         }
         return;
      }
      else
         send_to_char( "There is currently a quest running ", ch );
      
      if ( auto_quest )
         send_to_char( "(Automatically)", ch );
      
      send_to_char( "\n\rQuest Details:\n\r\n\r", ch );
      if ( quest_mob )
      {

        sprintf( buf, "The questing mobile is: {x%s{x [In Room %d]\n\r", 
           quest_mob->short_descr, quest_mob->in_room->vnum );
        send_to_char( buf, ch );
      }
      else
      {
        send_to_char( "The questing mobile is dead!\n\r", ch );
      }
      if ( quest_target )
      {
        sprintf( buf, "Target Mobile is: {x%s{x [In Room %d]\n\r",
           quest_target->short_descr, quest_target->in_room->vnum );
        send_to_char( buf, ch );
      }
      else
        send_to_char( "The target mobile is dead!\n\r", ch );

      sprintf( buf, "Target Object is: {x%s{x.\n\r", quest_object->short_descr );
      send_to_char( buf, ch );

      sprintf( buf, "Quest Object is worth: %d QP, %d XP, %d raise points and %d GP\n\r",
         quest_object->value[0], (ch->level < LVL_MOBXPCAP) ? quest_object->value[1] : 0,
         quest_object->value[4], quest_object->value[2]);
      send_to_char( buf, ch );

      
      sprintf( buf, "The Quest has been running for %d/30 minutes.\n\r", (quest_timer * 2) );
      send_to_char( buf, ch );
      
      return;
   }
   if ( !strcmp( argument, "stop" ) )
   {
     if ( quest )
     {
		 /*
       sprintf( buf, "@@NThe quest has been stopped by an {mImmortal@@N. Please speak up if you have already gotten the item.\n\r" );
       do_gecho( ch, buf );
	     */
       clear_quest();
     }
     return;
   }

   if ( !strcmp( argument, "start" ) )
   {
      DESCRIPTOR_DATA *d;
      int a = 80;
      int b = 0;
      sh_int player_count = 0, average_level= 0, total_levels = 0;
      
      /* generate a new quest! */
      if ( quest )
      {
         send_to_char( "There is already a quest running...\n\r", ch );
         return;
      }
      
      if ( auto_quest )
      {
         auto_quest = FALSE;
         send_to_char( "Automatic Quests now OFF.\n\r", ch );
      }
      
      /* Work out levels of currently playing folks */
      for ( d = descriptor_list; d; d = d->next )
      {
         if (  ( d->connected != CON_PLAYING )
            || ( IS_IMMORTAL( d->character )  ) )
            continue;
         player_count += 1;
         total_levels += d->character->level;
      }
      average_level = ( ( ( total_levels == 0 ) ? 30 : total_levels ) /
                        ( ( player_count == 0 ) ? 1 : player_count ) );
      a = average_level - 20;
      b = average_level + 20;

	  sprintf(buf, "Mob lLevel: %d hLevel: %d\n\r", a, b);
	  stc(buf,ch);
      quest_mob    = get_quest_giver(a, b);
      if ( quest_mob == NULL )
      {
         send_to_char( "Failed to find a quest mob\n\r", ch );
         return;
      }
      b = UMIN( b, 110 );
      a = UMAX( 20, a );

      quest_target = get_quest_target( a, b );
      if (  ( quest_target == NULL )
         || ( quest_target == quest_mob )  )
      {
         send_to_char( "Failed to find a quest target\n\r", ch );
         return;
      }
      quest_object = load_quest_object( quest_target );
      if ( quest_object == NULL )
      {
         send_to_char( "An invalid quest object was encountered.  Check log files.\n\r", ch );
         quest = FALSE;
         return;
      }
      /* Set values on quest item for Qp, Pracs, Exp, Gold */
      quest_object->value[0] = UMAX( 1, ( quest_target->level / 3) );
      quest_object->value[1] = number_range(1, 60);
      quest_object->value[2] = ( quest_target->level * 100 );
      quest_object->value[4] = 2;

      if ( number_percent() < 10 )
      {
         quest_object->value[0] += 2;
         quest_object->value[1] += 3;
         quest_object->value[2] *= 2;
         quest_object->value[4] *= 3;
      }
      
      quest_timer = 0;
      quest = TRUE;
      new_long_desc[0] = '\0';
      if ( quest_mob->pIndexData->long_descr_orig != NULL )
        free_string( quest_mob->pIndexData->long_descr_orig );
      quest_mob->pIndexData->long_descr_orig = str_dup(quest_mob->long_descr );
      sprintf( new_long_desc, "%s {xsays have you found %s?\n\r",
         quest_mob->pIndexData->short_descr, quest_object->short_descr );
      if ( quest_mob->long_descr != NULL )      
        free_string( quest_mob->long_descr );    
      quest_mob->long_descr = str_dup( new_long_desc );
      SET_BIT( quest_mob->act, PLR_NOSUMMON );
      REMOVE_BIT(quest_mob->act, ACT_AGGRESSIVE);
     /* T!!! */
      new_long_desc[0] = '\0';
      if ( quest_target->pIndexData->long_descr_orig != NULL )
        free_string( quest_target->pIndexData->long_descr_orig );
      quest_target->pIndexData->long_descr_orig = str_dup( quest_target->long_descr );
      sprintf( new_long_desc, "%s {xsays I stole the {x%s{x!\n\r",
        quest_target->pIndexData->short_descr, quest_object->short_descr );
      if ( quest_target->long_descr != NULL )     
        free_string( quest_target->long_descr );   
      quest_target->long_descr = str_dup( new_long_desc );

      SET_BIT( quest_target->act, PLR_NOSUMMON );

      send_to_char( "QUEST STARTED!\n\r\n\r", ch );
            
      sprintf( buf, "The questing mobile is: {x%s{x [In Room %d]\n\r", 
         quest_mob->pIndexData->short_descr, quest_mob->in_room->vnum );
      send_to_char( buf, ch );
      
      sprintf( buf, "Target Mobile is: {x%s{x [In Room %d]\n\r",
         quest_target->pIndexData->short_descr, quest_target->in_room->vnum );
      send_to_char( buf, ch );
      
      sprintf( buf, "Target Object is: {x%s{x.\n\r", quest_object->short_descr );
      send_to_char( buf, ch );
      
      sprintf( buf, "Quest Object is worth: %d QP, %d XP, %d raise points and %d GP\n\r",
         quest_object->value[0], quest_object->value[1],
         quest_object->value[4], quest_object->value[2] );
      send_to_char( buf, ch );
      
      return;
   }
   if ( !str_cmp( argument, "auto" ) )
   {
      send_to_char( "AutoQuest now initiated!\n\r", ch );
      auto_quest = TRUE;
	  quest_wait = 360;
      return;
   }
   
   
   return;
}