Example #1
0
void
gain_skill_prof(struct creature *ch, int skl)
{
    int learned;
    if (skl == SKILL_READ_SCROLLS || skl == SKILL_USE_WANDS)
        learned = 10;
    else
        learned = LEARNED(ch);

    // NPCs don't learn
    if (IS_NPC(ch))
        return;

    // You can't gain in a skill that you don't really know
    if (GET_LEVEL(ch) < SPELL_LEVEL(skl, GET_CLASS(ch))) {
        if (!IS_REMORT(ch))
            return;
        if (GET_LEVEL(ch) < SPELL_LEVEL(skl, GET_REMORT_CLASS(ch)))
            return;
    }
    // Check for remort classes too
    if (SPELL_GEN(skl, GET_CLASS(ch)) > 0 &&
        GET_REMORT_GEN(ch) < SPELL_GEN(skl, GET_CLASS(ch)))
        return;

    if (GET_SKILL(ch, skl) >= (learned - 10))
        if ((GET_SKILL(ch, skl) - GET_LEVEL(ch)) <= 66)
            SET_SKILL(ch, skl, GET_SKILL(ch, skl) + 1);
}
Example #2
0
void
perform_net_load(struct descriptor_data *d, char *arg)
{
    int skill_num, percent;
    long int cost;

    skip_spaces(&arg);
    if (!*arg) {
        d_printf(d, "Usage: load <program>\r\n");
        return;
    }

    skill_num = find_skill_num(arg);
    if (skill_num < 1) {
        d_printf(d, "Error: program '%s' not found\r\n", arg);
        return;
    }

    if ((SPELL_GEN(skill_num, CLASS_CYBORG) > 0
            && GET_CLASS(d->creature) != CLASS_CYBORG)
        || (GET_REMORT_GEN(d->creature) < SPELL_GEN(skill_num, CLASS_CYBORG))
        || (GET_LEVEL(d->creature) < SPELL_LEVEL(skill_num, CLASS_CYBORG))) {
        d_printf(d, "Error: resources unavailable to load '%s'\r\n", arg);
        return;
    }

    if (GET_SKILL(d->creature, skill_num) >= LEARNED(d->creature)) {
        d_printf(d, "Program fully installed on local system.\r\n");
        return;
    }

    cost = GET_SKILL_COST(d->creature, skill_num);
    d_printf(d, "Program cost: %10ld  Account balance; %'" PRId64 "\r\n",
        cost, d->account->bank_future);

    if (d->account->bank_future < cost) {
        d_printf(d, "Error: insufficient funds in your account\r\n");
        return;
    }

    withdraw_future_bank(d->account, cost);
    percent = MIN(MAXGAIN(d->creature),
        MAX(MINGAIN(d->creature), GET_INT(d->creature) * 2));
    percent = MIN(LEARNED(d->creature) -
        GET_SKILL(d->creature, skill_num), percent);
    SET_SKILL(d->creature, skill_num, GET_SKILL(d->creature,
            skill_num) + percent);
    d_printf(d,
        "Program download: %s terminating, %d percent transfer.\r\n",
        spell_to_str(skill_num), percent);
    if (GET_SKILL(d->creature, skill_num) >= LEARNED(d->creature))
        d_printf(d, "Program fully installed on local system.\r\n");
    else
        d_printf(d, "Program %d%% installed on local system.\r\n",
            GET_SKILL(d->creature, skill_num));
}
Example #3
0
/*
 * Core procedure for dragons.
 */
bool dragon( CHAR_DATA *ch, int sn )
{
    CHAR_DATA *victim;

    if ( ch->position != POS_FIGHTING )
	return FALSE;

    for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
    {
	if ( victim->deleted )
	    continue;
	if ( is_safe( ch, victim, FALSE ) )
	    continue;
	if ( is_fighting( victim, ch ) && number_bits( 2 ) == 0 )
	    break;
    }

    if ( !victim )
	return FALSE;

    ( *skill_table[ sn ].spell_fun )( sn, SPELL_LEVEL( ch, ch->level ), ch, victim, USAGE_SPECIAL );

    return TRUE;
}