Exemple #1
0
void do_gag( CHAR_DATA * ch, char *argument )
{
   CHAR_DATA *victim;
   int schance;

   if( argument[0] == '\0' )
   {
      send_to_char( "Syntax: Gag <victim>\n\r", ch );
      return;
   }

   if( ( victim = get_char_room( ch, argument ) ) == NULL )
   {
      send_to_char( "They are not here.\n\r", ch );
      return;
   }

   if( victim == ch )
   {
      send_to_char( "You can not gag yourself!\n\r", ch );
      return;
   }

   if( IS_NPC( victim ) )
   {
      send_to_char( "You can only gag players.\n\r", ch );
      return;
   }

   if( ( victim->position != POS_STUNNED ) && ( victim->position != POS_SLEEPING )
       && !IS_SET( victim->pcdata->act2, ACT_BOUND ) )
   {
      send_to_char( "They need to be stunned, asleep, or bound.\n\r", ch );
      return;
   }

   schance = ( int )( ch->pcdata->learned[gsn_gag] );

   if( number_percent(  ) < schance )
   {
      act( AT_WHITE, "You quickly place a gag over $N's mouth.", ch, NULL, victim, TO_CHAR );
      act( AT_WHITE, "$n roughly puts a gag over your mouth.", ch, NULL, victim, TO_VICT );
      act( AT_WHITE, "$n roughly places a gag on $N's mouth.", ch, NULL, victim, TO_NOTVICT );
      SET_BIT( victim->pcdata->act2, ACT_GAGGED );
      learn_from_success( ch, gsn_gag );
   }
   else
   {
      send_to_char( "You look puzzled as you wonder how to put on such a contraption.\n\r", ch );
      learn_from_failure( ch, gsn_gag );
   }

   return;
}
Exemple #2
0
void do_track( CHAR_DATA* ch, const char* argument)
{
    CHAR_DATA *vict;
    char arg[MAX_INPUT_LENGTH];
    int dir, maxdist;

    if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_track] <= 0 )
    {
        send_to_char( "You do not know of this skill yet.\r\n", ch );
        return;
    }

    one_argument( argument, arg );
    if( arg[0] == '\0' )
    {
        send_to_char( "Whom are you trying to track?\r\n", ch );
        return;
    }

    WAIT_STATE( ch, skill_table[gsn_track]->beats );

    if( !( vict = get_char_world( ch, arg ) ) )
    {
        send_to_char( "You can't find a trail of anyone like that.\r\n", ch );
        return;
    }

    maxdist = 100 + ch->level * 30;

    if( !IS_NPC( ch ) )
        maxdist = ( maxdist * LEARNED( ch, gsn_track ) ) / 100;

    dir = find_first_step( ch->in_room, vict->in_room, maxdist );

    switch ( dir )
    {
    case BFS_ERROR:
        send_to_char( "Hmm... something seems to be wrong.\r\n", ch );
        break;
    case BFS_ALREADY_THERE:
        send_to_char( "You're already in the same room!\r\n", ch );
        break;
    case BFS_NO_PATH:
        send_to_char( "You can't sense a trail from here.\r\n", ch );
        learn_from_failure( ch, gsn_track );
        break;
    default:
        ch_printf( ch, "You sense a trail %s from here...\r\n", dir_name[dir] );
        learn_from_success( ch, gsn_track );
        break;
    }
}
Exemple #3
0
void do_showbugs( CHAR_DATA * ch, char *argument )
{
   DESCRIPTOR_DATA *d;
   CHAR_DATA *victim;
   int schance;
   char buf2[MAX_STRING_LENGTH];
   SHIP_DATA *ship;
   BUG_DATA *pbug;
   char buf[MAX_STRING_LENGTH];
   schance = number_percent(  ) - 20;
   if( schance > ch->pcdata->learned[gsn_showbugs] )
   {
      send_to_char( "You can't figure out what to do.\n\r", ch );
      learn_from_failure( ch, gsn_showbugs );
      return;
   }
   send_to_char( "Player                Planet/Ship        Room Name\n\r", ch );
   send_to_char( "------                -----------        ---------\n\r", ch );

   for( d = first_descriptor; d; d = d->next )
      if( ( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && ( victim = d->character ) != NULL )
      {
         for( pbug = victim->first_bug; pbug; pbug = pbug->next_in_bug )
            if( !str_cmp( pbug->name, ch->name ) )
            {
               if( victim->in_room->area && victim->in_room->area->planet )
                  sprintf( buf2, "%s", victim->in_room->area->planet->name );
               else if( ( ship = ship_from_room( victim->in_room->vnum ) ) != NULL )
                  sprintf( buf2, "%s", ship->name );
               else
                  sprintf( buf2, "Unknown" );
               sprintf( buf, "%-21.21s %-18.18s %s\n\r", PERS( victim, ch ), buf2, victim->in_room->name );
               send_to_char( buf, ch );
               break;
            }
      }
   learn_from_success( ch, gsn_showbugs );
}
Exemple #4
0
void do_ambush( CHAR_DATA * ch, char *argument )
{
   CHAR_DATA *victim;
   int percent;

   if( argument[0] == '\0' )
   {
      send_to_char( "Syntax: Ambush <victim>\n\r", ch );
      return;
   }

   if( IS_NPC( ch ) )
   {
      send_to_char( "Only players may use this ability.\n\r", ch );
      return;
   }

   if( ( victim = get_char_room( ch, argument ) ) == NULL )
   {
      send_to_char( "How can you ambush someone who's not even here.\n\r", ch );
      return;
   }

   if( ch == victim )
   {
      send_to_char( "How can you possibly ambush yourself?\n\r", ch );
      return;
   }

   if( ch->position == POS_FIGHTING )
   {
      send_to_char( "You are already fighting someone!\n\r", ch );
      return;
   }

   if( victim->position == POS_FIGHTING )
   {
      send_to_char( "They are already fighting someone!\n\r", ch );
      return;
   }

   if( victim->position <= POS_STUNNED )
   {
      send_to_char( "Come now, there's no honor in that!\n\r", ch );
      return;
   }

   if( !IS_SET( ch->affected_by, AFF_SNEAK ) )
   {
      send_to_char( "You are moving far too loudly to ambush someone!\n\r", ch );
      return;
   }
   percent = number_percent(  ) - ( get_curr_lck( ch ) - 14 ) + ( get_curr_lck( victim ) - 13 );

   affect_strip( ch, gsn_sneak );
   affect_strip( ch, gsn_silent );
   REMOVE_BIT( ch->affected_by, AFF_HIDE );
   if( ch->race != RACE_DEFEL )  /* Defel has perm invis */
      REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
   if( ch->race != RACE_NOGHRI ) /* Noghri has perm sneak */
      REMOVE_BIT( ch->affected_by, AFF_SNEAK );


   act( AT_RED, "You jump out from behind $N and attack $M!", ch, NULL, victim, TO_CHAR );
   act( AT_RED, "$n jumps out from behind you and attacks you!", ch, NULL, victim, TO_VICT );
   act( AT_RED, "$n jumps out from behind $N and attacks $M!", ch, NULL, victim, TO_NOTVICT );
   if( !IS_AWAKE( victim ) || percent < ch->pcdata->learned[gsn_ambush] )
   {
      multi_hit( ch, victim, gsn_ambush );
      learn_from_success( ch, gsn_ambush );
   }
   else
   {
      learn_from_failure( ch, gsn_ambush );
      global_retcode = damage( ch, victim, 0, gsn_ambush );
   }
}
Exemple #5
0
void do_plantbug( CHAR_DATA * ch, char *argument )
{
   CHAR_DATA *victim;
   BUG_DATA *pbug;
   BUG_DATA *cbug;
   OBJ_DATA *obj;
   bool checkbug = FALSE;
   int schance;

   if( IS_NPC( ch ) )
      return;

   if( ( victim = get_char_room( ch, argument ) ) == NULL )
   {
      send_to_char( "They aren't here.\n\r", ch );
      return;
   }

   if( IS_NPC( victim ) )
   {
      send_to_char( "You can't bug NPC's!\n\r", ch );
      return;
   }

   if( IS_IMMORTAL( victim ) )
   {
      send_to_char( "Don't try to plant bugs on immortals.\n\r", ch );
      return;
   }

   if( in_arena( ch ) )
   {
      send_to_char( "You're here to FIGHT, not spy.\n\r", ch );
      return;
   }

   if( ch == victim )
   {
      send_to_char( "You can't bug yourself!\n\r", ch );
      return;
   }

   for( obj = ch->last_carrying; obj; obj = obj->prev_content )
      if( obj->item_type == ITEM_BUG )
         checkbug = TRUE;

   if( checkbug == FALSE )
   {
      send_to_char( "You don't have any bugs to plant.\n\r", ch );
      return;
   }

   for( cbug = victim->first_bug; cbug; cbug = cbug->next_in_bug )
      if( !str_cmp( ch->name, cbug->name ) )
      {
         send_to_char( "You have already planted a bug on this person.\n\r", ch );
         return;
      }

   schance = number_percent(  ) - UMIN( 0, ( get_curr_lck( ch ) - 14 ) ) + UMIN( 0, ( get_curr_lck( victim ) - 13 ) );

   if( schance < ch->pcdata->learned[gsn_plantbug] )
   {
      act( AT_WHITE, "You carefully reach into $N's pocket and place a bug.", ch, NULL, victim, TO_CHAR );
      CREATE( pbug, BUG_DATA, 1 );
      pbug->name = ch->name;
      LINK( pbug, victim->first_bug, victim->last_bug, next_in_bug, prev_in_bug );
      learn_from_success( ch, gsn_plantbug );

      for( obj = ch->last_carrying; obj; obj = obj->prev_content )
      {
         if( obj->item_type == ITEM_BUG )
         {
            separate_obj( obj );
            obj_from_char( obj );
            extract_obj( obj );
            break;
         }
      }
      return;
   }
   else
   {
      send_to_char( "&RYou try to find a pocket to plant the bug in but fail!\n\r", ch );
      learn_from_failure( ch, gsn_plantbug );
      if( number_bits( 0 ) == 0 )
         ch_printf( victim, "You feel a slight brush against your pocket to find %s's hand there.\n\r", PERS( ch, victim ) );
      return;
   }
}
Exemple #6
0
void do_bind( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *obj;
   OBJ_DATA *tobj;
   int schance;
   CHAR_DATA *victim;
   bool checkbinders = FALSE;

   if( argument[0] == '\0' )
   {
      send_to_char( "Syntax: Bind <victim>\n\r", ch );
      return;
   }

   if( ( victim = get_char_room( ch, argument ) ) == NULL )
   {
      send_to_char( "They are not here.\n\r", ch );
      return;
   }

   if( victim == ch )
   {
      send_to_char( "You can not bind yourself!\n\r", ch );
      return;
   }

   if( IS_NPC( victim ) )
   {
      send_to_char( "You can only bind players.\n\r", ch );
      return;
   }

   if( IS_SET( victim->pcdata->act2, ACT_BOUND ) )
   {
      send_to_char( "They've already been bound!\n\r", ch );
      return;
   }

   for( obj = ch->last_carrying; obj; obj = obj->prev_content )
      if( obj->item_type == ITEM_BINDERS )
      {
         checkbinders = TRUE;
         break;
      }

   if( checkbinders == FALSE )
   {
      send_to_char( "You don't have any binders to bind them with.\n\r", ch );
      return;
   }

   if( victim->position != POS_STUNNED && victim->position != POS_SLEEPING )
   {
      send_to_char( "They need to be stunned or asleep.\n\r", ch );
      return;
   }

   schance = ( int )( ch->pcdata->learned[gsn_bind] );

   if( number_percent(  ) < schance )
   {
      separate_obj( obj );
      obj_from_char( obj );
      obj_to_char( obj, victim );
      act( AT_WHITE, "You quickly bind $N's wrists.", ch, NULL, victim, TO_CHAR );
      act( AT_WHITE, "$n quickly binds your wrists.", ch, NULL, victim, TO_VICT );
      act( AT_WHITE, "$n quickly binds $N's wrists.", ch, NULL, victim, TO_NOTVICT );
      tobj = get_eq_char( ch, WEAR_BOTH_WRISTS );
      if( tobj )
         unequip_char( ch, tobj );

      equip_char( victim, obj, WEAR_BOTH_WRISTS );
      SET_BIT( victim->pcdata->act2, ACT_BOUND );
      learn_from_success( ch, gsn_bind );
   }
   else
   {
      send_to_char( "You peer at the binders, curious upon how to use them.\n\r", ch );
      learn_from_failure( ch, gsn_bind );
   }

   return;
}
Exemple #7
0
void do_buy( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    int maxgold;
    bool debit;
    OBJ_DATA *obj;    

    argument = one_argument( argument, arg );

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

    if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
    {
	char buf[MAX_STRING_LENGTH];
	CHAR_DATA *pet;
	ROOM_INDEX_DATA *pRoomIndexNext;
	ROOM_INDEX_DATA *in_room;

   if ( argument[0] == '\0' )
      debit = FALSE;
   else if ( !str_cmp( "atm", argument ) || !str_cmp( "debit", argument ) )
   {
      bool has_card = FALSE;
      
      for ( obj = ch->last_carrying; obj; obj = obj->prev_content )        
      {
          if ( obj->item_type == ITEM_DEBIT_CARD )
            has_card = TRUE;
      }   
      
     if ( has_card == TRUE )
      debit = TRUE;
     else
     {
       send_to_char( "You don't even have your card with you!\n\r", ch );
       return;    
     }    
    }

	if ( IS_NPC(ch) )
	    return;

	pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
	if ( !pRoomIndexNext )
	{
	    bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

	in_room     = ch->in_room;
	ch->in_room = pRoomIndexNext;
	pet         = get_char_room( ch, arg );
	ch->in_room = in_room;

	if ( pet == NULL || !IS_NPC( pet ) || !IS_SET(pet->act, ACT_PET) )
	{
	    send_to_char( "Sorry, you can't buy that here.\n\r", ch );
	    return;
	}

	if (( ch->gold < 10 * pet->top_level * pet->top_level ) && debit == FALSE)
	{
	    send_to_char( "You can't afford it.\n\r", ch );
	    return;
	}
	else if ( (ch->pcdata->bank < 10 * pet->top_level * pet->top_level) && debit == TRUE )
	{
	  send_to_char( "You dont have enough money in your bank account for it.\n\r", ch );
          return;    
        } 

	maxgold = 10 * pet->top_level * pet->top_level;
        if ( debit == FALSE )
	  ch->gold	-= maxgold; /* this was already here, btw */
	else
	  ch->pcdata->bank  -= maxgold;

	boost_economy( ch->in_room->area, maxgold );
	pet		= create_mobile( pet->pIndexData );
	SET_BIT(pet->act, ACT_PET);
	SET_BIT(pet->affected_by, AFF_CHARM);

	argument = one_argument( argument, arg );
	if ( arg[0] != '\0' )
	{
	    sprintf( buf, "%s %s", pet->name, arg );
	    STRFREE( pet->name );
	    pet->name = STRALLOC( buf );
	}

	sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r",
	    pet->description, ch->name );
	STRFREE( pet->description );
	pet->description = STRALLOC( buf );

	char_to_room( pet, ch->in_room );
	add_follower( pet, ch );
	send_to_char( "Enjoy your pet.\n\r", ch );
    	act( AT_ACTION, "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
	return;
    }
    else
    {
	CHAR_DATA *keeper;
	int cost;
	int noi = 1;		/* Number of items */
	sh_int mnoi = 20;	/* Max number of items to be bought at once */

	if ( ( keeper = find_keeper( ch ) ) == NULL )
	    return;

	maxgold = keeper->top_level * 10;

	if ( is_number( arg ) )
	{
	    noi = atoi( arg );
	    argument = one_argument( argument, arg );
	    if ( noi > mnoi )
	    {
		act( AT_TELL, "$n tells you 'I don't sell that many items at"
		  " once.'", keeper, NULL, ch, TO_VICT );
		ch->reply = keeper;
		return;
	    }
	}

    if ( argument[0] == '\0' )
      debit = FALSE;
    else if ( !str_cmp( "atm", argument ) || !str_cmp( "debit", argument ) )
    {
      bool has_card = FALSE;
      
      for ( obj = ch->last_carrying; obj; obj = obj->prev_content )        
      {
          if ( obj->item_type == ITEM_DEBIT_CARD )
            has_card = TRUE;
      }   
      
      if ( has_card == TRUE )
       debit = TRUE;
      else
      {
        send_to_char( "You don't even have your card with you!\n\r", ch );
        return;    
      }    
     }  

	obj  = get_obj_carry( keeper, arg );
	
	if ( !obj && arg[0] == '#' )
        {     
              int onum, oref;
              bool ofound = FALSE;
              
              onum =0;
              oref = atoi(arg+1);
              for ( obj = keeper->last_carrying; obj; obj = obj->prev_content )
	      { 
	        if ( obj->wear_loc == WEAR_NONE
	        &&   can_see_obj( ch, obj ) )
	            onum++;
                if ( onum == oref ) 
                {
                    ofound = TRUE;
                    break;
                }
                else if ( onum > oref )
                   break;
	      }
	      if (!ofound)
	         obj = NULL;
        }
	if (keeper->home != NULL && obj->cost > 0)
          cost= obj->cost;
	cost = ( get_cost( ch, keeper, obj, TRUE ) * noi );

	if( !IS_NPC(ch) && ch->pcdata->learned[gsn_bargain] > 0 && ch->pcdata->learned[gsn_bargain] > number_percent())
	 {
	   ch_printf(ch,"You are able to bargain from %d credits to %d credits!\n\r", cost, (cost/3)+(cost/2));
	   cost = (cost/3) + (cost/2);
	   if(number_percent() > 50)
	    learn_from_success(ch, gsn_bargain);
	 }

	if ( cost <= 0 || !can_see_obj( ch, obj ) )
	{
	    act( AT_TELL, "$n tells you 'I don't sell that -- try 'list'.'",
		keeper, NULL, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}

	if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) && ( noi > 1 ) )
	{
	    interpret( keeper, "laugh" );
	    act( AT_TELL, "$n tells you 'I don't have enough of those in stock"
	     " to sell more than one at a time.'", keeper, NULL, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}
	
	if ( ch->gold < cost && debit == FALSE)
	{
	    act( AT_TELL, "$n tells you 'You can't afford to buy $p.'",
		keeper, obj, ch, TO_VICT );
	    ch->reply = keeper;
	    return;
	}
	
        if ( ch->pcdata->bank < cost && debit == TRUE)
	{
	    send_to_char( "You are almost slide your card through, but you remember you don't have enough money!\n\r", ch );
	    return;	    
        }  

	if ( IS_SET(obj->extra_flags, ITEM_PROTOTYPE) 
             && get_trust( ch ) < LEVEL_IMMORTAL )
	{
	    act( AT_TELL, "$n tells you 'This is a only a prototype!  I can't sell you that...'", 
		keeper, NULL, ch, TO_VICT );
      	    ch->reply = keeper;
	    return;
	}

	if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
	{
	    send_to_char( "You can't carry that many items.\n\r", ch );
	    return;
	}

	if ( ch->carry_weight + ( get_obj_weight( obj ) * noi )
		+ (noi > 1 ? 2 : 0) > can_carry_w( ch ) )
	{
	    send_to_char( "You can't carry that much weight.\n\r", ch );
	    return;
	}

	if ( noi == 1 )
	{
	    if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) )  
	       separate_obj( obj );
	    act( AT_ACTION, "$n buys $p.", ch, obj, NULL, TO_ROOM );
    	    act( AT_ACTION, "You buy $p.", ch, obj, NULL, TO_CHAR );
	}
        else
	{
	    sprintf( arg, "$n buys %d $p%s.", noi,
		( obj->short_descr[strlen(obj->short_descr)-1] == 's'
		? "" : "s" ) );
	    act( AT_ACTION, arg, ch, obj, NULL, TO_ROOM );
	    sprintf( arg, "You buy %d $p%s.", noi,
		( obj->short_descr[strlen(obj->short_descr)-1] == 's'
		? "" : "s" ) );
	    act( AT_ACTION, arg, ch, obj, NULL, TO_CHAR );
	    act( AT_ACTION, "$N puts them into a bag and hands it to you.",
		ch, NULL, keeper, TO_CHAR );
	}

        if ( debit == FALSE )
	  ch->gold     -= cost; /* this line was already here, btw */
        else if ( debit == TRUE )
          ch->pcdata->bank     -= cost;
	keeper->gold += cost;

	if ( keeper->gold > maxgold )
	{
	    boost_economy( keeper->in_room->area, keeper->gold - maxgold/2 );
	    keeper->gold = maxgold/2;
	    act( AT_ACTION, "$n puts some credits into a large safe.", keeper, NULL, NULL, TO_ROOM );
	}

	if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
	{
	    OBJ_DATA *buy_obj, *bag;

	    buy_obj = create_object( obj->pIndexData, obj->level );

	    /*
	     * Due to grouped objects and carry limitations in SMAUG
	     * The shopkeeper gives you a bag with multiple-buy,
	     * and also, only one object needs be created with a count
	     * set to the number bought.		-Thoric
	     */
	    if ( noi > 1 )
	    {
		bag = create_object( get_obj_index( OBJ_VNUM_SHOPPING_BAG ), 1 );
		/* perfect size bag ;) */
		bag->value[0] = bag->weight + (buy_obj->weight * noi);
		buy_obj->count = noi;
		obj->pIndexData->count += (noi - 1);
		numobjsloaded += (noi - 1);
		obj_to_obj( buy_obj, bag );
		obj_to_char( bag, ch );
	    }
	    else
		obj_to_char( buy_obj, ch );
	}
        else
	{
	    obj_from_char( obj );
	    obj_to_char( obj, ch );
	}

	return;
    }
}
Exemple #8
0
void do_showmodules( CHAR_DATA *ch, char *argument ){
  SHIP_DATA *ship;
  MODULE_DATA *mod;
  char buf[MAX_STRING_LENGTH];
  char str[MAX_STRING_LENGTH];
  int i;
  long xpgain;
  int chance;
  
  chance = IS_NPC(ch) ? ch->top_level
     : (int) (ch->pcdata->learned[gsn_showmodules]);
    
  if((ship = ship_from_engine(ch->in_room->vnum)) == NULL){
  	send_to_char("You must be in the engine room of a ship.\n\r", ch);
  	return;
  }
  
  if ( number_percent( ) > chance ){
  	send_to_char("&RYou fail to find the module control panel.\n\r", ch);
  	learn_from_failure(ch, gsn_showmodules);
  	return;
  }  
  send_to_char("&z+--------------------------------------+\n\r", ch);
  send_to_char("&z| &RNum  Type                   Quantity &z|\n\r", ch);
  send_to_char("&z| &r---  ----                   -------- &z|\n\r", ch);
  i=0;
  for(mod=ship->first_module;mod;mod=mod->next){
      i++;
      if(mod->affect == AFFECT_PRIMARY)
        strcpy(str, "Primary Weapon");
      if(mod->affect == AFFECT_SECONDARY)
        strcpy(str, "Secondary Weapon");
      if(mod->affect == AFFECT_MISSILE)
        strcpy(str, "Missile");
      if(mod->affect == AFFECT_ROCKET)
        strcpy(str, "Rocket");
      if(mod->affect == AFFECT_TORPEDO)
        strcpy(str, "Torpedo");
      if(mod->affect == AFFECT_HULL)
        strcpy(str, "Hull");
      if(mod->affect == AFFECT_SHIELD)
        strcpy(str, "Shields");
      if(mod->affect == AFFECT_SPEED)
        strcpy(str, "Speed");
      if(mod->affect == AFFECT_HYPER)
        strcpy(str, "Hyperspeed");
      if(mod->affect == AFFECT_ENERGY)
        strcpy(str, "Energy");
      if(mod->affect == AFFECT_MANUEVER)
        strcpy(str, "Manuever");
      if(mod->affect == AFFECT_ALARM)
        strcpy(str, "Alarm");
      if(mod->affect == AFFECT_CHAFF)
        strcpy(str, "Chaff");
      if(mod->affect == AFFECT_SLAVE)
        strcpy(str, "Slave");
      if(mod->affect == AFFECT_TRACTOR)
        strcpy(str, "TRACTOR");     
 
      sprintf(buf, "&z| &P%2d&p)  &G&W%-22.22s %-8.8d &z|\n\r", i, str, mod->ammount);
      send_to_char(buf, ch);
  }
  send_to_char("&z+--------------------------------------+\n\r", ch);
  xpgain = UMAX(100,i * 100);
  gain_exp(ch, xpgain, TECHNICIAN_ABILITY);
  ch_printf( ch , " You gain %d experience for being a Technician.\n\r", xpgain );
  learn_from_success(ch, gsn_showmodules);
}
Exemple #9
0
void do_makejetpack( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    int level, chance, strength;
    bool checktool, checkbatt, checkchem, checkcirc, checkmetal;
    OBJ_DATA *obj;
    OBJ_INDEX_DATA *pObjIndex;
    int vnum;

    strcpy( arg , argument );

    switch( ch->substate )
    {
    	default:
    	        if ( arg[0] == '\0' )
                {
                  send_to_char( "&RUsage: Makejetpack <Name>\n\r&w", ch);
                  return;
                }

                checktool  = FALSE;
                checkbatt  = FALSE;
                checkchem  = FALSE;
                checkcirc  = 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_BATTERY)
                    checkbatt = TRUE;
                  if (obj->item_type == ITEM_CIRCUIT)
                    checkcirc = TRUE;
                  if (obj->item_type == ITEM_CHEMICAL)
                    checkchem = TRUE;
                  if (obj->item_type == ITEM_RARE_METAL)
                    checkmetal = TRUE;
                }

                if ( !checktool )
                {
                   send_to_char( "&RYou need toolkit to make the Jetpack\n\r", ch);
                   return;
                }

                if ( !checkmetal )
                {
                   send_to_char( "&RYou need a piece metal to craft the Jetpack.\n\r", ch);
                   return;
                }

                if ( !checkbatt )
                {
                   send_to_char( "&RYou need a battery for the mechanism 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 for the combustion.\n\r", ch);
                   return;
                }

                chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makejetpack]);
                if ( number_percent( ) < chance )
                {
                   send_to_char( "&GYou begin the long process of crafting a Jetpack\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 , 15 , do_makejetpack , 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_makejetpack );
                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_makejetpack]);
    vnum = 88;

    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;
    checkmetal = 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_RARE_METAL && checkmetal == FALSE)
       {
          separate_obj( obj );
          obj_from_char( obj );
          extract_obj( obj );
          checkmetal = TRUE;
       }
    }

    chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makejetpack]) ;

    if ( number_percent( ) > chance*2  || ( !checktool ) || ( !checkmetal )
         || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) )
    {
       send_to_char( "You hit the 'on' switch and watch the Jetpack explode into pieces.", ch);
       learn_from_failure( ch, gsn_makejetpack );
       return;
    }

    obj = create_object( pObjIndex, level );

    obj->item_type = ITEM_ARMOR;
    SET_BIT( obj->wear_flags, ITEM_TAKE );
    SET_BIT( obj->wear_flags, ITEM_WEAR_BACK );
    obj->level = level;
    obj->weight = 1;
    STRFREE( obj->name );
    strcpy( buf , arg );
    obj->name = STRALLOC( buf );
    strcpy( buf, arg );
    STRFREE( obj->short_descr );
    obj->short_descr = STRALLOC( buf );
    STRFREE( obj->description );
    strcat( buf, " was left behind here." );
    obj->description = STRALLOC( buf );

    obj->value[0] = 0;
    obj->value[0] = 0;
    obj->value[0] = 0;
    obj->cost = 5000;

    obj = obj_to_char( obj, ch );

    send_to_char( "&GYou finish your work and hold up your newly created Jetpack.&w\n\r", ch);
    act( AT_PLAIN, "$n finishes making $s new Jetpack.", 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_makejetpack );
}
Exemple #10
0
void do_removebug(CHAR_DATA *ch, char *argument)
{
 CHAR_DATA *victim;
 char arg[MAX_STRING_LENGTH];
 int chance;
 BUG_DATA *bugs;

 argument = one_argument( argument, arg ); 

switch( ch->substate )
{
  default:

   if( arg[0] == '\0')
   {
     send_to_char("Syntax: removebug <person>\n\r", ch);
     return;
   }


   victim = get_char_room(ch, arg);

   if(!victim)
   {
     send_to_char("They aren't here.\n\r", ch);
     return;
   }

   if( IS_NPC(victim))
   {
     send_to_char("You can only do that to players.\n\r", ch);
     return;
   }

   chance = IS_NPC(ch) ? ch->top_level : (int)(ch->pcdata->learned[gsn_scanbugs]);

   if(number_percent() < chance + 20)
   {
    send_to_char("&w&GYou begin to pick at a bug, trying to remove it without notifying the owner...\n\r", ch);
    act( AT_PLAIN, "$n takes $s toolkit and begins removing a bug from $N.", ch, NULL, victim, TO_NOTVICT );
    act( AT_PLAIN, "$n takes $s toolkit and begins removing a bug from you.", ch, NULL, victim, TO_VICT);
    add_timer ( ch , TIMER_DO_FUN , 1 , do_removebug , 1 );
    ch->dest_buf = str_dup(arg);
    return;
   }
   send_to_char("You look curiously at the bug, unsure of how to remove it.\n\r", ch);
   learn_from_failure(ch, gsn_removebug);
   return;

  case 1:
 	if ( !ch->dest_buf )
       		return;
	 strcpy(arg, ch->dest_buf);
 	 DISPOSE( ch->dest_buf);
	 ch->dest_buf = NULL;
	 break;

  case SUB_TIMER_DO_ABORT:
	DISPOSE( ch->dest_buf );
	 ch->dest_buf = NULL;
	ch->substate = SUB_NONE;                                       
  	send_to_char("&RYou are interrupted and fail to finish removing the bug.\n\r", ch);
  	return;

}

    ch->substate = SUB_NONE;

 chance = IS_NPC(ch) ? ch->top_level : (int)(ch->pcdata->learned[gsn_scanbugs]);


   victim = get_char_room(ch, arg);

   if(!victim)
   {
    send_to_char("Your victim left before you finished removing the bug!\n\r", ch);
    return;
   }

  if ( number_percent( ) > chance*2 || !victim->first_bug)
   {
	send_to_char("&w&RYou fiddle with the bug, and suddenly a small beeper goes off...\n\r", ch);
	send_to_char("&w&RIt appears you've failed.\n\r", ch);
	learn_from_failure(ch, gsn_scanbugs);
	return;
   }

   if(victim->first_bug)
      bugs = victim->first_bug;
  
   UNLINK(bugs, victim->first_bug, victim->last_bug, next_in_bug, prev_in_bug);
   STRFREE(bugs->name);
   DISPOSE(bugs);
   send_to_char("&w&GWith a satisfying *click*, you detach the bug and smash it.\n\r", ch);
   learn_from_success( ch, gsn_removebug);
    {
         long xpgain;

         xpgain = (ch->experience[TECHNICIAN_ABILITY]/25);
         gain_exp(ch, xpgain, TECHNICIAN_ABILITY);
         ch_printf( ch , "You gain %d technician experience.", xpgain );
    } 

return;
}
Exemple #11
0
void do_scanbugs( CHAR_DATA *ch, char *argument )
{
 CHAR_DATA *victim;
 
 char arg[MAX_STRING_LENGTH];
 
 int chance;
 
 BUG_DATA *bugs;
 int i;
 
 argument = one_argument( argument, arg ); 

switch( ch->substate )
{
  default:

   if( arg[0] == '\0')
   {
     send_to_char("Syntax: checkbugs <person>\n\r", ch);
     return;
   }


   victim = get_char_room(ch, arg);

   if(!victim)
   {
     send_to_char("They aren't here.\n\r", ch);
     return;
   }

   if( IS_NPC(victim))
   {
     send_to_char("You can only do that to players.\n\r", ch);
     return;
   }
   
   chance = IS_NPC(ch) ? ch->top_level : (int)(ch->pcdata->learned[gsn_scanbugs]);

   if(number_percent() - 20 < chance)
   {
    send_to_char("&w&GScanning...\n\r", ch);
    act( AT_PLAIN, "$n takes a scanner and begins to scan $N.", ch, NULL, victim, TO_NOTVICT );
    act( AT_PLAIN, "$n takes a scanner and begins to scan you for bugs.", ch, NULL, victim, TO_VICT);
    add_timer ( ch , TIMER_DO_FUN , 10 , do_scanbugs , 1 );
    ch->dest_buf = str_dup(arg);
    return;
   }
   send_to_char("You punch random buttons on the scanner, unsure of what you are doing.\n\r", ch);
   learn_from_failure(ch, gsn_scanbugs);
   return;

  case 1:
 	if ( !ch->dest_buf )
       		return;
	 strcpy(arg, ch->dest_buf);
 	 DISPOSE( ch->dest_buf);
	 ch->dest_buf = NULL;
	 break;

  case SUB_TIMER_DO_ABORT:
	DISPOSE( ch->dest_buf );
	 ch->dest_buf = NULL;
	ch->substate = SUB_NONE;                                       
  	send_to_char("&RYou are interupted and fail to finish scanning.\n\r", ch);
  	return;

}

    ch->substate = SUB_NONE;

 chance = IS_NPC(ch) ? ch->top_level : (int)(ch->pcdata->learned[gsn_scanbugs]);

  if ( number_percent( ) > chance*2 + 20)
   {
	send_to_char("&w&RYou struggle with the scanner, furious in your ignorance of its abilities.\n\r", ch);
	learn_from_failure(ch, gsn_scanbugs);
	return;
   }

   victim = get_char_room(ch, arg);

   if(!victim)
   {
    send_to_char("Your victim left before you finished scanning!\n\r", ch);
    return;
   }

   i=0;
   for(bugs=victim->first_bug;bugs;bugs=bugs->next_in_bug)
     i++;

   if(i >= 1)
	ch_printf(ch, "&w&GScan Complete. %d bugs apparent.\n\r", i);
   else
	send_to_char("&w&GScan Complete. No bugs apparent.\n\r", ch);

   learn_from_success(ch, gsn_scanbugs);

    {
         long xpgain;

         xpgain = (ch->experience[TECHNICIAN_ABILITY]/30);
         gain_exp(ch, xpgain, TECHNICIAN_ABILITY);
         ch_printf( ch , "You gain %d technician experience.", xpgain );
    } 

return;
}
Exemple #12
0
void do_shipmaintenance(CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    char log_buf[MAX_INPUT_LENGTH];
    int chance, change, bombs=0;
    long xp;
    SHIP_DATA *ship;
    OBJ_DATA *obj;
    int oldbombs;
    
    strcpy( arg, argument );    
    
    if( (ch->pcdata->learned[gsn_shipmaintenance]) <= 0)
    {
	send_to_char("Huh?\n\r", ch);
	return;
    }

    switch( ch->substate )
    { 
    	default:
    	        if (  (ship = ship_from_engine(ch->in_room->vnum))  == NULL )
    	        {
    	            send_to_char("&RYou must be in the engine room of a ship to do that!\n\r",ch);
    	            return;
    	        }
                
                chance = IS_NPC(ch) ? ch->top_level
	                 : (int) (ch->pcdata->learned[gsn_shipmaintenance]);
                if ( number_percent( ) < chance )
    		{
    		   send_to_char( "&GYou start performing basic maintenance on your ship...\n\r", ch);
    		   act( AT_PLAIN, "$n begins some basic ship maintenance.", ch,
		        NULL, argument , TO_ROOM );
    		     add_timer ( ch , TIMER_DO_FUN , 15 , do_shipmaintenance , 1 );
    		   ch->dest_buf = str_dup(arg);
    		   return;
	        }
	        send_to_char("&RYou fail to perform even the most basic of ship maintenance skills.\n\r",ch);
		learn_from_failure(ch,gsn_shipmaintenance);
    	   	return;	
    	
    	case 1:
    		if ( !ch->dest_buf )
    		   return;
    		strcpy(arg, ch->dest_buf);
    		DISPOSE( ch->dest_buf);
    		break;
    		
    	case SUB_TIMER_DO_ABORT:
    		DISPOSE( ch->dest_buf );
    		ch->substate = SUB_NONE;
    	        send_to_char("&RYou are distracted and fail to finish your maintenance.\n\r", ch);
    		return;
    }
    
    ch->substate = SUB_NONE;
    
    if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL )
    {  
       return;
    }
    
        change = URANGE( 0 , 
                         number_range( (int) ( ch->pcdata->learned[gsn_shipmaintenance] / 2 ) , (int) (ch->pcdata->learned[gsn_shipmaintenance]) ),
                         ( ship->maxhull - ship->hull ) );
        ship->hull += change;
	ship->chaff = ship->maxchaff;
	ship->missiles = ship->maxmissiles;
	ship->torpedos = ship->maxtorpedos;
	ship->rockets = ship->maxrockets;

	oldbombs = ship->bombs;


	for(obj = ch->last_carrying; obj; obj = obj->prev_content )
	{
	 if(ship->maxbombs - bombs == 0)
	  break;

	if(obj->item_type == ITEM_SHIPBOMB)
	{

	if(ship->bombs > 0 && ship->lowbombstr > 0 && ship->hibombstr > 0)
	{
	ship->lowbombstr = (((ship->lowbombstr*ship->bombs)+obj->value[0])/(ship->bombs + 1));
	    sprintf(log_buf, "Ships lowbombstr is %d", ship->lowbombstr);
	    log_string(log_buf);

	ship->hibombstr = ((ship->hibombstr * ship->bombs)+(int)obj->value[1])/(ship->bombs + 1);
	    sprintf(log_buf, "Ships hibombstr is %d", ship->hibombstr);
	    log_string(log_buf);
	  }
	  else
	  {
	    ship->lowbombstr = obj->value[0];
	    ship->hibombstr = obj->value[1];
	  }

	    if(obj->count > (ship->maxbombs - bombs))
	    {
	      obj->count -= (ship->maxbombs - bombs);
	      ship->bombs += (ship->maxbombs - bombs);
	      break;
	    }
	    else
	    {
	      ship->bombs += obj->count;
	      obj_from_char(obj);
	      extract_obj(obj);
	    }
	 }//if check
 	}// for loop	

        ch_printf( ch, "&GRepairs complete.. Hull raised %d points, ship weaponry and chaff restocked.\n\r", change );
	if(ship->bombs > oldbombs)
	   ch_printf( ch, "&G%d bombs loaded into ship from inventory.\n\r", ship->bombs - oldbombs);

    act( AT_PLAIN, "$n finishes patching the hull and restocking the ship.", ch,
         NULL, argument , TO_ROOM );

    xp = get_ship_value( ship )/100;
    ch_printf( ch, "&WYou gain %ld points of technician experience!\n\r", (get_ship_value(ship)/100) );
    gain_exp( ch , xp , TECHNICIAN_ABILITY );    	
    
    learn_from_success( ch, gsn_shipmaintenance );
    return;
    

}
Exemple #13
0
/* The effectiveness of the modules can vary depending on the level of the technitian's makemodule skill */
void do_makemodule( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    int affecttype, affectammount;
    char name[MAX_STRING_LENGTH];
    int level, chance;
    bool checklens, checkbat, checksuper, checkcircuit, checktool; 
    OBJ_DATA *obj;
    OBJ_INDEX_DATA *pObjIndex;
            
    argument = one_argument( argument, arg );


    switch( ch->substate )
    { 
    	default:
    	        
     		if(str_cmp(arg, "hull") && str_cmp( arg, "slave") && str_cmp( arg, "tractor") && str_cmp(arg, "torpedo") && str_cmp(arg, "rocket") && str_cmp(arg, "missile") && str_cmp(arg, "primary") && str_cmp(arg, "secondary") && str_cmp(arg, "shield") && str_cmp(arg, "speed") && str_cmp(arg, "hyperspeed") && str_cmp(arg, "energy") && str_cmp(arg, "manuever") && str_cmp(arg, "chaff") && str_cmp(arg, "alarm")){
    		  send_to_char("Modules may affect the following aspects of the ship:\n\rPrimary, Secondary, Missile, Rocket, Torpedo, Hull, Shield, Speed, Hyperspeed, Energy, Manuever, Slave, Tractor, Chaff, and Alarm.\n\r", ch);
    		  return;
    		}
                checklens = FALSE;
                checkbat = FALSE;
                checksuper = FALSE;
                checkcircuit = FALSE;
                checktool = 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_LENS)
                    checklens = TRUE;
                  if (obj->item_type == ITEM_BATTERY)
          	    checkbat = TRUE;
                  if (obj->item_type == ITEM_SUPERCONDUCTOR)
                    checksuper = TRUE;
                  if (obj->item_type == ITEM_CIRCUIT)
                    checkcircuit = TRUE;
                  if (obj->item_type == ITEM_TOOLKIT)
                    checktool = TRUE;
          	    
                }
                
                if ( !checklens )
                {
                   send_to_char( "&RYou need a lens to control the energy.\n\r", ch);
                   return;
                }
 
                if ( !checkbat )
                {
                   send_to_char( "&RYou need a battery to power the module.\n\r", ch);
                   return;
                }

                if ( !checksuper )
                {
                   send_to_char( "&RYou need a superconductor to focus the energy.\n\r", ch);
                   return;
                }

                if ( !checkcircuit )
                {
                   send_to_char( "&RYou need a circuit board to control the module.\n\r", ch);
                   return;
                }

                if ( !checktool )
                {
                   send_to_char( "&RYou need a toolkit to build the module.\n\r", ch);
                   return;
                }
                
                
                

    	        chance = IS_NPC(ch) ? ch->top_level
	                 : (int) (ch->pcdata->learned[gsn_makemodule]);
                if ( number_percent( ) < chance )
    		{
    		   send_to_char( "&GYou begin the long process of creating a module.\n\r", ch);
    		   act( AT_PLAIN, "$n takes $s tools and begins to work.", ch,
		        NULL, argument , TO_ROOM );
		   add_timer ( ch , TIMER_DO_FUN , 10 , do_makemodule , 1 );
    		   ch->dest_buf = str_dup(arg);
    		   return;
	        }
	        send_to_char("&RYou can't figure out what to do.\n\r",ch);
	        learn_from_failure( ch, gsn_makemodule );
    	   	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_makemodule]);



    if ( ( pObjIndex = get_obj_index( MODULE_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;
    }    
    
    checklens = FALSE;
    checkbat = FALSE;
    checksuper = FALSE;
    checkcircuit = FALSE;
    checktool = FALSE;
    
    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 == FALSE)
       {
          checklens = TRUE;
          separate_obj( obj );
          obj_from_char( obj );
       }
       if (obj->item_type == ITEM_BATTERY && checkbat == FALSE)
       {
          checkbat = TRUE;
          separate_obj( obj );
          obj_from_char( obj );
       }
       if (obj->item_type == ITEM_SUPERCONDUCTOR && checksuper == FALSE)
       {
          checksuper = TRUE;
          separate_obj( obj );
          obj_from_char( obj );
       }
       if (obj->item_type == ITEM_CIRCUIT && checkcircuit == FALSE)
       {
          checkcircuit = TRUE;
          separate_obj( obj );
          obj_from_char( obj );
       }
       
    }                            
    
    chance = IS_NPC(ch) ? ch->top_level
                : (int) (ch->pcdata->learned[gsn_makemodule]) ;            
                
    if ( number_percent( ) > chance*2  || ( !checklens ) || ( !checktool ) || ( !checkbat ) || ( !checksuper ) || ( !checkcircuit ) )
    {
       send_to_char( "&RYou hold up your newly created module.\n\r", ch);
       send_to_char( "&RThe module begins to shake violently turning red hot!\n\r", ch);
       send_to_char( "&RYou drop it as it begins to burn your hand and then.. It disintigrates!\n\r", ch);
       learn_from_failure( ch, gsn_makemodule );
       return;
    }

    if(!str_cmp(arg, "primary")){
      affecttype = AFFECT_PRIMARY;
      affectammount = 1;
      strcpy(name, "A Primary Weapons Module");
    }

    if(!str_cmp(arg, "secondary")){
      affecttype = AFFECT_SECONDARY;
      affectammount = 1;
      strcpy(name, "A Secondary Weapons Module");
    }

    if(!str_cmp(arg, "slave"))
    {
      affecttype = AFFECT_SLAVE;
      affectammount = (level / 4);
      strcpy(name, "A Slave Module");
    }

    if(!str_cmp(arg, "tractor"))
    {
      affecttype = AFFECT_TRACTOR;
      affectammount = 1;
      strcpy(name, "A Tractor Beam Module");
    }

    if(!str_cmp(arg, "missile")){
      affecttype = AFFECT_MISSILE;
      affectammount = (level / 20);
      strcpy(name, "A Missile Module");
    }

    if(!str_cmp(arg, "rocket")){
      affecttype = AFFECT_ROCKET;
      affectammount = (level / 20);
      strcpy(name, "A Rocket Module");
    }

    if(!str_cmp(arg, "torpedo")){
      affecttype = AFFECT_TORPEDO;
      affectammount = (level / 20);
      strcpy(name, "A Torpedo Module");
    }

    if(!str_cmp(arg, "hull")){
      affecttype = AFFECT_HULL;
      affectammount = (level / 2);
      strcpy(name, "A Hull Module");
    }

    if(!str_cmp(arg, "shield")){
      affecttype = AFFECT_SHIELD;
      affectammount = (level/5);
      strcpy(name, "A Shield Module");
    }
    if(!str_cmp(arg, "speed")){
      affecttype = AFFECT_SPEED;
      affectammount = (level / 10);
      strcpy(name, "A Speed Module");
    }
    if(!str_cmp(arg, "hyperspeed")){
      affecttype = AFFECT_HYPER;
      affectammount = 1;
      strcpy(name, "A Hyperspeed Module");
    }
    if(!str_cmp(arg, "energy")){
      affecttype = AFFECT_ENERGY;
      affectammount = (level * 5);
      strcpy(name, "An Energy Module");
    }
    if(!str_cmp(arg, "manuever")){
      affecttype = AFFECT_MANUEVER;
      affectammount = (level / 10);
      strcpy(name, "A Manuever Module");
    }
    if(!str_cmp(arg, "alarm"))
    {
      affecttype = AFFECT_ALARM;
      affectammount = 1;
      strcpy(name, "An Alarm Module");
    }
    if(!str_cmp(arg, "chaff"))
    {
      affecttype = AFFECT_CHAFF;
      affectammount = URANGE(1,(level / 33), 3);
      strcpy(name, "A Chaff Module");
    }


    
    obj = create_object( pObjIndex, level );
    obj->item_type = ITEM_MODULE;
    SET_BIT( obj->wear_flags, ITEM_TAKE );
    obj->level = level;
    STRFREE( obj->name );
    obj->name = STRALLOC( name );
    STRFREE( obj->short_descr );
    obj->short_descr = STRALLOC( name );        
    STRFREE( obj->description );
    strcat( name, " was dropped here." );
    obj->description = STRALLOC( name );
    
    obj->value[0] = affecttype;
    obj->value[1] = affectammount;
    obj->value[2] = 0;      
    obj->cost = (level * affecttype * affectammount);
                                                                    
    obj = obj_to_char( obj, ch );
                                                            
    send_to_char( "&GYou finish your work and hold up your newly created module.&w\n\r", ch);
    act( AT_PLAIN, "$n finishes creating a new module.", ch,
         NULL, argument , TO_ROOM );
    
    {
         long xpgain;
         
         xpgain = ((ch->skill_level[TECHNICIAN_ABILITY]+1) * 200);
         gain_exp(ch, xpgain, TECHNICIAN_ABILITY);
         ch_printf( ch , "You gain %d technician experience.", xpgain );
    }
        learn_from_success( ch, gsn_makemodule );
}
Exemple #14
0
void do_removemodule( CHAR_DATA *ch, char *argument )
{
  SHIP_DATA *ship;
  bool checktool;
  OBJ_DATA *obj;
  char arg[MAX_INPUT_LENGTH];
  char buf[MAX_INPUT_LENGTH];
  MODULE_DATA *mod;
  int  chance;
  int num,i;

  strcpy( arg , argument );
  checktool = FALSE;
  switch( ch->substate )
   {
    default:
    if ( (ship = ship_from_engine(ch->in_room->vnum)) != NULL )
      {
      	ship = ship_from_engine(ch->in_room->vnum);
      }

     if (!ship)
      {
    	send_to_char("You need to be in the ships engine room.\n\r", ch);
    	return;
      }

     if(arg[0] == '\0' || atoi(arg) == 0)
      {
	send_to_char("Remove WHICH module? Use the number next to it on showmodules.\n\r", ch);
	return;
      }

     for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
      {
      	if (obj->item_type == ITEM_TOOLKIT)
      	  checktool = TRUE;
      }

     if ( checktool == FALSE )
      {
      	send_to_char("You need a toolkit to remove a module.\n\r", ch);
      	return;
      }
     i=0;
     num = atoi(argument);
     for(mod=ship->first_module;mod;mod=mod->next)
       i++;
     
     if (i < num || i == 0)
     {
       send_to_char("No such module installed.\n\r", ch);
       return;
     }
           
     chance = IS_NPC(ch) ? ch->top_level
        : (int) (ch->pcdata->learned[gsn_removemodule]);
     if ( number_percent( ) < chance )
      {
      	strcpy(arg, argument);
  	ch->dest_buf   = str_dup(arg);
       	send_to_char( "&GYou begin the long process of removing a module.\n\r", ch);
    	sprintf(buf, "$n takes out $s toolkit and begins to work.\n\r");
     	act( AT_PLAIN, buf, ch, NULL, argument , TO_ROOM );
     	
     	add_timer ( ch , TIMER_DO_FUN , 5 , do_removemodule , 1 );
    	return;
      }

      send_to_char("&RYou are unable to figure out what to do.\n\r",ch);
      learn_from_failure( ch, gsn_removemodule );
      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.\n\r", ch);
    	  return;
     }
     ch->substate = SUB_NONE;

     for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
      {
         if (obj->item_type == ITEM_TOOLKIT)
           checktool = TRUE;
           
      }
    chance = IS_NPC(ch) ? ch->top_level
               : (int) (ch->pcdata->learned[gsn_removemodule]);

    ship = ship_from_engine(ch->in_room->vnum);
    if (!ship){
      send_to_char("Error: Something went wrong. Contact an Admin!\n\r", ch);
      return;
    }

    if ( number_percent( ) > chance*2 )
     {
       send_to_char("&RYou finish removing the module and everything's looking good...\n\r", ch);
       send_to_char("&RThen you realize you removed the hyperdrive energy core. OOPS!\n\r", ch);
       learn_from_failure( ch, gsn_removemodule );
       return;
     }
      num = atoi(arg);
      i=0;
      for(mod=ship->first_module;mod;mod=mod->next)
      {
        i++;
        if (i == num)
	{
    	 if(mod->affect == AFFECT_PRIMARY)
          ship->primaryCount-=mod->ammount;
         if(mod->affect == AFFECT_SECONDARY)
          ship->secondaryCount-=mod->ammount;
         if(mod->affect == AFFECT_MISSILE)
           {
              ship->maxmissiles-=mod->ammount;
              ship->missiles=ship->maxmissiles;
           }
         if(mod->affect == AFFECT_ROCKET)
           {
              ship->maxrockets-=mod->ammount;
              ship->rockets=ship->maxrockets;
           }
         if(mod->affect == AFFECT_TORPEDO)
           {
              ship->maxtorpedos-=mod->ammount;
              ship->torpedos=ship->maxtorpedos;
           }
      	 if(mod->affect == AFFECT_HULL)
          ship->maxhull-=mod->ammount;
      	 if(mod->affect == AFFECT_SHIELD)
          ship->maxshield-=mod->ammount;
      	 if(mod->affect == AFFECT_SPEED)
          ship->realspeed-=mod->ammount;
      	 if(mod->affect == AFFECT_HYPER)
          ship->hyperspeed+=mod->ammount;
      	 if(mod->affect == AFFECT_ENERGY)
          ship->maxenergy-=mod->ammount;
      	 if(mod->affect == AFFECT_MANUEVER)
          ship->manuever-=mod->ammount;
         if(mod->affect == AFFECT_ALARM)
          ship->alarm-=mod->ammount;
      	 if(mod->affect == AFFECT_CHAFF)
          ship->maxchaff-=mod->ammount;
         if(mod->affect == AFFECT_SLAVE)
          ship->slave-=mod->ammount;     
         if(mod->affect == AFFECT_TRACTOR)
          ship->tractorbeam-=mod->ammount;

     UNLINK(mod, ship->first_module, ship->last_module, next, prev);
          DISPOSE(mod);
          save_ship(ship);
          break;
        }        
      }
      
      send_to_char("You finish removing the module and toss the extra scraps away.\n\r", ch);

     {
      long xpgain;      
      xpgain = ((ch->skill_level[TECHNICIAN_ABILITY]+1) * 300);
      gain_exp(ch, xpgain, TECHNICIAN_ABILITY);
      ch_printf( ch , " You gain %d experience for being a Technician.\n\r", xpgain );
      learn_from_success( ch, gsn_removemodule ) ;
     }
      return;
}
Exemple #15
0
void do_sharpen( CHAR_DATA * ch, char *argument )
{
   OBJ_DATA *obj;
   OBJ_DATA *pobj;
   char arg[MAX_INPUT_LENGTH];
   AFFECT_DATA *paf;
   int percent;
   int level;

   one_argument( argument, arg );

   if( arg[0] == '\0' )
   {
      send_to_char( "What do you wish to sharpen?\r\n", ch );
      return;
   }

   if( ms_find_obj( ch ) )
      return;

   if( !( obj = get_obj_carry( ch, arg ) ) )
   {
      send_to_char( "You do not have that weapon.\r\n", ch );
      return;
   }

   if( obj->item_type != ITEM_WEAPON )
   {
      send_to_char( "You can't sharpen something that's not a weapon.\r\n", ch );
      return;
   }

   /*
    * Let's not allow people to sharpen bludgeons and the like ;) 
    */
   /*
    * small mods to make it more generic.. --Cronel 
    */
   if( obj->value[3] != DAM_HIT
       && obj->value[3] != DAM_SLICE
       && obj->value[3] != DAM_STAB
       && obj->value[3] != DAM_SLASH
       && obj->value[3] != DAM_CLAW && obj->value[3] != DAM_BITE && obj->value[3] != DAM_PIERCE )
   {
      send_to_char( "You can't sharpen that type of weapon!\r\n", ch );
      return;
   }

   if( obj->value[5] == 1 )   /* see reason below when setting */
   {
      send_to_char( "It is already as sharp as it's going to get.\r\n", ch );
      return;
   }

   for( pobj = ch->first_carrying; pobj; pobj = pobj->next_content )
   {
      if( pobj->pIndexData->vnum == OBJ_VNUM_SHARPEN )
         break;
   }

   if( !pobj )
   {
      send_to_char( "You do not have a sharpening stone.\r\n", ch );
      return;
   }

   WAIT_STATE( ch, skill_table[gsn_sharpen]->beats );
   /*
    * Character must have the dexterity to sharpen the weapon nicely, 
    * * if not, damage weapon 
    */
   if( !IS_NPC( ch ) && get_curr_dex( ch ) < 17 )
   {
      separate_obj( obj );
      if( obj->value[0] <= 1 )
      {
         act( AT_OBJECT, "$p breaks apart and falls to the ground in pieces!.", ch, obj, NULL, TO_CHAR );
         extract_obj( obj );
         learn_from_failure( ch, gsn_sharpen );
         return;
      }
      else
      {
         obj->value[0]--;
         act( AT_GREEN, "You clumsily slip and damage $p!", ch, obj, NULL, TO_CHAR );
         return;
      }
   }

   percent = ( number_percent(  ) - get_curr_lck( ch ) - 15 ); /* too low a chance to damage? */

   separate_obj( pobj );
   if( !IS_NPC( ch ) && percent > ch->pcdata->learned[gsn_sharpen] )
   {
      act( AT_OBJECT, "You fail to sharpen $p correctly, damaging the stone.", ch, obj, NULL, TO_CHAR );
      if( pobj->value[0] <= 1 )
      {
         act( AT_OBJECT, "The sharpening stone crumbles apart from misuse.", ch, pobj, NULL, TO_CHAR );
         extract_obj( pobj );
         learn_from_failure( ch, gsn_sharpen );
         return;
      }
      pobj->value[0]--;
      learn_from_failure( ch, gsn_sharpen );
      return;
   }
   level = ch->level;
   separate_obj( obj );
   act( AT_SKILL, "With skill and precision, you sharpen $p to a fine edge.", ch, obj, NULL, TO_CHAR );
   act( AT_SKILL, "With skill and precision, $n sharpens $p.", ch, obj, NULL, TO_ROOM );
   CREATE( paf, AFFECT_DATA, 1 );
   paf->type = -1;
   paf->duration = -1;
   paf->location = APPLY_DAMROLL;
   paf->modifier = level / 10;
   xCLEAR_BITS( paf->bitvector );   /* changed to ext BVs in upgrade --Cronel */
   LINK( paf, obj->first_affect, obj->last_affect, next, prev );

   obj->value[5] = 1;
   /*
    * originaly a sharpened object flag was used, but took up a BV, 
    * * so I switched to giving it a value5, which is not used in weapons 
    * * besides to check for this 
    */
   learn_from_success( ch, gsn_sharpen );
   return;

}
Exemple #16
0
bool spec_customs_weapons(CHAR_DATA * ch)
{
	CHAR_DATA *victim;
	CHAR_DATA *v_next;
	OBJ_DATA *obj;
	BOUNTY_DATA *bounty;
	char buf[MAX_STRING_LENGTH];
	long ch_exp;

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

	for (victim = ch->in_room->first_person; victim; victim = v_next) {
		v_next = victim->next_in_room;

		if (IS_NPC(victim) || victim->position == POS_FIGHTING)
			continue;

		if (victim->pcdata && victim->pcdata->clan
		    && !str_cmp(victim->pcdata->clan->name, ch->mob_clan))
			continue;

		for (obj = victim->last_carrying; obj; obj = obj->prev_content) {
			if (obj->pIndexData->item_type == ITEM_WEAPON) {
				if (victim != ch && can_see(ch, victim)
				    && can_see_obj(ch, obj)) {

					bounty = get_disintigration(ch->name);
					// A large portion of text was removed because of the spammage - Gatz
					if (!IS_NPC(victim)
					    && victim->pcdata->weaponl == 0) {
						/*
						   act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
						   act( AT_ACTION, "$n look at you suspiciously.",  ch, NULL, victim, TO_VICT  );
						   sprintf( buf , "Oh, you have a weapon license. Move along.");
						   do_say( ch , buf );
						 */
						return;
					}
					// Charm code
					if (!IS_NPC(victim)
					    && victim->pcdata->
					    learned[gsn_negotiate]) {
						if (number_range(0, 5) > 3) {
							learn_from_success(ch,
									   gsn_negotiate);
							return;
						}
					}

					if (victim->pcdata
					    && victim->pcdata->clan
					    &&
					    (!str_cmp
					     (victim->pcdata->clan->name,
					      "ISSP"))
					    && !bounty) {
						/*
						   act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
						   act( AT_ACTION, "$n look at you suspiciously.",  ch, NULL, victim, TO_VICT  );
						   sprintf( buf , "Oh, you are ISSP! You are allowed to carry weapons.");
						   do_say( ch , buf );
						 */
						return;
					}
					if (victim->pcdata
					    && victim->pcdata->clan
					    &&
					    (!str_cmp
					     (victim->pcdata->clan->name,
					      "RBH"))
					    && !bounty) {
						/*
						   act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
						   act( AT_ACTION, "$n look at you suspiciously.",  ch, NULL, victim, TO_VICT  );
						   sprintf( buf , "Oh, you are RBH! You are allowed to carry weapons.");
						   do_say( ch , buf );
						 */
						return;
					}

/*
	          sprintf( buf , "Weapons are not allowed for any Non ISSP or RBH, or people without a license to carry a Weapon. I'm going to have to confiscate %s.", obj->short_descr );
                  do_say( ch , buf );
                  if ( obj->wear_loc != WEAR_NONE )
                    remove_obj( victim, obj->wear_loc, TRUE );
                  separate_obj( obj );
    		  obj_from_char( obj );
    		  act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
    		  act( AT_ACTION, "$n takes $p from you.",   ch, obj, victim, TO_VICT    );
    		  obj = obj_to_char( obj, ch );  
                SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
                 // ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[DIPLOMACY_ABILITY]+1) - exp_level( victim->skill_level[DIPLOMACY_ABILITY])  )  );
                 // ch_printf( victim, "You lose %ld diplomacy experience.\n\r " , ch_exp );
                  gain_exp( victim, 0-ch_exp , DIPLOMACY_ABILITY);
                  return TRUE; */
				} else if (can_see(ch, victim)
					   && !IS_SET(obj->extra_flags,
						      ITEM_CONTRABAND)) {
					ch_exp =
					    UMIN(obj->cost * 10,
						 (exp_level
						  (victim->
						   skill_level
						   [SMUGGLING_ABILITY] + 1) -
						  exp_level(victim->
							    skill_level
							    [SMUGGLING_ABILITY])));
					ch_printf(victim,
						  "You receive %ld experience for smuggling %d.\n\r ",
						  ch_exp, obj->short_descr);
					gain_exp(victim, ch_exp,
						 SMUGGLING_ABILITY);

					act(AT_ACTION,
					    "$n looks at $N suspiciously.", ch,
					    NULL, victim, TO_NOTVICT);
					act(AT_ACTION,
					    "$n look at you suspiciously.", ch,
					    NULL, victim, TO_VICT);
					SET_BIT(obj->extra_flags,
						ITEM_CONTRABAND);
					return TRUE;
				} else
				    if (!IS_SET
					(obj->extra_flags, ITEM_CONTRABAND)) {
					ch_exp =
					    UMIN(obj->cost * 10,
						 (exp_level
						  (victim->
						   skill_level
						   [SMUGGLING_ABILITY] + 1) -
						  exp_level(victim->
							    skill_level
							    [SMUGGLING_ABILITY])));
					ch_printf(victim,
						  "You receive %ld experience for smuggling %s.\n\r ",
						  ch_exp, obj->short_descr);
					gain_exp(victim, ch_exp,
						 SMUGGLING_ABILITY);

					SET_BIT(obj->extra_flags,
						ITEM_CONTRABAND);
					return TRUE;
				}
			} else if (obj->item_type == ITEM_CONTAINER) {
				OBJ_DATA *content;

				for (content = obj->first_content; content;
				     content = content->next_content) {
					if (content->pIndexData->item_type ==
					    ITEM_WEAPON
					    && !IS_SET(content->extra_flags,
						       ITEM_CONTRABAND)) {
						ch_exp =
						    UMIN(content->cost * 10,
							 (exp_level
							  (victim->
							   skill_level
							   [SMUGGLING_ABILITY] +
							   1) -
							  exp_level(victim->
								    skill_level
								    [SMUGGLING_ABILITY])));
						ch_printf(victim,
							  "You receive %ld experience for smuggling %s.\n\r ",
							  ch_exp,
							  content->short_descr);
						gain_exp(victim, ch_exp,
							 SMUGGLING_ABILITY);
						SET_BIT(content->extra_flags,
							ITEM_CONTRABAND);
						return TRUE;
					}
				}
			}
		}

	}

	return FALSE;
}
Exemple #17
0
//Command Status: Installed, fairly well tested, near completetion.
void do_prayer( CHAR_DATA *ch, char *argument )
{
    char                    arg[MIL];
    AFFECT_DATA             af;

    one_argument( argument, arg );

    if ( IS_NPC( ch ) )
        return;

    if ( IS_AFFECTED( ch, AFF_CHARM ) )
        return;

    if ( !arg || arg[0] == '\0' ) {
        send_to_char( "Syntax: Prayer start\r\nSyntax: Prayer stop\r\n", ch );
        return;
    }

    if ( !IS_AWAKE( ch ) ) {
        send_to_char( "You cant pray while asleep.", ch );
        return;
    }

    if ( ch->position == POS_MEDITATING ) {
        send_to_char( "You are already meditating!\r\n", ch );
        return;
    }

    if ( IS_AFFECTED( ch, AFF_PRAYER ) && !str_cmp( arg, "start" ) ) {
        send_to_char( "But you're already praying.\r\n", ch );
        return;
    }

    if ( !str_cmp( arg, "start" ) ) {
        if ( can_use_skill( ch, number_percent(  ), gsn_prayer ) ) {
            if ( ch->fighting ) {
                send_to_char( "You cannot start a prayer during combat.\r\n", ch );
                return;
            }
            send_to_char( "You close your eyes and begin to pray.\r\n", ch );
            af.type = gsn_prayer;
            af.location = APPLY_NONE;
            af.modifier = 0;
            af.level = ch->level;
            af.duration = -1;
            af.bitvector = meb( AFF_PRAYER );
            affect_to_char( ch, &af );
            learn_from_success( ch, gsn_prayer );
        }
        else {
            send_to_char( "You can't seem to concentrate enough to properly pray.\r\n", ch );
            learn_from_failure( ch, gsn_prayer );
        }
        return;
    }

    if ( !str_cmp( arg, "stop" ) ) {
        if ( !IS_AFFECTED( ch, AFF_PRAYER ) ) {
            send_to_char( "But you're not praying.\r\n", ch );
            return;
        }

        if ( ch->position != POS_STANDING )
            set_position( ch, POS_STANDING );

        send_to_char( "You come to an end in your prayer and slowly open your eyes.\r\n", ch );
        affect_strip( ch, gsn_prayer );
        xREMOVE_BIT( ch->affected_by, AFF_PRAYER );
        return;
    }
}