void Character::spell_identify (int sn, int lvl, void *vo) { Object *obj = (Object *) vo; char buf[MAX_STRING_LENGTH]; snprintf (buf, sizeof buf, "Object '%s' is type %s, extra flags %s.\r\nWeight is %d, value is %d, lvl is %d.\r\n", obj->name.c_str(), obj->item_type_name().c_str(), extra_bit_name (obj->extra_flags).c_str(), obj->weight, obj->cost, obj->level); send_to_char (buf); switch (obj->item_type) { case ITEM_SCROLL: case ITEM_POTION: snprintf (buf, sizeof buf, "Level %d spells of:", obj->value[0]); send_to_char (buf); if (obj->value[1] >= 0 && obj->value[1] < MAX_SKILL) { send_to_char (" '"); send_to_char (skill_table[obj->value[1]].name); send_to_char ("'"); } if (obj->value[2] >= 0 && obj->value[2] < MAX_SKILL) { send_to_char (" '"); send_to_char (skill_table[obj->value[2]].name); send_to_char ("'"); } if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) { send_to_char (" '"); send_to_char (skill_table[obj->value[3]].name); send_to_char ("'"); } send_to_char (".\r\n"); break; case ITEM_WAND: case ITEM_STAFF: snprintf (buf, sizeof buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0]); send_to_char (buf); if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) { send_to_char (" '"); send_to_char (skill_table[obj->value[3]].name); send_to_char ("'"); } send_to_char (".\r\n"); break; case ITEM_WEAPON: snprintf (buf, sizeof buf, "Damage is %d to %d (average %d).\r\n", obj->value[1], obj->value[2], (obj->value[1] + obj->value[2]) / 2); send_to_char (buf); break; case ITEM_ARMOR: snprintf (buf, sizeof buf, "Armor class is %d.\r\n", obj->value[0]); send_to_char (buf); break; } AffIter af; for (af = obj->pIndexData->affected.begin(); af != obj->pIndexData->affected.end(); af++) { if ((*af)->location != APPLY_NONE && (*af)->modifier != 0) { snprintf (buf, sizeof buf, "Affects %s by %d.\r\n", affect_loc_name ((*af)->location).c_str(), (*af)->modifier); send_to_char (buf); } } for (af = obj->affected.begin(); af != obj->affected.end(); af++) { if ((*af)->location != APPLY_NONE && (*af)->modifier != 0) { snprintf (buf, sizeof buf, "Affects %s by %d.\r\n", affect_loc_name ((*af)->location).c_str(), (*af)->modifier); send_to_char (buf); } } return; }
void do_oldscore( CHAR_DATA * ch, const char *argument ) { AFFECT_DATA *paf; SKILLTYPE *skill; if( IS_AFFECTED( ch, AFF_POSSESS ) ) { send_to_char( "You can't do that in your current state of mind!\r\n", ch ); return; } set_char_color( AT_SCORE, ch ); ch_printf( ch, "You are %s%s, level %d, %d years old (%d hours).\r\n", ch->name, IS_NPC( ch ) ? "" : ch->pcdata->title, ch->top_level, get_age( ch ), ( get_age( ch ) - 17 ) ); if( get_trust( ch ) != ch->top_level ) ch_printf( ch, "You are trusted at level %d.\r\n", get_trust( ch ) ); if( IS_SET( ch->act, ACT_MOBINVIS ) ) ch_printf( ch, "You are mobinvis at level %d.\r\n", ch->mobinvis ); ch_printf( ch, "You have %d/%d hit, %d/%d movement.\r\n", ch->hit, ch->max_hit, ch->move, ch->max_move ); ch_printf( ch, "You are carrying %d/%d items with weight %d/%d kg.\r\n", ch->carry_number, can_carry_n( ch ), ch->carry_weight, can_carry_w( ch ) ); ch_printf( ch, "Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ?? Frc: ??\r\n", get_curr_str( ch ), get_curr_int( ch ), get_curr_wis( ch ), get_curr_dex( ch ), get_curr_con( ch ), get_curr_cha( ch ) ); ch_printf( ch, "You have have %d credits.\r\n", ch->gold ); if( !IS_NPC( ch ) ) ch_printf( ch, "You have achieved %d glory during your life, and currently have %d.\r\n", ch->pcdata->quest_accum, ch->pcdata->quest_curr ); ch_printf( ch, "Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\r\n", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOEXIT ) ) ? "yes" : "no", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOLOOT ) ) ? "yes" : "no", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOSAC ) ) ? "yes" : "no", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOGOLD ) ) ? "yes" : "no" ); ch_printf( ch, "Wimpy set to %d hit points.\r\n", ch->wimpy ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You are drunk.\r\n", ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] == 0 ) send_to_char( "You are thirsty.\r\n", ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] == 0 ) send_to_char( "You are hungry.\r\n", ch ); switch ( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\r\n", ch ); break; case -10: send_to_char( "You're barely conscious.\r\n", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\r\n", ch ); break; case -8: send_to_char( "You're extremely drowsy.\r\n", ch ); break; case -7: send_to_char( "You feel very unmotivated.\r\n", ch ); break; case -6: send_to_char( "You feel sedated.\r\n", ch ); break; case -5: send_to_char( "You feel sleepy.\r\n", ch ); break; case -4: send_to_char( "You feel tired.\r\n", ch ); break; case -3: send_to_char( "You could use a rest.\r\n", ch ); break; case -2: send_to_char( "You feel a little under the weather.\r\n", ch ); break; case -1: send_to_char( "You feel fine.\r\n", ch ); break; case 0: send_to_char( "You feel great.\r\n", ch ); break; case 1: send_to_char( "You feel energetic.\r\n", ch ); break; case 2: send_to_char( "Your mind is racing.\r\n", ch ); break; case 3: send_to_char( "You can't think straight.\r\n", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\r\n", ch ); break; case 5: send_to_char( "You're high as a kite.\r\n", ch ); break; case 6: send_to_char( "Your mind and body are slipping appart.\r\n", ch ); break; case 7: send_to_char( "Reality is slipping away.\r\n", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\r\n", ch ); break; case 9: send_to_char( "You feel immortal.\r\n", ch ); break; case 10: send_to_char( "You are a Supreme Entity.\r\n", ch ); break; } switch ( ch->position ) { case POS_DEAD: send_to_char( "You are DEAD!!\r\n", ch ); break; case POS_MORTAL: send_to_char( "You are mortally wounded.\r\n", ch ); break; case POS_INCAP: send_to_char( "You are incapacitated.\r\n", ch ); break; case POS_STUNNED: send_to_char( "You are stunned.\r\n", ch ); break; case POS_SLEEPING: send_to_char( "You are sleeping.\r\n", ch ); break; case POS_RESTING: send_to_char( "You are resting.\r\n", ch ); break; case POS_STANDING: send_to_char( "You are standing.\r\n", ch ); break; case POS_FIGHTING: send_to_char( "You are fighting.\r\n", ch ); break; case POS_MOUNTED: send_to_char( "Mounted.\r\n", ch ); break; case POS_SHOVE: send_to_char( "Being shoved.\r\n", ch ); break; case POS_DRAG: send_to_char( "Being dragged.\r\n", ch ); break; } if( ch->top_level >= 25 ) ch_printf( ch, "Evasion: %d. \r\n", GET_EVASION( ch ) ); if( ch->top_level >= 15 ) ch_printf( ch, "Hitroll: %d Damroll: %d.\r\n", GET_HITROLL( ch ), GET_DAMROLL( ch ) ); if( ch->top_level >= 10 ) ch_printf( ch, "Alignment: %d. ", ch->alignment ); send_to_char( "You are ", ch ); if( ch->alignment > 900 ) send_to_char( "angelic.\r\n", ch ); else if( ch->alignment > 700 ) send_to_char( "saintly.\r\n", ch ); else if( ch->alignment > 350 ) send_to_char( "good.\r\n", ch ); else if( ch->alignment > 100 ) send_to_char( "kind.\r\n", ch ); else if( ch->alignment > -100 ) send_to_char( "neutral.\r\n", ch ); else if( ch->alignment > -350 ) send_to_char( "mean.\r\n", ch ); else if( ch->alignment > -700 ) send_to_char( "evil.\r\n", ch ); else if( ch->alignment > -900 ) send_to_char( "demonic.\r\n", ch ); else send_to_char( "satanic.\r\n", ch ); if( ch->first_affect ) { send_to_char( "You are affected by:\r\n", ch ); for( paf = ch->first_affect; paf; paf = paf->next ) if( ( skill = get_skilltype( paf->type ) ) != NULL ) { ch_printf( ch, "Spell: '%s'", skill->name ); if( ch->top_level >= 20 ) ch_printf( ch, " modifies %s by %d for %d rounds", affect_loc_name( paf->location ), paf->modifier, paf->duration ); send_to_char( ".\r\n", ch ); } } if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) ) { ch_printf( ch, "WizInvis level: %d WizInvis is %s\r\n", ch->pcdata->wizinvis, IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" ); if( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) ch_printf( ch, "Room Range: %d - %d\r\n", ch->pcdata->r_range_lo, ch->pcdata->r_range_hi ); if( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) ch_printf( ch, "Obj Range : %d - %d\r\n", ch->pcdata->o_range_lo, ch->pcdata->o_range_hi ); if( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) ch_printf( ch, "Mob Range : %d - %d\r\n", ch->pcdata->m_range_lo, ch->pcdata->m_range_hi ); } return; }