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)); }
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); }
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; } }
/* Some initializations for characters, including initial skills If mode == 0, then act as though the character was entering the game for the first time. Otherwise, act as though the character is being set to that level. */ void do_start(struct creature *ch, int mode) { void advance_level(struct creature *ch, int8_t keep_internal); int8_t new_player = 0; int i; struct obj_data *implant_save[NUM_WEARS]; struct obj_data *tattoo_save[NUM_WEARS]; // remove implant affects for (i = 0; i < NUM_WEARS; i++) { if (GET_IMPLANT(ch, i)) implant_save[i] = raw_unequip_char(ch, i, EQUIP_IMPLANT); else implant_save[i] = NULL; if (GET_TATTOO(ch, i)) tattoo_save[i] = raw_unequip_char(ch, i, EQUIP_TATTOO); else tattoo_save[i] = NULL; } if (GET_EXP(ch) == 0 && !IS_REMORT(ch) && !IS_VAMPIRE(ch)) new_player = true; GET_LEVEL(ch) = 1; GET_EXP(ch) = 1; if (mode) roll_real_abils(ch); for (i = 1; i <= MAX_SKILLS; i++) SET_SKILL(ch, i, 0); if (IS_VAMPIRE(ch)) GET_LIFE_POINTS(ch) = 1; else GET_LIFE_POINTS(ch) = 3 * (GET_WIS(ch) + GET_CON(ch)) / 40; ch->points.max_hit = 20; ch->points.max_mana = 100; ch->points.max_move = 82; if (IS_TABAXI(ch)) { SET_SKILL(ch, SKILL_CLAW, LEARNED(ch)); SET_SKILL(ch, SKILL_BITE, LEARNED(ch)); } if (IS_ELF(ch)) { SET_SKILL(ch, SKILL_ARCHERY, LEARNED(ch)); } switch (GET_CLASS(ch)) { case CLASS_MAGIC_USER: SET_SKILL(ch, SKILL_PUNCH, 10); break; case CLASS_CLERIC: SET_SKILL(ch, SKILL_PUNCH, 10); break; case CLASS_THIEF: SET_SKILL(ch, SKILL_PUNCH, 15); SET_SKILL(ch, SKILL_SNEAK, 10); SET_SKILL(ch, SKILL_HIDE, 5); SET_SKILL(ch, SKILL_STEAL, 15); break; case CLASS_WARRIOR: SET_SKILL(ch, SKILL_PUNCH, 20); break; case CLASS_BARB: SET_SKILL(ch, SKILL_PUNCH, 15); break; case CLASS_PSIONIC: SET_SKILL(ch, SKILL_PUNCH, 10); break; case CLASS_PHYSIC: SET_SKILL(ch, SKILL_PUNCH, 10); break; case CLASS_CYBORG: SET_SKILL(ch, SKILL_PUNCH, 10); break; case CLASS_KNIGHT: SET_SKILL(ch, SKILL_PUNCH, 20); break; case CLASS_RANGER: SET_SKILL(ch, SKILL_PUNCH, 15); GET_MAX_MOVE(ch) += dice(4, 9); break; case CLASS_MONK: SET_SKILL(ch, SKILL_PUNCH, 20); break; case CLASS_MERCENARY: SET_SKILL(ch, SKILL_PUNCH, 20); case CLASS_BARD: SET_SKILL(ch, SKILL_PUNCH, 25); SET_SKILL(ch, SKILL_ARCHERY, 25); break; } if (new_player) { if (PAST_CLASS(GET_CLASS(ch))) { deposit_past_bank(ch->desc->account, 8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch)); ch->points.gold = 8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch); } else if (FUTURE_CLASS(GET_CLASS(ch))) { deposit_future_bank(ch->desc->account, 8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch)); ch->points.cash = 8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch); } // New players do not start with the gown at this point // This has been left in for reference for generic newbie starting gear for the future. // New players start with a hospital gown and items most dear to them /* struct obj_data *gown = read_object(33800); if (gown != NULL) { equip_char(ch, gown, WEAR_ABOUT, EQUIP_WORN); } */ // Good clerics start with a holy symbol on neck if ((GET_CLASS(ch) == CLASS_CLERIC) && IS_GOOD(ch)) { struct obj_data *talisman = read_object(1280); if (talisman != NULL) { equip_char(ch, talisman, WEAR_NECK_1, EQUIP_WORN); } } // Evil clerics start with a holy symbol on hold if ((GET_CLASS(ch) == CLASS_CLERIC) && IS_EVIL(ch)) { struct obj_data *symbol = read_object(1260); if (symbol != NULL) { equip_char(ch, symbol, WEAR_HOLD, EQUIP_WORN); } } // Good knights start with a holy symbol on finger if ((GET_CLASS(ch) == CLASS_KNIGHT) && IS_GOOD(ch)) { struct obj_data *ring = read_object(1287); if (ring != NULL) { equip_char(ch, ring, WEAR_FINGER_L, EQUIP_WORN); } } // Evil knights start with a holy symbol on neck if ((GET_CLASS(ch) == CLASS_KNIGHT) && IS_EVIL(ch)) { struct obj_data *pendant = read_object(1270); if (pendant != NULL) { equip_char(ch, pendant, WEAR_NECK_1, EQUIP_WORN); } } // Bards start with a percussion instrument held, and stringed in inventory if (GET_CLASS(ch) == CLASS_BARD) { struct obj_data *lute = read_object(3218); if (lute != NULL) { obj_to_char(lute, ch); } } set_title(ch, "the complete newbie"); } advance_level(ch, 0); GET_MAX_MOVE(ch) += GET_CON(ch); GET_HIT(ch) = GET_MAX_HIT(ch); GET_MANA(ch) = GET_MAX_MANA(ch); GET_MOVE(ch) = GET_MAX_MOVE(ch); GET_COND(ch, THIRST) = 24; GET_COND(ch, FULL) = 24; GET_COND(ch, DRUNK) = 0; if (new_player) { ch->player.time.played = 0; ch->player.time.logon = time(NULL); } for (i = 0; i < NUM_WEARS; i++) { if (implant_save[i]) equip_char(ch, implant_save[i], i, EQUIP_IMPLANT); if (tattoo_save[i]) equip_char(ch, tattoo_save[i], i, EQUIP_TATTOO); } }