/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include "merc.h" /* command procedures needed */ DECLARE_DO_FUN(do_wear); DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_clantalk ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_stand ); DECLARE_DO_FUN(do_camp ); DECLARE_DO_FUN(do_animal_call ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_slay ); DECLARE_DO_FUN(do_yell ); char * const dir_name [] = { "north", "east", "south", "west", "up", "down" }; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4 }; const sh_int movement_loss [SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6 }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); void check_guardian args( (CHAR_DATA *ch,int in_room) ); void enforcer_entry_trigger args(( CHAR_DATA *ch) ); void enforcer_key_trigger args((CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key)); void outlaw_key_trigger args((CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key)); void crusader_entry_trigger args((CHAR_DATA *ch)); void life_entry_trigger args((CHAR_DATA *ch)); void outlaw_entry_trigger args((CHAR_DATA *ch)); void ancient_entry_trigger args((CHAR_DATA *ch)); void arcana_entry_trigger args((CHAR_DATA *ch)); void murder_entry_trigger args((CHAR_DATA *ch)); void move_prog_hydra args((CHAR_DATA *ch)); void move_prog_bones args((CHAR_DATA *ch)); void mob_entry_wraith args((CHAR_DATA *ch)); void move_char( CHAR_DATA *ch, int door, bool follow ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; CHAR_DATA *tch; CHAR_DATA *tch_next; char buf[MAX_STRING_LENGTH]; int gas_chance; if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } /* * Exit trigger, if activated, bail out. Only PCs are triggered. */ if ( !IS_NPC(ch) && mp_exit_trigger( ch, door ) ) return; in_room = ch->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { send_to_char( "Alas, you cannot go that way.\n\r", ch ); return; } if (IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)) && !IS_TRUSTED(ch,ANGEL)) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( !is_room_owner(ch,to_room) && room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( to_room->guild != 0 && ((to_room->guild - 1) != ch->class)) { if (!IS_NPC(ch)) { send_to_char("You aren't allowed in there.\n\r",ch); return; } } if ( to_room->guild !=0 && ch->pause > 0 && ch->in_room->guild != to_room->guild) { send_to_char("You feel to bloody to go in there.\n\r",ch); return; } if ( !IS_NPC(ch) ) { int iClass, iGuild; int move; for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) { for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++) { if ( iClass != ch->class && to_room->vnum == class_table[iClass].guild[iGuild] ) { send_to_char( "You aren't allowed in there.\n\r", ch ); return; } } } for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++) { if ( ch->pause > 0 && to_room->vnum == class_table[iClass].guild[iGuild] ) { send_to_char( "You feel too bloody to go in there.\n\r", ch ); return; } } if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch)) { send_to_char( "You can't fly.\n\r", ch ); return; } } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING)) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)] ; move /= 2; /* i.e. the average */ /* conditional effects */ if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE)) move /= 2; if (IS_AFFECTED(ch,AFF_SLOW)) move *= 2; if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } WAIT_STATE( ch, 1 ); ch->move -= move; } if (is_affected(ch,gsn_forest_blending)) un_forest_blend(ch); if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) ) { un_camouflage(ch, NULL); } un_earthfade(ch,NULL); if ( IS_AFFECTED(ch, AFF_HIDE) && to_room->sector_type != SECT_CITY && to_room->sector_type != SECT_INSIDE) { un_hide(ch,NULL); } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { un_hide(ch, NULL); if (is_affected(ch,gsn_door_bash)) act("$n goes crashing through the door $T.",ch,0,dir_name[door],TO_ROOM); else act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); } /* tracking stuff...very inefficient tracking method but basic. */ if (!IS_NPC(ch)) ch->pcdata->track_dir[ch->in_room->vnum] = door + 1; char_from_room( ch ); char_to_room( ch, to_room ); if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { if (is_affected(ch,gsn_door_bash)) act("The $T door bursts open and $n comes crashing in!",ch,0,dir_name[door],TO_ROOM); else act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); } do_look( ch, "auto" ); if (in_room == to_room) /* no circular follows */ return; for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch,""); if ( fch->master == ch && fch->position == POS_STANDING && can_see_room(fch,to_room)) { if (IS_SET(ch->in_room->room_flags,ROOM_LAW) && (IS_NPC(fch) && IS_SET(fch->act,ACT_AGGRESSIVE))) { act("You can't bring $N into the city.", ch,NULL,fch,TO_CHAR); act("You aren't allowed in the city.", fch,NULL,NULL,TO_CHAR); continue; } act( "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, door, TRUE ); } } if (!IS_NPC(ch)) ch->pcdata->track_dir[ch->in_room->vnum] = 0; check_guardian(ch,ch->in_room->vnum); for (tch = char_list; tch != NULL; tch = tch_next) { tch_next = tch->next; gas_chance = 0; if (is_affected(ch,gsn_gaseous_form)) { gas_chance = get_skill(ch,gsn_gaseous_form)/2; gas_chance += (ch->level - tch->level)*2; if (gas_chance > 75) gas_chance = 75; } if (number_percent() < gas_chance) continue; if (IS_NPC(tch) && tch->last_fought == ch && can_see(tch,ch) && (ch->in_room == tch->in_room) && (tch->fighting == NULL) && (tch->position != POS_FIGHTING)) { if (is_affected(ch,gsn_gaseous_form)) { act("$N manages to intercept you and forces you out of gaseous form.",ch,0,tch,TO_CHAR); un_gaseous(ch); } sprintf(buf, "%s, now you die!",ch->name); do_yell(tch,buf); multi_hit(tch,ch,TYPE_UNDEFINED); } } /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ murder_entry_trigger(ch); /* For the OFF_MURDER flag */ mob_entry_wraith(ch); /* For the drannor forest. Remove if not using the drannor areas */ for (tch = char_list; tch != NULL; tch = tch->next) { if (IS_NPC(ch)) continue; if (tch->alarm == NULL) continue; if (tch->alarm != ch->in_room) continue; sprintf(buf,"%s has entered %s.\n\r",PERS(ch,tch),ch->in_room->name); send_to_char(buf,tch); tch->alarm = NULL; } if ( IS_NPC( ch ) && HAS_TRIGGER( ch, TRIG_ENTRY ) && ch->last_fought == NULL ) mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_ENTRY ); if (is_affected(ch,gsn_gaseous_form) && number_percent() < 70) return; if ( !IS_NPC( ch ) ) { mp_greet_trigger( ch ); move_prog_bones(ch); move_prog_hydra(ch); } return; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH, FALSE ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST, FALSE ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH, FALSE ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST, FALSE ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP, FALSE ); return; } void do_down( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_DOWN, FALSE ); return; } int find_door( CHAR_DATA *ch, char *arg ) { EXIT_DATA *pexit; int door; if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0; else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1; else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2; else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3; else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4; else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5; else { for ( door = 0; door <= 5; door++ ) { if ( ( pexit = ch->in_room->exit[door] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) return door; } act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return -1; } return door; } void do_open( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* open portal */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1], EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { send_to_char("It's already open.\n\r",ch); return; } if (IS_SET(obj->value[1], EX_LOCKED)) { send_to_char("It's locked.\n\r",ch); return; } REMOVE_BIT(obj->value[1], EX_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act("$n opens $p.",ch,obj,NULL,TO_ROOM); return; } /* 'open object' */ if ( obj->item_type != ITEM_CONTAINER) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); /* open the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return; } return; } void do_close( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR) || IS_SET(obj->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's already closed.\n\r",ch); return; } SET_BIT(obj->value[1],EX_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act("$n closes $p.",ch,obj,NULL,TO_ROOM); return; } /* 'close object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); /* close the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; SET_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return; } return; } bool has_key( CHAR_DATA *ch, int key ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) return TRUE; } return FALSE; } void do_lock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR) || IS_SET(obj->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0 || IS_SET(obj->value[1],EX_NOLOCK)) { send_to_char("It can't be locked.\n\r",ch); return; } if (!has_key(ch,obj->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_LOCKED)) { send_to_char("It's already locked.\n\r",ch); return; } SET_BIT(obj->value[1],EX_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act("$n locks $p.",ch,obj,NULL,TO_ROOM); return; } /* 'lock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, obj->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* lock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->u1.to_room == ch->in_room ) { SET_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Unlock what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (!has_key(ch,obj->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_LOCKED)) { send_to_char("It's already unlocked.\n\r",ch); return; } REMOVE_BIT(obj->value[1],EX_LOCKED); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act("$n unlocks $p.",ch,obj,NULL,TO_ROOM); return; } /* 'unlock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, obj->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,gsn_pick_lock)) { send_to_char( "You failed.\n\r", ch); check_improve(ch,gsn_pick_lock,FALSE,2); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_PICKPROOF)) { send_to_char("You failed.\n\r",ch); return; } REMOVE_BIT(obj->value[1],EX_LOCKED); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_pick_lock,TRUE,2); return; } /* 'pick object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_pick_lock,TRUE,2); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch)) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL(ch)) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); check_improve(ch,gsn_pick_lock,TRUE,2); /* pick the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_stand( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (argument[0] != '\0') { if (ch->position == POS_FIGHTING) { send_to_char("Maybe you should finish fighting first?\n\r",ch); return; } obj = get_obj_list(ch,argument,ch->in_room->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE || (!IS_SET(obj->value[2],STAND_AT) && !IS_SET(obj->value[2],STAND_ON) && !IS_SET(obj->value[2],STAND_IN))) { send_to_char("You can't seem to find a place to stand.\n\r",ch); return; } if (ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no room to stand on $p.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) || is_affected(ch,gsn_blackjack)) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { if (is_affected(ch,gsn_camp)) { send_to_char("You break camp feeling more refreshed.\n\r",ch); affect_strip(ch,gsn_camp); } send_to_char( "You wake and stand up.\n\r", ch ); act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act_new("You wake and stand at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act_new("You wake and stand on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and stand in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act("You stand at $p.",ch,obj,NULL,TO_CHAR); act("$n stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act("You stand on $p.",ch,obj,NULL,TO_CHAR); act("$n stands on $p.",ch,obj,NULL,TO_ROOM); } else { act("You stand in $p.",ch,obj,NULL,TO_CHAR); act("$n stands on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; break; case POS_STANDING: send_to_char( "You are already standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_rest( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { send_to_char("You are already fighting!\n\r",ch); return; } /* okay, now that we know we can rest, find an object to rest on */ if (argument[0] != '\0') { obj = get_obj_list(ch,argument,ch->in_room->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } } else obj = ch->on; if (obj != NULL) { if (!IS_SET(obj->item_type,ITEM_FURNITURE) || (!IS_SET(obj->value[2],REST_ON) && !IS_SET(obj->value[2],REST_IN) && !IS_SET(obj->value[2],REST_AT))) { send_to_char("You can't rest on that.\n\r",ch); return; } if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { if (is_affected(ch,gsn_camp)) { send_to_char("You break camp feeling more refreshed.\n\r",ch); affect_strip(ch,gsn_camp); } send_to_char( "You wake up and start resting.\n\r", ch ); act ("$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act_new("You wake up and rest at $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act_new("You wake up and rest on $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake up and rest in $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_RESTING: send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: if (obj == NULL) { send_to_char( "You rest.\n\r", ch ); act( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],REST_AT)) { act("You sit down at $p and rest.",ch,obj,NULL,TO_CHAR); act("$n sits down at $p and rests.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR); act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM); } else { act("You rest in $p.",ch,obj,NULL,TO_CHAR); act("$n rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_SITTING: if (obj == NULL) { send_to_char("You rest.\n\r",ch); act("$n rests.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act("You rest at $p.",ch,obj,NULL,TO_CHAR); act("$n rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act("You rest on $p.",ch,obj,NULL,TO_CHAR); act("$n rests on $p.",ch,obj,NULL,TO_ROOM); } else { act("You rest in $p.",ch,obj,NULL,TO_CHAR); act("$n rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; } return; } void do_sit (CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { send_to_char("Maybe you should finish this fight first?\n\r",ch); return; } /* okay, now that we know we can sit, find an object to sit on */ if (argument[0] != '\0') { obj = get_obj_list(ch,argument,ch->in_room->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } } else obj = ch->on; if (obj != NULL) { if (!IS_SET(obj->item_type,ITEM_FURNITURE) || (!IS_SET(obj->value[2],SIT_ON) && !IS_SET(obj->value[2],SIT_IN) && !IS_SET(obj->value[2],SIT_AT))) { send_to_char("You can't sit on that.\n\r",ch); return; } if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],SIT_AT)) { act_new("You wake and sit at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act_new("You wake and sit on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and sit in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; case POS_RESTING: if (obj == NULL) send_to_char("You stop resting.\n\r",ch); else if (IS_SET(obj->value[2],SIT_AT)) { act("You sit at $p.",ch,obj,NULL,TO_CHAR); act("$n sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act("You sit on $p.",ch,obj,NULL,TO_CHAR); act("$n sits on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; case POS_SITTING: send_to_char("You are already sitting down.\n\r",ch); break; case POS_STANDING: if (obj == NULL) { send_to_char("You sit down.\n\r",ch); act("$n sits down on the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_AT)) { act("You sit down at $p.",ch,obj,NULL,TO_CHAR); act("$n sits down at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act("You sit on $p.",ch,obj,NULL,TO_CHAR); act("$n sits on $p.",ch,obj,NULL,TO_ROOM); } else { act("You sit down in $p.",ch,obj,NULL,TO_CHAR); act("$n sits down in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); act( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_SLEEPING; } else /* find an object and sleep on it */ { if (argument[0] == '\0') obj = ch->on; else obj = get_obj_list( ch, argument, ch->in_room->contents ); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE || (!IS_SET(obj->value[2],SLEEP_ON) && !IS_SET(obj->value[2],SLEEP_IN) && !IS_SET(obj->value[2],SLEEP_AT))) { send_to_char("You can't sleep on that!\n\r",ch); return; } if (ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There is no room on $p for you.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if (IS_SET(obj->value[2],SLEEP_AT)) { act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR); act("$n goes to sleep at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act("You go to sleep on $p.",ch,obj,NULL,TO_CHAR); act("$n goes to sleep on $p.",ch,obj,NULL,TO_ROOM); } else { act("You go to sleep in $p.",ch,obj,NULL,TO_CHAR); act("$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) || is_affected(ch,gsn_blackjack)) { act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING ); do_stand(victim,""); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire)) { send_to_char("You can't hide while glowing.\n\r",ch); return; } send_to_char( "You attempt to move silently.\n\r", ch ); if (IS_AFFECTED(ch,AFF_SNEAK)) return; if ( number_percent( ) < get_skill(ch,gsn_sneak)) { check_improve(ch,gsn_sneak,TRUE,3); af.where = TO_AFFECTS; af.type = gsn_sneak; af.level = ch->level; af.duration = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char( ch, &af ); send_to_char( "You begin sneaking.\n\r", ch); } else check_improve(ch,gsn_sneak,FALSE,3); return; } void do_cloak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; char buf[MAX_STRING_LENGTH]; if (ch->morph_form[0] == 9) { if(is_affected(ch, gsn_cloak_form)) { affect_strip(ch,gsn_cloak_form); } if(ch->original_name) { free_string(ch->name); ch->name=str_dup(ch->original_name); free_string(ch->original_name); ch->original_name=NULL; } if(is_affected(ch, gsn_eye_of_the_predator)) { affect_strip(ch,gsn_eye_of_the_predator); if(is_affected(ch, gsn_acute_vision)) { affect_strip(ch,gsn_acute_vision); } } send_to_char("You throw your cloak to the side, exposing yourself.\n\r",ch); return; } if (ch->morph_form[0] > 0) { send_to_char("You cannot cloak yourself while in another morphed form .\n\r",ch); return; } if (number_percent() < get_skill(ch,gsn_cloak_form)) { af.where = TO_AFFECTS; af.type = gsn_cloak_form; af.level = ch->level; af.location = APPLY_MORPH_FORM; af.modifier = 9; af.bitvector = AFF_SNEAK; af.duration = -1; affect_to_char( ch, &af ); if(!(ch->original_name)) { free_string(ch->original_name); ch->original_name=str_dup(ch->name); free_string(ch->name); strcpy(buf, "cloaked figure"); ch->name=str_dup(buf); } af.location = APPLY_HIT; af.modifier = (ch->hitroll)+(ch->damroll); affect_to_char(ch,&af); af.location = APPLY_HITROLL; af.modifier = (ch->level)/6; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); af.location = APPLY_MOVE; af.modifier = (ch->level)*2; affect_to_char(ch,&af); check_improve(ch,gsn_cloak_form,TRUE,6); send_to_char("You cloak your presence.\n\r",ch); return; } else { check_improve(ch,gsn_cloak_form, FALSE,3); send_to_char("You fail to cloak yourself.\n\r",ch); return; } } void do_vigilance(CHAR_DATA *ch, char *argument) { AFFECT_DATA af; if ( (get_skill(ch,gsn_vigilance) == 0) || (ch->level < skill_table[gsn_vigilance].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (clan_down(ch,CLAN_CRUSADER)) return; if (is_affected(ch,gsn_vigilance) ) { send_to_char("You are already as vigilant as you can be.\n\r",ch); return; } if (ch->mana < 30) { send_to_char("You do not have the mana.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_vigilance]) { send_to_char("You try to watch things more carefully but lose concentration.\n\r",ch); check_improve(ch,gsn_vigilance,FALSE,1); ch->mana -= 15; return; } af.where = TO_AFFECTS; af.level = ch->level; af.location = 0; af.duration = 48; af.modifier = 0; af.type = gsn_vigilance; af.bitvector = AFF_DETECT_INVIS; affect_to_char(ch,&af); af.bitvector = AFF_DETECT_MAGIC; affect_to_char(ch,&af); ch->mana -= 30; send_to_char("Your eyes tingle.\n\r",ch); send_to_char("You are more sensitive to the prescence of magical auras.\n\r",ch); return; } void do_acute_vision( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if (get_skill(ch,gsn_acute_vision) == 0 || ch->level < skill_table[gsn_acute_vision].skill_level[ch->class]) { send_to_char("You don't know which bushes to look at.\n\r",ch); return; } if (is_affected(ch,gsn_acute_vision) ) { send_to_char("Your eyes are already as sharp as they'll get.\n\r", ch); return; } if (ch->mana < 25) { send_to_char("You don't have the mana.\n\r", ch); return; } if (number_percent() > get_skill(ch,gsn_acute_vision)) { send_to_char("Your vision sharpens but then dulls.\n\r",ch); check_improve(ch,gsn_acute_vision,FALSE,1); ch->mana -= 12; return; } af.where = TO_AFFECTS; af.type = gsn_acute_vision; af.location = 0; af.modifier = 0; af.level = ch->level; af.duration = ch->level; af.bitvector = 0; affect_to_char(ch, &af); ch->mana -= 25; send_to_char( "Your vision sharpens.\n\r", ch); return; check_improve(ch,gsn_acute_vision,TRUE,1); } void do_camp(CHAR_DATA *ch, char *argument) { AFFECT_DATA af; if ( (get_skill(ch,gsn_camp) == 0) || ch->level < skill_table[gsn_camp].skill_level[ch->class] ) { send_to_char("You don't know how to effectively camp.\n\r",ch); return; } if (ch->position == POS_SLEEPING ) { send_to_char("You are already asleep.",ch); return; } if ((ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_HILLS) && (ch->in_room->sector_type != SECT_MOUNTAIN) ) { send_to_char("This land is not wild enough for you to camp out in.\n\r",ch); return; } af.where = TO_AFFECTS; af.location = 0; af.duration = -1; af.modifier = 0; af.level = ch->level; af.type = gsn_camp; af.bitvector = 0; affect_to_char(ch,&af); act("$n settles down and sets up camp.",ch,NULL,NULL,TO_ROOM); send_to_char("You settle down and set up camp.\n\r",ch); do_sleep(ch,""); return; } void do_camouflage( CHAR_DATA *ch, char *argument ) { int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire)) { send_to_char("You can't camouflage while glowing.\n\r",ch); return; } if ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_MOUNTAIN) && (ch->in_room->sector_type != SECT_HILLS ) ) { send_to_char("There is no cover here.\n\r", ch); act("$n tries to cover $mself on the single leaf on the ground.", ch, NULL, NULL, TO_ROOM); return; } send_to_char("You attempt to blend in with your surroundings.\n\r", ch); if ( number_percent( ) < get_skill(ch,gsn_camouflage) ) { SET_BIT(ch->affected_by, AFF_CAMOUFLAGE); check_improve(ch, gsn_camouflage,TRUE,2); WAIT_STATE(ch,12); } else { check_improve(ch,gsn_camouflage,FALSE,2); REMOVE_BIT(ch->affected_by,AFF_CAMOUFLAGE); WAIT_STATE(ch,12); } return; } void do_hide( CHAR_DATA *ch, char *argument ) { int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire)) { send_to_char("You can't hide while glowing.\n\r",ch); return; } if ((ch->in_room->sector_type != SECT_CITY) && (ch->in_room->sector_type != SECT_INSIDE)) { send_to_char("The shadows here are too natural to blend with.", ch); return; } send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) return; if ( number_percent( ) < get_skill(ch,gsn_hide)) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,gsn_hide,TRUE,3); } else check_improve(ch,gsn_hide,FALSE,3); return; } void un_camouflage( CHAR_DATA *ch, char *argument ) { if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) ) { REMOVE_BIT( ch->affected_by, AFF_CAMOUFLAGE ); act("$n steps out from their cover.",ch,NULL,NULL,TO_ROOM); send_to_char("You step out from your cover.\n\r",ch); } return; } void un_blackjack( CHAR_DATA *ch, char *argument ) { if ( is_affected(ch, gsn_blackjack) ) affect_strip( ch, gsn_blackjack ); return; } void un_strangle( CHAR_DATA *ch, char *argument ) { if ( is_affected(ch, gsn_strangle) ) affect_strip( ch, gsn_strangle ); return; } void un_hide( CHAR_DATA *ch, char *argument ) { if ( IS_AFFECTED(ch, AFF_HIDE) ) { REMOVE_BIT ( ch->affected_by, AFF_HIDE ); act("$n steps out of the shadows.", ch, NULL, NULL, TO_ROOM); send_to_char("You step out of the shadows.\n\r", ch); } return; } void un_invis( CHAR_DATA *ch, char *argument ) { if ( IS_AFFECTED(ch, AFF_INVISIBLE)) { affect_strip ( ch, gsn_invis); affect_strip ( ch, gsn_mass_invis); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); act("$n fades into existence.\n\r", ch, NULL, NULL, TO_ROOM); send_to_char("You fade into existence.\n\r", ch); } return; } void un_sneak( CHAR_DATA *ch, char *argument ) { if ( ch->race == 3 || ch->race == 4 || ch->race == 5 ) return; if ( IS_AFFECTED(ch, AFF_SNEAK)) { affect_strip ( ch, gsn_sneak); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); send_to_char("You trample around loudly again.\n\r", ch); } return; } void do_visible( CHAR_DATA *ch, char *argument ) { un_earthfade(ch,NULL); un_camouflage(ch, NULL); un_hide(ch, NULL); un_invis(ch, NULL); un_sneak(ch, NULL); return; } void un_earthfade(CHAR_DATA *ch,char *argument) { if (!is_affected(ch,gsn_earthfade)) return; affect_strip(ch,gsn_earthfade); act("$n slowly emerges from the ground.",ch,0,0,TO_ROOM); send_to_char("You slowly emerge from the ground.\n\r",ch); WAIT_STATE(ch,8); return; } void do_recall( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; ROOM_INDEX_DATA *location; AFFECT_DATA af; if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET)) { send_to_char("Only players can recall.\n\r",ch); return; } if (ch->level > 10 && ch->clan != 4) { send_to_char("Those over level 10 cannot recall.\n\r",ch); return; } if (ch->level > 10 && ch->clan == 4) { if (clan_down(ch,CLAN_CRUSADER)) return; if (is_affected(ch,gsn_recall)) { send_to_char("You have already been granted recall by your Immortal recently.\n\r",ch); return; } if (ch->fighting != NULL || ch->position == POS_FIGHTING) { send_to_char("You are a Crusader..you don't ask to be taken from battles!\n\r",ch); return; } send_to_char("You pray to the Immortal of Crusaders and recall!\n\r",ch); if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { send_to_char( "The gods have forsaken you.\n\r", ch ); return; } act("$n calls to $s Immortal leader and vanishes!",ch,0,0,TO_ROOM); location=get_room_index(TEMPLE_MIDGAARD); if (location == NULL) location = get_room_index(ROOM_VNUM_TEMPLE); if (location == NULL) { send_to_char("Your temple has been destroyed..pray to the Gods for help!\n\r",ch); return; } char_from_room(ch); char_to_room(ch,location); do_look(ch,"auto"); af.where = TO_AFFECTS; af.type = gsn_recall; af.duration = 24; af.modifier = 0; af.bitvector = 0; af.location = 0; af.level=ch->level; affect_to_char(ch,&af); return; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); location = get_room_index(ch->temple); if (location == NULL) location = get_room_index(ROOM_VNUM_TEMPLE); /* if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) */ if (location == NULL) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { send_to_char( "The gods have forsaken you.\n\r", ch ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose,skill; skill = get_skill(ch,gsn_recall); if ( number_percent() < 80 * skill / 100 ) { check_improve(ch,gsn_recall,FALSE,6); WAIT_STATE( ch, 4 ); sprintf( buf, "You failed!.\n\r"); send_to_char( buf, ch ); return; } lose = (ch->desc != NULL) ? 25 : 50; gain_exp( ch, 0 - lose ); check_improve(ch,gsn_recall,TRUE,4); sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose ); send_to_char( buf, ch ); stop_fighting( ch, TRUE ); } ch->move /= 2; act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if (ch->pet != NULL) do_recall(ch->pet,""); return; } void do_train( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mob; sh_int stat = - 1; char *pOutput = NULL; int cost; if ( IS_NPC(ch) ) return; /* * Check for trainer. */ for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) ) break; } if ( mob == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return; } if ( argument[0] == '\0' ) { sprintf( buf, "You have %d training sessions.\n\r", ch->train ); send_to_char( buf, ch ); argument = "foo"; } cost = 1; if ( !str_cmp( argument, "str" ) ) { stat = STAT_STR; pOutput = "strength"; } else if ( !str_cmp( argument, "int" ) ) { stat = STAT_INT; pOutput = "intelligence"; } else if ( !str_cmp( argument, "wis" ) ) { stat = STAT_WIS; pOutput = "wisdom"; } else if ( !str_cmp( argument, "dex" ) ) { stat = STAT_DEX; pOutput = "dexterity"; } else if ( !str_cmp( argument, "con" ) ) { stat = STAT_CON; pOutput = "constitution"; } else if ( !str_cmp(argument, "hp" ) ) cost = 1; else if ( !str_cmp(argument, "mana" ) ) cost = 1; else { strcpy( buf, "You can train:" ); if ( ch->perm_stat[STAT_STR] < get_max_train(ch,STAT_STR)) strcat( buf, " str" ); if ( ch->perm_stat[STAT_INT] < get_max_train(ch,STAT_INT)) strcat( buf, " int" ); if ( ch->perm_stat[STAT_WIS] < get_max_train(ch,STAT_WIS)) strcat( buf, " wis" ); if ( ch->perm_stat[STAT_DEX] < get_max_train(ch,STAT_DEX)) strcat( buf, " dex" ); if ( ch->perm_stat[STAT_CON] < get_max_train(ch,STAT_CON)) strcat( buf, " con" ); strcat( buf, " hp mana"); if ( buf[strlen(buf)-1] != ':' ) { strcat( buf, ".\n\r" ); send_to_char( buf, ch ); } else { /* * This message dedicated to Jordan ... you big stud! */ act( "You have nothing left to train, you $T!", ch, NULL, ch->sex == SEX_MALE ? "big stud" : ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR ); } return; } if (!str_cmp("hp",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_hit += 10; ch->max_hit += 10; ch->hit +=10; act( "Your durability increases!",ch,NULL,NULL,TO_CHAR); act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM); return; } if (!str_cmp("mana",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_mana += 10; ch->max_mana += 10; ch->mana += 10; act( "Your power increases!",ch,NULL,NULL,TO_CHAR); act( "$n's power increases!",ch,NULL,NULL,TO_ROOM); return; } if ( ch->perm_stat[stat] >= get_max_train(ch,stat) ) { act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->perm_stat[stat] += 1; act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR ); act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM ); return; } void do_shadowgate(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; one_argument(argument,arg1); if ( (get_skill(ch,gsn_shadowgate) == 0) || (ch->level < skill_table[gsn_shadowgate].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (clan_down(ch,CLAN_ANCIENT)) return; if (ch->mana < 70) { send_to_char("You do not have the mana.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_shadowgate]) { send_to_char("You fail to pass through the shadowplanes.\n\r",ch); check_improve(ch,gsn_shadowgate,FALSE,1); ch->mana -= 35; return; } if ( ((victim = get_char_world(ch,arg1)) == NULL) || victim == ch || IS_SET(victim->in_room->room_flags,ROOM_NO_GATE) || victim->in_room == NULL || victim->in_room->guild != 0 || (victim->in_room->clan != 0 && victim->in_room->clan != CLAN_ANCIENT) || (!IS_NPC(victim) && victim->level >= 52) || (!can_pk(ch,victim)) || saves_spell(ch->level - 1,victim, DAM_OTHER) ) { ch->mana -= 35; send_to_char("You failed.\n\r",ch); WAIT_STATE(ch,12); return; } ch->mana -= 70; if (ch->in_room->vnum == 1212) /* No shadowgating from realm of dead */ { send_to_char("You failed.\n\r",ch); return; } act("$n becomes enshrouded in darkness and disappears!",ch,0,0,TO_ROOM); char_from_room(ch); char_to_room(ch,victim->in_room); send_to_char("You step into the shadowplane and vanish.\n\r",ch); act("A vortex of shadows blasts into the room and $n step forth!",ch,0,0,TO_ROOM); do_look(ch,"auto"); WAIT_STATE(ch,12); return; } void do_bear_call( CHAR_DATA *ch, char *argument) { CHAR_DATA *animal; AFFECT_DATA af; int a_level; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *check; bool found = FALSE; int count; one_argument(argument,arg1); if ( (get_skill(ch,gsn_bear_call) == 0) || (ch->level < skill_table[gsn_bear_call].skill_level[ch->class]) ) { send_to_char("You don't know how to call bears?\n\r",ch); return; } if (is_affected(ch,gsn_bear_call)) { send_to_char("You can't call more bears yet.\n\r",ch); return; } if (ch->mana <= 70) { send_to_char("You do not have the mana.\n\r",ch); return; } for (check = char_list; check != NULL; check = check->next) { if ( (check->master == ch) && check->pIndexData->vnum == MOB_VNUM_BEAR ) found = TRUE; } if (found) { send_to_char("You already have bears to care for.\n\r",ch); return; } if ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_HILLS) && (ch->in_room->sector_type != SECT_MOUNTAIN) ) { act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM); send_to_char("You call a bear call but nothing responds.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_bear_call]) { send_to_char("You call out for bears but none respond.\n\r",ch); check_improve(ch,gsn_bear_call,FALSE,1); ch->mana -= 35; return; } ch->mana -= 70; a_level = ch->level; act("$n calls out to the wild and is heard!.",ch,0,0,TO_ROOM); send_to_char("Your call to the wild is heard!\n\r",ch); for (count = 0; count < 2; count++) { animal = create_mobile(get_mob_index(MOB_VNUM_BEAR) ); animal->level = a_level; animal->max_hit = ch->max_hit + dice(a_level, 5); animal->damroll += a_level*3/4; animal->hitroll += a_level/3; animal->alignment = ch->alignment; char_to_room(animal,ch->in_room); add_follower(animal,ch); animal->leader = ch; SET_BIT(animal->affected_by,AFF_CHARM); act("$n arrives to journey with $N.",animal,NULL,ch,TO_NOTVICT); animal->hit = animal->max_hit; } af.where = TO_AFFECTS; af.level = ch->level; af.modifier = 0; af.duration = 24; af.bitvector = 0; af.location = 0; af.type = gsn_bear_call; affect_to_char(ch,&af); check_improve(ch,gsn_bear_call,TRUE,1); return; } /* void do_animal_call( CHAR_DATA *ch, char *argument) { CHAR_DATA *animal; AFFECT_DATA af; int a_level; int animal_type; int call_num; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *check; int count; if ( (get_skill(ch,gsn_animal_call) == 0) || (ch->level < skill_table[gsn_animal_call].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (is_affected(ch,gsn_animal_call)) { send_to_char("You can't call more animals yet.\n\r",ch); return; } if (ch->mana <= 80) { send_to_char("You do not have the mana.\n\r",ch); return; } send_to_char("Animal call has been temportarily disabled.\n\r",ch); return; one_argument(argument,arg1); if (arg1[0] == '\0') { send_to_char("Call what where?\n\r",ch); return; } for (check = char_list; check != NULL; check = check->next) { if ( (check->master == ch) && ( (check->pIndexData->vnum == MOB_VNUM_FALCON) || (check->pIndexData->vnum == MOB_VNUM_WOLF) || (check->pIndexData->vnum == MOB_VNUM_LION) || (check->pIndexData->vnum == MOB_VNUM_BEAR) ) ) { send_to_char("You already have animals you should be looking after.\n\r",ch); return; } } if (number_percent() > ch->pcdata->learned[gsn_animal_call] ) { ch->mana -= 40; send_to_char("You call out to the wild but nothing responds.\n\r",ch); act("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM); check_improve(ch,gsn_animal_call,FALSE,1); return; } call_num = 2; if (!str_cmp(arg1,"falcon") ) { animal_type = MOB_VNUM_FALCON; call_num = 3; } else if (!str_cmp(arg1,"wolf")) { if (ch->level < 25) { send_to_char("You are not skilled enough to call a wolf yet.\n\r",ch); return; } animal_type = MOB_VNUM_WOLF; } else if (!str_cmp(arg1,"bear")) { if (ch->level < 34) { send_to_char("You are not skilled enough to call bears yet.\n\r",ch); return; } animal_type = MOB_VNUM_BEAR; } else if (!str_cmp(arg1,"lion")) { if (ch->level < 30) { send_to_char("You are not skilled enough to call lions yet.\n\r",ch); return; } animal_type = MOB_VNUM_LION; } else { send_to_char("Call what animal?\n\r",ch); return; } if (( animal_type == MOB_VNUM_FALCON) && ( (ch->in_room->sector_type == SECT_WATER_SWIM) || (ch->in_room->sector_type == SECT_WATER_NOSWIM) ) ) { act("$n calls out into the skies but nothing comes.",ch,0,0,TO_ROOM); send_to_char("You call out to the skies but nothing responds.\n\r",ch); return; } if (( animal_type == MOB_VNUM_WOLF) && ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_HILLS) && (ch->in_room->sector_type != SECT_MOUNTAIN) ) ) { act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM); send_to_char("You call a wolf call but nothing responds.\n\r",ch); return; } if (( animal_type == MOB_VNUM_LION) && ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_HILLS) && (ch->in_room->sector_type != SECT_MOUNTAIN) ) ) { act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM); send_to_char("You call out to the wild but nothing responds.\n\r",ch); return; } if (( animal_type == MOB_VNUM_BEAR) && ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_HILLS) && (ch->in_room->sector_type != SECT_MOUNTAIN) ) ) { act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM); send_to_char("You call a bear call but nothing responds.\n\r",ch); return; } ch->mana -= 80; a_level = ch->level; act("$n calls out to the wild and is heard!.",ch,0,0,TO_ROOM); send_to_char("Your call to the wild is heard!\n\r",ch); for (count = 0; count < call_num; count++) { animal = create_mobile(get_mob_index(animal_type) ); animal->level = a_level; if (animal_type == MOB_VNUM_FALCON) { animal->max_hit = ch->max_hit * 2/3; animal->damroll += a_level/3; animal->hitroll += a_level*2/3; } else if (animal_type == MOB_VNUM_WOLF) { animal->max_hit = ch->max_hit; animal->damroll += a_level/2; animal->hitroll += a_level/2; } else if (animal_type == MOB_VNUM_LION) { animal->max_hit = ch->max_hit; animal->damroll += a_level*2/3; animal->hitroll += a_level/2; } else { animal->max_hit = ch->max_hit + dice(a_level, 5); animal->damroll += a_level*3/4; animal->hitroll += a_level/3; } animal->alignment = ch->alignment; char_to_room(animal,ch->in_room); add_follower(animal,ch); animal->leader = ch; SET_BIT(animal->affected_by,AFF_CHARM); act("$n arrives to journey with $N.",animal,NULL,ch,TO_NOTVICT); animal->hit = animal->max_hit; } af.where = TO_AFFECTS; af.level = ch->level; af.modifier = 0; af.duration = 24; af.bitvector = 0; af.location = 0; af.type = gsn_animal_call; affect_to_char(ch,&af); check_improve(ch,gsn_animal_call,TRUE,2); return; } */ void do_animal_call(CHAR_DATA *ch,char *argument) { char arg[MAX_INPUT_LENGTH]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *animal1; CHAR_DATA *animal2; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; int chance; int type; int i; bool cant_call = FALSE; AFFECT_DATA af; one_argument(argument,arg); if ((chance = get_skill(ch,gsn_animal_call)) == 0 || ch->level < skill_table[gsn_animal_call].skill_level[ch->class]) { send_to_char("You don't know how to call upon animals for aid.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Call out for which animal?\n\r",ch); return; } if (!str_cmp(arg,"falcon")) type = MOB_VNUM_FALCON; else if (!str_cmp(arg,"wolf")) { type = MOB_VNUM_WOLF; if (ch->level < 25) cant_call = TRUE; } else if (!str_cmp(arg,"bear")) { type = MOB_VNUM_BEAR; if (ch->level < 30) cant_call = TRUE; } else if (!str_cmp(arg,"lion")) { type = MOB_VNUM_LION; if (ch->level < 35) cant_call = TRUE; } else { send_to_char("call out for which animal?\n\r",ch); return; } if (is_affected(ch,gsn_animal_call)) { send_to_char("You aren't able to call upon anymore animals yet.\n\r",ch); return; } if (cant_call) { send_to_char("You are not skilled enough at woodsmanship to call that animal.\n\r",ch); return; } if (ch->mana < 50) { send_to_char("You don't have the mana.\n\r",ch); return; } for (mob = char_list; mob != NULL; mob = mob->next) { if (IS_NPC(mob) && IS_AFFECTED(mob,AFF_CHARM) && (mob->master == ch) && ( (mob->pIndexData->vnum == MOB_VNUM_FALCON) || (mob->pIndexData->vnum == MOB_VNUM_WOLF) || (mob->pIndexData->vnum == MOB_VNUM_BEAR) || (mob->pIndexData->vnum == MOB_VNUM_LION) ) ) break; } if (mob != NULL) { send_to_char("You already have animals you should care for.\n\r",ch); return; } if ( (ch->in_room->sector_type != SECT_FOREST) && ( ch->in_room->sector_type != SECT_HILLS) && ( ch->in_room->sector_type != SECT_MOUNTAIN) ) { send_to_char("You are not within the right environment to call animals.\n\r",ch); return; } if (number_percent() > chance) { act("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM); send_to_char("You call out to the wild but nothing responds.\n\r",ch); ch->mana -= 25; check_improve(ch,gsn_animal_call,FALSE,1); return; } pRoomIndex = ch->in_room; pMobIndex = get_mob_index(type); if (pMobIndex == NULL) { bug("Animal call: Bad mob vnum call %d.",type); send_to_char("You call out to the wild but nothing responds.\n\r",ch); act("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM); ch->mana -= 25; return; } animal1 = create_mobile( pMobIndex ); animal2 = create_mobile( pMobIndex ); animal2->dam_type = animal1->dam_type; for (i = 0; i < 4; i++) { animal1->armor[i] -= (3*ch->level); animal2->armor[i] -= (3*ch->level); } if (type == MOB_VNUM_FALCON) { animal1->max_hit = ch->max_hit/3; animal1->hit = ch->max_hit/3; animal2->max_hit = ch->max_hit/3; animal2->hit = ch->max_hit/3; animal1->damroll = (5 + ch->level/3); animal2->damroll = (5 + ch->level/3); animal1->hitroll = ch->level/3; animal2->hitroll = ch->level/3; } else if (type == MOB_VNUM_WOLF) { animal1->max_hit = ch->max_hit/2; animal1->hit = ch->max_hit/2; animal2->max_hit = ch->max_hit/2; animal2->hit = ch->max_hit/2; animal1->damroll = (8 + ch->level/3); animal2->damroll = (8 + ch->level/3); animal1->hitroll = ch->level/3; animal2->hitroll = ch->level/3; } else if (type == MOB_VNUM_BEAR) { animal1->max_hit = ch->max_hit; animal1->hit = ch->max_hit; animal2->max_hit = ch->max_hit; animal2->hit = ch->max_hit; animal1->damroll = (2*ch->level/3); animal2->damroll = (2*ch->level/3); animal1->hitroll = ch->level/3; animal2->hitroll = ch->level/3; } else if (type == MOB_VNUM_LION) { animal1->max_hit = (3 * ch->max_hit / 4); animal1->hit = (3 * ch->max_hit / 4); animal2->max_hit = (3 * ch->max_hit / 4); animal2->hit = (3 * ch->max_hit / 4); animal1->damroll = (-2 + ch->level); animal2->damroll = (-2 + ch->level); animal1->hitroll = ch->level/3; animal2->hitroll = ch->level/3; } else { bug("Bad animal call: %d.",type); send_to_char("You call out to the wild but nothing responds.\n\r",ch); act("$n calls out to the wild but nothing comes.\n\r",ch,0,0,TO_ROOM); ch->mana -= 25; return; } char_to_room(animal1,pRoomIndex); char_to_room(animal2,pRoomIndex); animal1->level = ch->level; animal2->level = ch->level; act("Animals respond to $n's call!",ch,0,animal1,TO_ROOM); act("Animals respond to your call!",ch,0,animal1,TO_CHAR); ch->mana -= 50; SET_BIT(animal1->affected_by,AFF_CHARM); SET_BIT(animal2->affected_by,AFF_CHARM); animal1->leader = ch; animal2->leader = ch; animal1->master = ch; animal2->master = ch; af.where = TO_AFFECTS; af.type = gsn_animal_call; af.level = ch->level; af.duration = 24; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char(ch,&af); return; } void track_char(CHAR_DATA *ch, CHAR_DATA *tracking, int in_room) { int track_dir; track_dir = tracking->pcdata->track_dir[in_room]; track_dir -= 1; if (IS_AFFECTED(ch,AFF_CHARM)) return; act("$n checks the ground for tracks.",ch,0,0,TO_ROOM); if (IS_SET(ch->off_flags,STATIC_TRACKING) || track_dir == -1) return; if (ch->in_room->exit[track_dir]->u1.to_room->area == ch->in_room->area) move_char(ch,track_dir,TRUE); return; } void do_aura_of_sustenance(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; if ((get_skill(ch,gsn_aura_of_sustenance)) == 0 || ch->level < skill_table[gsn_aura_of_sustenance].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (clan_down(ch,CLAN_LIFE)) return; if (is_affected(ch,gsn_aura_of_sustenance)) { send_to_char("You are already as sustained as you can get.\n\r",ch); return; } if (ch->mana < 40) { send_to_char("You do not have the mana\n\r",ch); return; } af.where = TO_AFFECTS; af.location = 0; af.level = ch->level; af.duration = ch->level; af.bitvector = 0; af.type = gsn_aura_of_sustenance; af.modifier = 0; affect_to_char(ch,&af); ch->pcdata->condition[COND_THIRST] = 38; ch->pcdata->condition[COND_HUNGER] = 38; send_to_char("Your mind goes into a trance as you sustain your body in a state of health.\n\r",ch); ch->mana -= 40; return; } void check_guardian(CHAR_DATA *ch,int in_room) { CHAR_DATA *rch; CHAR_DATA *rch_next; if (ch->ghost <= 0) return; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (!IS_NPC(rch)) continue; if ((rch->pIndexData->vnum == MOB_VNUM_ANCIENT && ch->clan != CLAN_ANCIENT) || ( rch->pIndexData->vnum == MOB_VNUM_ARCANA && ch->clan != CLAN_ARCANA) || (rch->pIndexData->vnum == MOB_VNUM_CRUSADER && ch->clan != CLAN_CRUSADER) || ( rch->pIndexData->vnum == MOB_VNUM_ENFORCER_G && ch->clan != CLAN_ENFORCER) || (rch->pIndexData->vnum == MOB_VNUM_LIFE && ch->clan != CLAN_LIFE) || (rch->pIndexData->vnum == MOB_VNUM_OUTLAW && ch->clan != CLAN_OUTLAW) ) { do_say(rch,"Ghosts aren't allowed in here!"); do_slay(rch,ch->name); return; } } return; } void do_vanish(CHAR_DATA *ch,char *argument) { ROOM_INDEX_DATA *pRoomIndex; int chance; /* AFFECT_DATA af; */ if ( (chance = get_skill(ch,gsn_vanish)) == 0 || ch->level < skill_table[gsn_vanish].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (clan_down(ch,CLAN_OUTLAW)) return; if(is_affected(ch,gsn_vanish)) { send_to_char("You cannot vanish again so soon.\n\r",ch); return; } if (ch->mana < 20) { send_to_char("You don't have the mana.",ch); return; } chance -= 5; if (number_percent() > chance) { send_to_char("You attempt to vanish without trace but fail.\n\r",ch); act("$n attempts to slide into the shadows but fails.",ch,0,0,TO_ROOM); check_improve(ch,gsn_vanish,FALSE,2); ch->mana -= 10; return; } ch->mana -= 20; if (ch->in_room->vnum == 23610) { send_to_char("You fail.\n\r",ch); return; } for (; ;) { pRoomIndex = get_room_index(number_range(0,30000)); if (pRoomIndex != NULL) if (pRoomIndex->area == ch->in_room->area && !IS_SET(pRoomIndex->room_flags,ROOM_PRIVATE) && (pRoomIndex->guild == 0) && can_see_room(ch,pRoomIndex) && !IS_SET(pRoomIndex->room_flags,ROOM_SOLITARY) && ch->in_room->vnum != 1212 && pRoomIndex->vnum != 1212) break; } act("$n suddenly vanishes into the shadows!",ch,0,0,TO_ROOM); send_to_char("You slip into the shadows and vanish!\n\r",ch); char_from_room(ch); char_to_room(ch,pRoomIndex); act("$n appears from the shadows.",ch,0,0,TO_ROOM); do_look(ch,"auto"); /* af.type=gsn_vanish; af.where=TO_AFFECTS; af.level=ch->level; af.location=0; af.duration=1; af.modifier=0; af.bitvector=0; affect_to_char(ch,&af); */ return; } void murder_entry_trigger(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *rch; CHAR_DATA *rch_next; if (IS_NPC(ch)) return; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (!IS_NPC(rch)) continue; if (!IS_SET(rch->off_flags,SPAM_MURDER)) continue; if (rch->fighting != NULL) continue; if (!can_see(rch,ch)) continue; if (rch->last_fought != NULL) continue; if (is_safe(rch,ch)) continue; if (rch->level < (ch->level - 5)) continue; sprintf(buf,"Help! I'm being attacked by %s!",rch->short_descr); do_yell(ch,buf); multi_hit(rch,ch,TYPE_UNDEFINED); } return; } /* MOBProgs for Enforcers */ void enforcer_entry_trigger(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *protector; if (IS_NPC(ch)) return; if (IS_IMMORTAL(ch)) return; for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room) { if (!IS_NPC(protector)) continue; if (protector->pIndexData->vnum == MOB_VNUM_PROTECTOR) break; } if (protector == NULL) return; un_gaseous(ch); if (ch->clan == CLAN_ENFORCER) { do_say(protector, "Greetings, Enforcer of the Law"); return; } sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr); do_yell(ch,buf); do_clantalk(protector,"Intruder! Intruder!"); multi_hit(protector,ch,TYPE_UNDEFINED); return; } void enforcer_key_trigger(CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *book; CHAR_DATA *hch; bool is_gone; OBJ_DATA *check; is_gone = FALSE; if (key->pIndexData->vnum != 23601) return; if (!IS_NPC(statue)) return; if (statue->pIndexData->vnum != MOB_VNUM_ENFORCER_STATUE) return; for (check = object_list; check != NULL; check = check->next) { if (check->pIndexData->vnum == OBJ_VNUM_ENFORCER) is_gone = TRUE; } book = create_object(get_obj_index(OBJ_VNUM_ENFORCER),0); if (is_gone) { sprintf(buf,"%s has already been stolen, search elsewhere thief!",book->short_descr); do_say(statue,buf); extract_obj(book); return; } do_say(statue,"To the holder of the Key of Law i grant the Book of Enforcers."); act("$n gives $N $p.",statue,book,ch,TO_NOTVICT); act("$n gives you $p.",statue,book,ch,TO_VICT); obj_to_char(book,ch); extract_obj(key); sprintf(buf,"[ENFORCER] %s: %s has stolen the Book of Enforcers!\n\r",statue->short_descr,ch->name); for (hch = char_list; hch != NULL; hch = hch->next) { if (hch->clan == CLAN_ENFORCER) send_to_char(buf,hch); } return; } void outlaw_key_trigger(CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *book; CHAR_DATA *hch; if (key->pIndexData->vnum != 9901) return; if (!IS_NPC(statue)) return; if (statue->pIndexData->vnum != 9903) return; book = create_object(get_obj_index(9900),0); if (book->pIndexData->limcount != 1) { sprintf(buf,"%s has already been stolen, search elsewhere thief!",book->short_descr); do_say(statue,buf); extract_obj(book); return; } act("$n gives $N $p.",statue,book,ch,TO_NOTVICT); act("$n gives you $p.",statue,book,ch,TO_VICT); obj_to_char(book,ch); extract_obj(key); sprintf(buf,"[OUTLAW] %s: %s has stolen the Declaration!\n\r",statue->short_descr,ch->name); for (hch = char_list; hch != NULL; hch = hch->next) { if (hch->clan == CLAN_OUTLAW) send_to_char(buf,hch); } return; } /* MOBProgs for Clans */ void crusader_entry_trigger(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *protector; if (IS_NPC(ch)) return; if (IS_IMMORTAL(ch)) return; for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room) { if (!IS_NPC(protector)) continue; if (protector->pIndexData->vnum == MOB_VNUM_CRUSADER) break; } if (protector == NULL) return; un_gaseous(ch); if (ch->clan == CLAN_CRUSADER) { do_say(protector,"Welcome warrior of the Crusades."); return; } sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr); do_yell(ch,buf); multi_hit(protector,ch,TYPE_UNDEFINED); return; } void outlaw_entry_trigger(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *protector; if (IS_NPC(ch)) return; if (IS_IMMORTAL(ch)) return; for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room) { if (!IS_NPC(protector)) continue; if (protector->pIndexData->vnum == MOB_VNUM_OUTLAW) break; } if (protector == NULL) return; un_gaseous(ch); if (ch->clan == CLAN_OUTLAW) { do_say(protector, "Enter the hideout outlaw friend."); return; } sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr); do_yell(ch,buf); multi_hit(protector,ch,TYPE_UNDEFINED); return; } void life_entry_trigger(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *protector; if (IS_NPC(ch)) return; if (IS_IMMORTAL(ch)) return; for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room) { if (!IS_NPC(protector)) continue; if (protector->pIndexData->vnum == MOB_VNUM_LIFE) break; } if (protector == NULL) return; un_gaseous(ch); if (ch->clan == CLAN_LIFE) { do_say(protector,"Greetings, Protector of Life"); return; } sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr); do_yell(ch,buf); multi_hit(protector,ch,TYPE_UNDEFINED); return; } void ancient_entry_trigger(CHAR_DATA *ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *protector; if (IS_NPC(ch)) return; if (IS_IMMORTAL(ch)) return; for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room) { if (!IS_NPC(protector)) continue; if (protector->pIndexData->vnum == MOB_VNUM_ANCIENT) break; } if (protector == NULL) return; un_gaseous(ch); if (ch->clan == CLAN_ANCIENT) { do_say(protector,"May the darkness conceal you."); return; } sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr); do_yell(ch,buf); multi_hit(protector,ch,TYPE_UNDEFINED); return; } /* Add this to the can_see_char: if (IS_SET(victim->also_affected,AFF_FOREST_BLENDING) ) { int blend_chance; blend_chance = (victim->level - ch->level) * 2; blend_chance += 40; if (blend_chance > 75) blend_chance = 75; if (!is_affected(ch,gsn_awareness) && number_percent() < blend_chance) return FALSE; } */ void do_forest_blending(CHAR_DATA *ch, char *argument) { int chance; AFFECT_DATA af; chance = get_skill(ch,gsn_forest_blending); if (chance < 5 || ch->level < skill_table[gsn_forest_blending].skill_level[ch->class]) { send_to_char("You don't know how to blend in with the forests.\n\r",ch); return; } if (ch->in_room->sector_type != SECT_FOREST) { send_to_char("You aren't within a suitable forest environment.\n\r",ch); return; } if (is_affected(ch,gsn_forest_blending)) { send_to_char("You're already trying to blend in with your surroundings.\n\r",ch); return; } send_to_char("You attempt to blend in with the forests.\n\r",ch); if (number_percent() < chance) { check_improve(ch,gsn_forest_blending,TRUE,1); af.where = TO_AFFECTS; af.level = ch->level; af.modifier = 0; af.location = 0; af.bitvector = 0; af.duration = 5; af.type = gsn_forest_blending; affect_to_char(ch,&af); } else { check_improve(ch,gsn_forest_blending,FALSE,1); affect_strip(ch,gsn_forest_blending); } WAIT_STATE(ch,6); return; } void un_forest_blend(CHAR_DATA *ch) { if (!is_affected(ch,gsn_forest_blending)) return; act("$n steps into the open from the surrounding forest.",ch,0,0,TO_ROOM); act("You step into the open from the surrounding forest.",ch,0,0,TO_CHAR); affect_strip(ch,gsn_forest_blending); return; } void do_awareness(CHAR_DATA *ch,char *argument) { int chance; AFFECT_DATA af; if (is_affected(ch,gsn_awareness)) { send_to_char("You are already alert to the forests.\n\r",ch); return; } chance = get_skill(ch,gsn_awareness); if (chance == 0 || ch->level < skill_table[gsn_awareness].skill_level[ch->class]) { send_to_char("You don't know which part of the forests to be alert to.\n\r",ch); return; } if (ch->mana < 10) { send_to_char("You don't have the mana.\n\r",ch); return; } if (number_percent() > chance) { send_to_char("You try to watch your surroundings but become distracted.\n\r",ch); check_improve(ch,gsn_awareness,FALSE,1); ch->mana -= 5; return; } send_to_char("You start watching your surroundings more carefully.\n\r",ch); check_improve(ch,gsn_awareness,TRUE,1); ch->mana -= 10; af.where = TO_AFFECTS; af.location = 0; af.modifier = 0; af.type = gsn_awareness; af.bitvector = 0; af.level = ch->level; af.duration = ch->level; affect_to_char(ch,&af); return; } /* * This ethereal ability lets a player pass through a room in gaseous form. * In this state they can pass aggro and tracking mobs if they make a check * while passing through the room. Clan guardians are never passed, nor are * aggros who's level is more than 10 above the player's. */ void do_gaseous_form(CHAR_DATA *ch,char *argument) { int dir1, dir2, chance; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; AFFECT_DATA af; chance = get_skill(ch,gsn_gaseous_form); dir1 = -1; dir2 = -1; argument = one_argument(argument,arg1); one_argument(argument,arg2); if (chance < 1 || ch->level < skill_table[gsn_gaseous_form].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if(is_affected(ch,gsn_cloak_form)) { send_to_char("Your disguise would be lost in the process.\n\r",ch); return; } if (arg1[0] == '\0') { send_to_char("Attempt to go through which direction in gaseous form?\n\r",ch); return; } if (!str_cmp(arg1,"n") || !str_cmp(arg1,"north")) dir1 = 0; else if (!str_cmp(arg1,"e") || !str_cmp(arg1,"east")) dir1 = 1; else if (!str_cmp(arg1,"s") || !str_cmp(arg1,"south")) dir1 = 2; else if (!str_cmp(arg1,"w") || !str_cmp(arg1,"west")) dir1 = 3; else if (!str_cmp(arg1,"u") || !str_cmp(arg1,"up")) dir1 = 4; else if (!str_cmp(arg1,"d") || !str_cmp(arg1,"down")) dir1 = 5; if (dir1 == -1) { send_to_char("Which direction do you want to try to pass through in gaseous form?\n\r",ch); return; } if (arg2[0] == '\0') dir2 = dir1; else if (!str_cmp(arg2,"n") || !str_cmp(arg2,"north")) dir2 = 0; else if (!str_cmp(arg2,"e") || !str_cmp(arg2,"east")) dir2 = 1; else if (!str_cmp(arg2,"s") || !str_cmp(arg2,"south")) dir2 = 2; else if (!str_cmp(arg2,"w") || !str_cmp(arg2,"west")) dir2 = 3; else if (!str_cmp(arg2,"u") || !str_cmp(arg2,"up")) dir2 = 4; else if (!str_cmp(arg2,"d") || !str_cmp(arg2,"down")) dir2 = 5; if (ch->mana < 10) { send_to_char("You don't have the mana.\n\r",ch); return; } if (ch->move < 20) { send_to_char("You don't have the movement.\n\r",ch); return; } if (number_percent() > chance) { send_to_char("You try to force your body into it's lower form of gas but fail.\n\r",ch); check_improve(ch,gsn_gaseous_form,FALSE,1); ch->mana -= 5; return; } if (is_affected(ch,gsn_shapeshift)) { act("You come out of your shapeshifted form.",ch,0,0,TO_CHAR); affect_strip(ch,gsn_shapeshift); } af.where = TO_AFFECTS; af.type = gsn_gaseous_form; af.duration = 1; af.location = APPLY_MORPH_FORM; af.modifier = MORPH_GASEOUS; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); ch->mana -= 10; act("$n suddenly vaporises into a cloud of boiling gas!",ch,0,0,TO_ROOM); send_to_char("You force your body into a cloud of boiling gas!\n\r",ch); check_improve(ch,gsn_gaseous_form,TRUE,1); WAIT_STATE(ch,12); ch->move -= 10; move_char(ch,dir1,FALSE); if (!is_affected(ch,gsn_gaseous_form)) return; move_char(ch,dir2,FALSE); if (!is_affected(ch,gsn_gaseous_form)) return; un_gaseous(ch); } void un_gaseous(CHAR_DATA *ch) { if (!is_affected(ch,gsn_gaseous_form)) return; act("$n forms again as $s body solidifies from gaseous form.",ch,0,0,TO_ROOM); send_to_char("You reform into your normal body as you leave gaseous form.\n\r",ch); affect_strip(ch,gsn_gaseous_form); return; } /* Door bash for giants/trolls/centaurs */ void do_door_bash(CHAR_DATA *ch,char *argument) { char arg[MAX_INPUT_LENGTH]; int door; int chance; AFFECT_DATA af; one_argument(argument,arg); if (arg[0] == '\0') { send_to_char("Bash door which door?\n\r",ch); return; } chance = get_skill(ch,gsn_door_bash); if (chance == 0 || ch->level < skill_table[gsn_door_bash].skill_level[ch->class]) { send_to_char("You'd hurt yourself doing that.\n\r",ch); return; } if (ch->move < 5) { send_to_char("You are too exhausted.\n\r",ch); return; } if ( (door = find_door(ch,arg) ) >= 0) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info,EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (!IS_SET(pexit->exit_info,EX_LOCKED)) { send_to_char("It's already unlocked, why not just use the knob?\n\r",ch); return; } chance /= 4; chance += ch->level/5; chance += get_curr_stat(ch,STAT_STR)/2; if (!str_cmp(pc_race_table[ch->race].name,"giant")) chance += 15; do_visible(ch,""); if (number_percent() > chance || IS_SET(pexit->exit_info,EX_NOBASH) ) { act("$n flies into the $T door and rebounds with a great lack of dignity!",ch,0,dir_name[door],TO_ROOM); act("You fly into the door $T but simply bounce off it like a lump of rock!",ch,0,dir_name[door],TO_CHAR); damage_old(ch,ch,dice(3,5),gsn_door_bash,DAM_BASH,TRUE); check_improve(ch,gsn_door_bash,FALSE,1); WAIT_STATE(ch,12); return; } act("$n slams into the $T door and throws it open with a mighty crash!",ch,0,dir_name[door],TO_ROOM); act("You slam into the $T door and it cracks open with a deafening sound!",ch,0,dir_name[door],TO_CHAR); check_improve(ch,gsn_door_bash,TRUE,1); WAIT_STATE(ch,12); REMOVE_BIT(pexit->exit_info,EX_LOCKED); REMOVE_BIT(pexit->exit_info,EX_CLOSED); if ( ( (to_room = pexit->u1.to_room) != NULL) && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room) { REMOVE_BIT(pexit_rev->exit_info,EX_LOCKED); REMOVE_BIT(pexit_rev->exit_info,EX_CLOSED); } if (number_percent() < get_curr_stat(ch,STAT_DEX)) return; /* * Affect to char so in move_char you relay the right move message, then * strip affect once moved. */ af.where = TO_AFFECTS; af.type = gsn_door_bash; af.location = 0; af.modifier = 0; af.duration = -1; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); move_char(ch,door,FALSE); affect_strip(ch,gsn_door_bash); } return; } /* For selecting new home */ void do_hometown(CHAR_DATA *ch, char *argument) { int align; int cost; char arg[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (ch->in_room->vnum != ROOM_VNUM_HOMETOWNS) { send_to_char("You can't do that here.\n\r",ch); return; } argument = one_argument(argument,arg); one_argument(argument,arg2); /* Cost is in silver right now */ cost = (ch->level * ch->level); cost *= 50; align = ch->alignment; if (arg[0] == '\0') { send_to_char("Available hometowns are: \n\r",ch); if (ch->temple == TEMPLE_MIDGAARD) send_to_char("Midgaard Current hometown.\n\r",ch); else { sprintf(buf, "Midgaard %d silver.\n\r",cost); send_to_char(buf,ch); } if (align == 0) { if (ch->temple == TEMPLE_NEW_THALOS) send_to_char("New Thalos Current hometown.\n\r",ch); else { sprintf(buf, "New Thalos %d silver.\n\r",cost * 5/4); send_to_char(buf,ch); } } else if (align > 0) { if (ch->temple == TEMPLE_OFCOL) send_to_char("Ofcol Current hometown.\n\r",ch); else { sprintf(buf, "Ofcol %d silver.\n\r",cost * 5/4); send_to_char(buf,ch); } } else { if (ch->temple == TEMPLE_ARKHAM) send_to_char("Arkham Current hometown.\n\r",ch); else { sprintf(buf, "Arkham %d silver.\n\r",cost * 5/4); send_to_char(buf,ch); } } send_to_char("To pay using your bank account: hometown <town> bank\n\r",ch); return; } if (!str_cmp(arg,"midgaard")) { if (ch->temple == TEMPLE_MIDGAARD) { send_to_char("But that's already your current hometown.\n\r",ch); return; } if (!str_cmp(arg2,"bank")) { if (ch->silver_bank < cost) { send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch); return; } else { send_to_char("Your hometown is now Midgaard.\n\r",ch); ch->silver_bank -= cost; ch->temple = TEMPLE_MIDGAARD; return; } } if (ch->silver < cost) { send_to_char("You don't have the silver for that hometown.\n\r",ch); return; } ch->temple = TEMPLE_MIDGAARD; ch->silver -= cost; send_to_char("Your hometown is now Midgaard.\n\r",ch); return; } if (!str_cmp(arg,"new") || !str_cmp(arg,"thalos") || !str_cmp(arg,"new thalos") ) { if (align != 0) { send_to_char("Only neutrals may choose New Thalos for a hometown.\n\r",ch); return; } if (ch->temple == TEMPLE_NEW_THALOS) { send_to_char("But that's already your current hometown.\n\r",ch); return; } cost *= 5; cost /= 4; if (!str_cmp(arg2,"bank")) { if (ch->silver_bank < cost) { send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch); return; } else { send_to_char("Your hometown is now New Thalos.\n\r",ch); ch->silver_bank -= cost; ch->temple = TEMPLE_NEW_THALOS; return; } } if (ch->silver < cost ) { send_to_char("You don't have the silver for that hometown.\n\r",ch); return; } ch->temple = TEMPLE_NEW_THALOS; ch->silver -= cost; send_to_char("Your hometown is now New Thalos.\n\r",ch); return; } if (!str_cmp(arg,"ofcol")) { if (align != 1000) { send_to_char("Only good aligns may choose Ofcol for a hometown.\n\r",ch); return; } if (ch->temple == TEMPLE_OFCOL) { send_to_char("But that's already your current hometown.\n\r",ch); return; } cost *= 5; cost /= 4; if (!str_cmp(arg2,"bank")) { if (ch->silver_bank < cost) { send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch); return; } else { send_to_char("Your hometown is now Ofcol.\n\r",ch); ch->silver_bank -= cost; ch->temple = TEMPLE_OFCOL; return; } } if (ch->silver < cost) { send_to_char("You don't have the silver for that hometown.\n\r",ch); return; } ch->temple = TEMPLE_OFCOL; ch->silver -= cost; send_to_char("Your hometown is now Ofcol.\n\r",ch); return; } if (!str_cmp(arg,"arkham")) { if (align != -1000) { send_to_char("Only evil aligns may choose Arkham for a hometown.\n\r",ch); return; } if (ch->temple == TEMPLE_ARKHAM) { send_to_char("But that's already your current hometown.\n\r",ch); return; } cost *= 5; cost /= 4; if (!str_cmp(arg2,"bank")) { if (ch->silver_bank < cost) { send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch); return; } else { send_to_char("Your hometown is now Arkham.\n\r",ch); ch->silver_bank -= cost; ch->temple = TEMPLE_ARKHAM; return; } } if (ch->silver < cost) { send_to_char("You don't have the silver for that hometown.\n\r",ch); return; } ch->temple = TEMPLE_ARKHAM; ch->silver -= cost; send_to_char("Your hometown is now Arkham.\n\r",ch); return; } send_to_char("That city doesn't exist for choosing as a hometown. Type 'hometown' to see list.\n\r",ch); return; } /* mob prog */ void move_prog_bones(CHAR_DATA *ch) { CHAR_DATA *bone1; CHAR_DATA *bone2; CHAR_DATA *bone3; CHAR_DATA *bone4; int num; char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch1; CHAR_DATA *vch2; CHAR_DATA *vch3; if (ch->in_room->vnum != 13868 && ch->in_room->vnum != 13869 && ch->in_room->vnum != 13871 && ch->in_room->vnum != 13872 && ch->in_room->vnum != 13884 && ch->in_room->vnum != 13873) return; if (number_percent() > 20) return; bone1 = create_mobile(get_mob_index(MOB_VNUM_BONES)); if (bone1 == NULL) return; act("The bones around you suddenly stir and rise up!",ch,0,0,TO_CHAR); act("The bones around you suddenly stir and rise up!",ch,0,0,TO_ROOM); switch(number_range(0,5)) { case 1: sprintf(buf,"Die, thou who invades out rest!"); break; case 2: sprintf(buf,"%s, you shall pay for your desecration of our bones!",ch->name); break; case 3: sprintf(buf,"Flesh...flesh for us at last...");break; case 4: sprintf(buf,"I feel the warmth of life...give me your body so i may live!"); break; case 5: sprintf(buf,"I sense your warm blood...let me feed..."); break; } for (vch1 = ch->in_room->people; vch1 != NULL; vch1 = vch1->next_in_room) { if (is_same_group(vch1,ch) && number_bits(2) == 0) break; } if (vch1 == NULL) vch1 = ch; for (vch2 = ch->in_room->people; vch2 != NULL; vch2 = vch2->next_in_room) { if (is_same_group(vch2,ch) && number_bits(2) == 0) break; } if (vch2 == NULL) vch2 = ch; for (vch3 = ch->in_room->people; vch3 != NULL; vch3 = vch3->next_in_room) { if (is_same_group(vch3,ch) && number_bits(2) == 0) break; } if (vch3 == NULL) vch3 = ch; num = number_range(1,4); char_to_room(bone1,ch->in_room); do_say(bone1,buf); multi_hit(bone1,ch,TYPE_UNDEFINED); if (num >= 2) { bone2 = create_mobile(get_mob_index(MOB_VNUM_BONES)); char_to_room(bone2,ch->in_room); act("$n rises up and attacks!",bone2,0,0,TO_ROOM); multi_hit(bone2,vch1,TYPE_UNDEFINED); } if (num >= 3) { bone3 = create_mobile(get_mob_index(MOB_VNUM_BONES)); char_to_room(bone3,ch->in_room); act("$n rises up and attacks!",bone3,0,0,TO_ROOM); multi_hit(bone3,vch2,TYPE_UNDEFINED); } if (num >= 4) { bone4 = create_mobile(get_mob_index(MOB_VNUM_BONES)); char_to_room(bone4,ch->in_room); act("$n rises up and attacks!",bone4,0,0,TO_ROOM); multi_hit(bone4,vch3,TYPE_UNDEFINED); } return; } void move_prog_hydra(CHAR_DATA *ch) { CHAR_DATA *hydra; CHAR_DATA *vch; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (ch->in_room->vnum != 13874) return; for (hydra = char_list; hydra != NULL; hydra = hydra->next) { if (!IS_NPC(hydra)) continue; if (hydra->pIndexData->vnum == MOB_VNUM_HYDRA) break; } if (hydra != NULL) return; hydra = create_mobile(get_mob_index(MOB_VNUM_HYDRA)); if (hydra == NULL) return; char_to_room(hydra,ch->in_room); act("The broken wood of the ships explodes as $n rises up in fury!",hydra,0,0,TO_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (is_same_group(vch,ch) && number_bits(2) == 0) break; } if (vch == NULL) vch = ch; sprintf(buf,"Help! %s is attacking me!",PERS(hydra,vch)); do_yell(vch,buf); multi_hit(hydra,vch,TYPE_UNDEFINED); return; } void mob_entry_wraith(CHAR_DATA *ch) { CHAR_DATA *wraith; if (IS_NPC(ch)) return; if (str_cmp(ch->in_room->area->name,"mythforest.are") || number_percent() > 4) return; wraith = create_mobile(get_mob_index(13732)); if (wraith == NULL) return; char_to_room(wraith,ch->in_room); act("A shimmering wraith rises from the damp forest ground in a swirling mist.",wraith,0,0,TO_ROOM); do_yell(ch,"Help! I'm being attacked by a mist wraith!"); multi_hit(wraith,ch,TYPE_UNDEFINED); return; }