/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "player.h"
#include "commands.h"
/*
* Local functions.
*/
void do_grant( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int inpart = 0;
int cost = 0;
smash_tilde(argument);
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: Grant <person> <power>\n\r", ch );
/* send_to_char("Drowfire (5000), Darkness (7500), Drowpoison (5000).\n\r",ch);
send_to_char("Drowsight (5000), Drowshield (5000), Levitation (2000).\n\r", ch );
send_to_char("Shadowwalk (Free), Garotte (5000), Spiderarms (7500).\n\r", ch );
send_to_char("Drowhate (10000), Spiderform (15000), Web (5000).\n\r",ch );
send_to_char("Dgarotte (5000), Confuse (5000), Glamour (5000).\n\r", ch );
send_to_char("Earthshatter (7500), Speed (7500), Toughskin (7500), LlothsRegen (10000).\n\r",ch );
send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );*/
send_to_char("{m _____________________________________________________________{x\n\r", ch );
send_to_char("{m /{W Power/Cost {m\\{x\n\r", ch );
send_to_char("{m|{w Drowfire {M- {w5000 {m | {wDarkness {M- {w7500 {m| {wDrowpoison {M- {w5000 {m|{x\n\r", ch );
send_to_char("{m|{w Drowsight {M- {w5000 {m | {wDrowshield {M- {w5000 {m| {wLevitation {M- {w2000 {m|{x\n\r", ch );
send_to_char("{m|{w Garotte {M- {w5000 {m| {wSpiderarms {M- {w7500 {m| {wDrowhate {M- {w10000 {m|{x\n\r", ch );
send_to_char("{m|{w Spiderform {M- {w15000 {m| {wWeb {M- {w5000 {m| {wDgarotte {M- {w5000 {m|{x\n\r", ch );
send_to_char("{m|{w Confuse {M- {w5000 {m| {wGlamour {M- {w5000{m | {wEarthshatter {M- {w7500 {m|{x\n\r", ch );
send_to_char("{m|{w Speed {M- {w7500 {m | {wToughskin {M- {w7500 {m| {wLlothsRegen {M- {w10000 {m|{x\n\r", ch );
send_to_char("{m|{M--------------------{m+{M-------------------{m+{M----------------------|{x\n\r", ch );
send_to_char("{m|{W Professions {m|{x\n\r", ch );
send_to_char("{m|{w Warrior {M- {wFree {m | {wMage {M- {wFree {m| {wCleric {M- {wFree {m|{x\n\r", ch );
send_to_char("{m \\_____________________________________________________________/{x\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "Nobody by that name.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if (!str_cmp(arg2,"mage") || !str_cmp(arg2,"warrior") || !str_cmp(arg2, "cleric" ))
{
if (victim->pcdata->stats[UNI_GEN] < 3 )
{ send_to_char("Not on them!\n\r", ch );
return;}
if (!IS_CLASS(victim, CLASS_DROW)) {
send_to_char("Only on drows.\n\r", ch );
return;}
if (IS_SET(victim->special, SPC_DROW_WAR) ||
IS_SET(victim->special, SPC_DROW_MAG) ||
IS_SET(victim->special, SPC_DROW_CLE))
{ send_to_char( "They already have a profession.\n\r", ch );
return;}
if (!str_cmp(arg2, "mage"))
SET_BIT(victim->special, SPC_DROW_MAG);
else if (!str_cmp(arg2, "cleric"))
SET_BIT(victim->special, SPC_DROW_CLE);
else if (!str_cmp(arg2, "warrior"))
SET_BIT(victim->special, SPC_DROW_WAR);
send_to_char("You give them a profession.\n\r", ch );
send_to_char("You have been given a profession.\n\r", victim);
save_char_obj(victim);
return;
}
if (!str_cmp(arg2,"drowfire"))
{inpart = DPOWER_DROWFIRE; cost = 5000;}
else if (!str_cmp(arg2,"darkness"))
{inpart = DPOWER_DARKNESS; cost= 7500;}
else if (!str_cmp(arg2, "llothsregen"))
{inpart = DPOWER_REGEN; cost = 10000;}
else if (!str_cmp(arg2,"drowsight"))
{inpart = DPOWER_DROWSIGHT; cost= 5000;}
else if (!str_cmp(arg2,"spiderarms"))
{inpart = DPOWER_ARMS; cost = 7500;}
else if (!str_cmp(arg2,"web"))
{inpart = DPOWER_WEB; cost = 5000;}
else if (!str_cmp(arg2,"spiderform"))
{inpart = DPOWER_SPIDERFORM; cost = 15000;}
else if (!str_cmp(arg2,"drowhate"))
{inpart = DPOWER_DROWHATE; cost = 10000;}
else if (!str_cmp(arg2,"drowshield"))
{inpart = DPOWER_DROWSHIELD; cost = 5000;}
else if (!str_cmp(arg2,"levitation"))
{inpart = DPOWER_LEVITATION; cost = 2000;}
else if (!str_cmp(arg2,"shadowwalk"))
{inpart = DPOWER_SHADOWWALK; cost = 0;}
else if (!str_cmp(arg2,"garotte"))
{inpart = DPOWER_GAROTTE; cost = 5000;}
else if (!str_cmp(arg2,"dgarotte"))
{inpart = DPOWER_DGAROTTE; cost = 5000;}
else if (!str_cmp(arg2,"drowpoison"))
{inpart = DPOWER_DROWPOISON; cost = 5000;}
else if (!str_cmp(arg2,"glamour"))
{inpart = DPOWER_GLAMOUR; cost = 5000;}
else if (!str_cmp(arg2,"confuse"))
{inpart = DPOWER_CONFUSE; cost = 5000;}
else if (!str_cmp(arg2,"earthshatter"))
{inpart = DPOWER_EARTHSHATTER; cost = 7500;}
else if (!str_cmp(arg2,"speed"))
{inpart = DPOWER_SPEED; cost = 7500;}
else if (!str_cmp(arg2,"toughskin"))
{inpart = DPOWER_TOUGHSKIN; cost =7500;}
else
{
send_to_char("Please select a power from:\n\r",ch);
/* send_to_char("Drowfire (5000), Darkness (7500), Drowpoison (5000).\n\r",ch);
send_to_char("Drowsight (5000), Drowshield (5000), Levitation (2000).\n\r", ch );
send_to_char("Shadowwalk (10000), Garotte (5000), Spiderarms (7500).\n\r", ch );
send_to_char("Drowhate (10000), Spiderform (15000), Web (5000).\n\r",ch );
send_to_char("Dgarotte (5000), Confuse (5000), Glamour (5000).\n\r", ch);
send_to_char("Earthshatter (7500), Speed (7500), Toughskin (7500).\n\r", ch );*/
send_to_char("{m _____________________________________________________________{x\n\r", ch );
send_to_char("{m /{W Power/Cost {m\\{x\n\r", ch );
send_to_char("{m|{w Drowfire {M- {w5000 {m | {wDarkness {M- {w7500 {m| {wDrowpoison {M- {w5000 {m|{x\n\r", ch );
send_to_char("{m|{w Drowsight {M- {w5000 {m | {wDrowshield {M- {w5000 {m| {wLevitation {M- {w2000 {m|{x\n\r", ch );
send_to_char("{m|{w Garotte {M- {w5000 {m| {wSpiderarms {M- {w7500 {m| {wDrowhate {M- {w10000 {m|{x\n\r", ch );
send_to_char("{m|{w Spiderform {M- {w15000 {m| {wWeb {M- {w5000 {m| {wDgarotte {M- {w5000 {m|{x\n\r", ch );
send_to_char("{m|{w Confuse {M- {w5000 {m| {wGlamour {M- {w5000{m | {wEarthshatter {M- {w7500 {m|{x\n\r", ch );
send_to_char("{m|{w Speed {M- {w7500 {m | {wToughskin {M- {w7500 {m| {wLlothsRegen {M- {w10000 {m|{x\n\r", ch );
send_to_char("{m|{M--------------------{m+{M-------------------{m+{M----------------------|{x\n\r", ch );
send_to_char("{m|{W Professions {m|{x\n\r", ch );
send_to_char("{m|{w Warrior {M- {wFree {m | {wMage {M- {wFree {m| {wCleric {M- {wFree {m|{x\n\r", ch );
send_to_char("{m \\_____________________________________________________________/{x\n\r", ch );
if (ch->pcdata->stats[UNI_GEN] < 3) {
send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );}
return;
}
if (IS_SET(victim->pcdata->powers[1], inpart))
{
send_to_char("They have already got that power.\n\r",ch);
return;
}
if (ch->pcdata->stats[DEMON_CURRENT] < cost)
{
send_to_char("You have insufficient power to grant that gift.\n\r",ch);
return;
}
SET_BIT(victim->pcdata->powers[1], inpart);
ch->pcdata->stats[DEMON_CURRENT] -= cost;
if (victim != ch) send_to_char("You have been granted a gift from your matron!\n\r",victim);
send_to_char("Ok.\n\r",ch);
if (victim != ch) save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_chaosblast(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special, SPC_DROW_MAG) && ch->pcdata->stats[UNI_GEN] > 2))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char( "Please choose a target?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (ch->mana < 100) {
send_to_char("You don't have enough mana.\n\r", ch);
return;}
if ( ( sn = skill_lookup( "chaos blast" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype]*20.7;
act("You concentrate your power on $N.",ch,NULL,victim,TO_CHAR);
act("$n concentrates $s power on you.",ch,NULL,victim,TO_VICT);
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
ch->mana = ch->mana - 100;
return;
}
void do_drowcreate( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Please specify what kind of equipment you want to create.\n\r", ch );
send_to_char("Whip, Dagger, Ring, Amulet, Armor, Helmet,\n\r", ch);
send_to_char("Leggings, Boots, Gauntlets, Sleeves,\n\r", ch );
send_to_char("Belt, Bracer, Mask, Cloak.\n\r", ch);
return;
}
if (!str_cmp(arg,"whip" )) vnum = 29600;
else if (!str_cmp(arg,"cloak" )) vnum = 29613;
else if (!str_cmp(arg,"armor" )) vnum = 29604;
else if (!str_cmp(arg,"boots" )) vnum = 29607;
else if (!str_cmp(arg,"gauntlets")) vnum = 29608;
else if (!str_cmp(arg,"sleeves")) vnum = 29609;
else if (!str_cmp(arg,"belt")) vnum = 29610;
else if (!str_cmp(arg,"helmet")) vnum = 29605;
else if (!str_cmp(arg,"leggings")) vnum = 29606;
else if (!str_cmp(arg,"mask" )) vnum = 29612;
else if (!str_cmp(arg,"bracer" )) vnum = 29611;
else if (!str_cmp(arg,"dagger" )) vnum = 29601;
else if (!str_cmp(arg, "ring")) vnum = 29602;
else if (!str_cmp(arg, "amulet")) vnum = 29603;
else
{
send_to_char("That is an invalid type.\n\r", ch );
return;
}
if ( ch->pcdata->stats[DROW_POWER] < 10000)
{
send_to_char("It costs 10000 points of power to create a piece of drow armour.\n\r",ch);
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform KaVir.\n\r",ch);
return;
}
ch->pcdata->stats[DROW_POWER] -= 10000;
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
return;
}
void do_favor( CHAR_DATA *ch, char *argument )
{
char buf [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || ch->pcdata->stats[UNI_GEN] > 2)
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Give Lloth's favor to whom?\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_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char("Not on yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MAGE))
{
send_to_char( "Not on a mage.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "Only on avatars.\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_DEMON))
{
send_to_char( "Not on an unwilling person.\n\r", ch);
return;
}
/*
if (IS_CLASS(victim, CLASS_DROW)) {
send_to_char("They are already a drow.\n\r", ch );
return;
}
*/
if (IS_CLASS(victim, CLASS_DROW))
{
free_string( victim->clan );
victim->clan=str_dup(ch->clan);
return;
}
if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special,
SPC_CHAMPION))
{
send_to_char("Not on a demon!\n\r",ch);
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE)) {
send_to_char("Not on a vampire!\n\r", ch );
return;}
if (IS_CLASS(victim, CLASS_WEREWOLF)) {
send_to_char("Not on a werewolf!\n\r", ch );
return;}
if ( IS_CLASS(victim, CLASS_HIGHLANDER) )
{
send_to_char( "Not on a highlander.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MONK))
{
send_to_char("Not on monks!\n\r", ch);
return;
}
if ( IS_CLASS(victim, CLASS_NINJA) )
{
send_to_char( "Not on a ninja.\n\r", ch);
return;
}
if ( IS_CLASS(victim, CLASS_PALADIN) )
{
send_to_char( "Not on a paladin.\n\r", ch);
return;
}
if (ch->exp < 10000)
{
send_to_char("You cannot afford the 10,000 exp.\n\r",ch);
return;
}
ch->exp = ch->exp - 10000;
act("You make $N a drow!", ch, NULL, victim, TO_CHAR);
act("$n makes $N a drow!", ch, NULL, victim, TO_NOTVICT);
act("$n makes you a drow!", ch, NULL, victim, TO_VICT);
victim->class=0;
victim->class=CLASS_DROW;
victim->special=0;
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
REMOVE_BIT(victim->act, PLR_WIZINVIS);
REMOVE_BIT(victim->special, SPC_SIRE);
REMOVE_BIT(victim->special, SPC_ANARCH);
victim->pcdata->stats[UNI_RAGE] = 0;
victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
victim->special = 0;
free_string(victim->morph);
victim->morph=str_dup("");
free_string(victim->clan);
victim->clan=str_dup(ch->clan);
free_string(victim->lord);
if (ch->pcdata->stats[UNI_GEN] == 1)
victim->lord=str_dup(ch->name);
else
{
sprintf(buf,"%s %s",ch->lord,ch->name);
free_string(victim->lord);
victim->lord=str_dup(buf);
}
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_drowfire( CHAR_DATA *ch, char *argument ) {
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch)) return;
if(!IS_CLASS(ch, CLASS_DROW) ||
!IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) {
send_to_char("Huh?\n\r", ch );
return;}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Not on yourself.\n\r", ch );
return;
}
if (ch->mana < 100) {
send_to_char("You don't have enough mana.\n\r", ch );
return;}
if ( ( sn = skill_lookup( "drowfire" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 0.5;
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
ch->mana = ch->mana - 100;
return;
}
void do_heal ( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) ||
(!IS_SET(ch->special,SPC_DROW_CLE) && ch->pcdata->stats[UNI_GEN] > 2))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (ch->mana < 100) {
send_to_char("You don't have enough mana.\n\r", ch );
return;}
ch->mana = ch->mana - 100;
ch->hit = ch->hit + ch->spl[BLUE_MAGIC]*3/2;
if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
send_to_char("Lloth heals you.\n\r",ch);
act("$n is healed by Lloth.",ch,NULL,NULL,TO_ROOM);
WAIT_STATE(ch, 12);
return;
}
void do_shadowwalk(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_SHADOWWALK)) {
send_to_char("Huh?\n\r", ch );
return;}
if ((victim = get_char_world(ch, arg)) == NULL) {
send_to_char("Shadowwalk to whom?\n\r", ch );
return;}
location = victim->in_room;
if (ch->move < 250) {
send_to_char("You are too tired to go shadowwalking.\n\r", ch );
return;}
if (!IS_SET(victim->in_room->affected_by, ROOM_DARK)
|| !IS_SET(victim->in_room->affected_by, ROOM_TOTAL_DARKNESS))
{
send_to_char("You failed.\n\r", ch );
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act("You walk into the shadows.", ch, NULL, NULL, TO_CHAR);
act("$n walks into the shadows.", ch, NULL, NULL, TO_ROOM);
ch->move -= 250;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You walk out of the shadows.", ch, NULL, NULL, TO_CHAR);
act("$n walks out of the shadows.", ch, NULL, NULL, TO_CHAR);
return;
}
void do_drowhate(CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
{send_to_char("Huh?\n\r", ch );
return;}
if (IS_SET(ch->newbits, NEW_DROWHATE)) {
send_to_char("You calm your hatred.\n\r", ch );
REMOVE_BIT(ch->newbits, NEW_DROWHATE);
}
else {
send_to_char("You invoke your hatred for others.\n\r", ch );
SET_BIT(ch->newbits, NEW_DROWHATE);
}
return;
}
void do_spiderform( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],
DPOWER_SPIDERFORM))
{send_to_char("Huh?\n\r", ch );
return;}
if (IS_POLYAFF(ch, POLY_SPIDERFORM))
{
REMOVE_BIT(ch->polyaff, POLY_SPIDERFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM );
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else if (IS_AFFECTED(ch,AFF_POLYMORPH))
{
send_to_char("You cant spider form when changed.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "You transform into a giant spider", ch, NULL, NULL, TO_CHAR
);
act( "$n's body grows and distorts into a giant spider.", ch,
NULL, NULL, TO_ROOM );
ch->pcdata->mod_str = 15;
ch->pcdata->mod_dex = 15;
SET_BIT(ch->polyaff, POLY_SPIDERFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
if (!str_cmp(ch->name,"Sage")) sprintf(buf,"Sage the Spider");
sprintf(buf, "%s the giant myrlochar", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
/*
void do_spiderform( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument,arg);
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
{send_to_char("Huh?\n\r", ch );
return;}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You can't spiderform while changed.\n\r", ch );
return;
}
if (ch->cur_form != get_normal_form(ch))
{
sprintf(buf, "$n morphs back into %s.", GET_PROPER_NAME(ch));
act(buf, ch, NULL, NULL, TO_ROOM);
stc("You return to your normal form.\n\r", ch);
set_form(ch, get_normal_form(ch) );
WAIT_STATE(ch, 7);
return;
}
if (ch->move < 500) {
send_to_char("You don't have the energy to change.\n\r", ch );
return;}
if (ch->cur_form == get_normal_form(ch))
{
ch->move -= 500;
act("You mutate into a giant spider.",ch,NULL,NULL,TO_CHAR);
act("$n mutates into a giant spider.",ch,NULL,NULL,TO_ROOM);
set_form(ch, FRM_DROWSPIDER);
return;
}
return;
}
*/
void do_drows( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char lord[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->stats[UNI_GEN] < 3)
strcpy(lord,ch->name);
else strcpy(lord,ch->lord);
sprintf( buf, "The drow followers of %s:\n\r", lord );
send_to_char( buf, ch );
send_to_char("[ Name ] [ Hits ] [ Mana ] [ Move ] [ Exp ]
[ Power ]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_CLASS(gch, CLASS_DROW))
continue;
if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord))
{
sprintf( buf,
"[%-16s] [%-6ld] [%-6ld] [%-6ld] [%7d] [ %-9d ]\n\r",
capitalize( gch->name ),
gch->hit,gch->mana,gch->move,
gch->exp, gch->pcdata->stats[DEMON_CURRENT]);
send_to_char( buf, ch );
}
}
return;
}
void do_drowsight(CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSIGHT)) {
send_to_char("Huh?\n\r", ch );
return;}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses increase to incredible proportions.\n\r", ch);
}
return;
}
void do_drowshield(CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD)) {
send_to_char("Huh?\n\r", ch );
return;}
if (!IS_IMMUNE(ch,IMM_SHIELDED) )
{
send_to_char("You shield your aura from those around you.\n\r",ch);
SET_BIT(ch->immune, IMM_SHIELDED);
return;
}
send_to_char("You stop shielding your aura.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_SHIELDED);
return;
}
void do_drowpowers(CHAR_DATA *ch,char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW)) {
send_to_char("Huh?\n\r", ch );
return;}
send_to_char("{cThe powers Lloth has bestowed upon you...{x\n\r",ch );
send_to_char("{b-----------------------------------------{x\n\r",ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED))
send_to_char("You move quite quickly.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_TOUGHSKIN))
send_to_char("Your skin has been toughened.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE))
send_to_char("You can call Drowfire upon your enemies.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS))
send_to_char("You can summon a globe of darkness.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT))
send_to_char("You can use enhanced sight.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))
send_to_char("You can levitate in the air.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
send_to_char("You can shield your aura.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
send_to_char("You have control over deadly poisons.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
send_to_char("You can walk through the shadows.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
send_to_char("You have mastered the art of garotte.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
send_to_char("You have dark-enhanced garotte.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_ARMS))
send_to_char("You have extra spidery arms.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
send_to_char("You can invoke the hatred of the Drow.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
send_to_char("You can mutate into a large spider.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
send_to_char("You can shoot a spidery web at opponents.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR))
send_to_char("You can glamourosly change the appearance of items.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE))
send_to_char("You can confuse your enemies during battle.\n\r", ch );
if (IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER))
send_to_char("You can shatter the earth under your feet.\n\r", ch );
send_to_char("\n\r", ch);
if (ch->pcdata->stats[UNI_GEN] == 1)
send_to_char("You are Lloth's Avatar.\n\r", ch );
if (ch->pcdata->stats[UNI_GEN] == 2)
send_to_char("You are a Drow Matron.\n\r", ch );
if (IS_SET(ch->special, SPC_DROW_WAR))
send_to_char("You are a Drow Warrior.\n\r", ch);
if (IS_SET(ch->special, SPC_DROW_MAG))
send_to_char("You are a Drow Mage.\n\r", ch );
if (IS_SET(ch->special, SPC_DROW_CLE))
send_to_char("You are a Drow Cleric.\n\r", ch );
sprintf( buf, "You have %d drow power points!.\n\r",
ch->pcdata->stats[DROW_POWER] );
send_to_char( buf, ch );
sprintf( buf, "You have %d points of magic resistance.\n\r",
ch->pcdata->stats[DROW_MAGIC] );
send_to_char( buf, ch );
if (weather_info.sunlight == SUN_DARK)
send_to_char("You feel strong in the night.\n\r", ch );
send_to_char("\n\r", ch );
return;
}
void do_darkness(CHAR_DATA *ch, char *argument)
{
ROOM_INDEX_DATA * pRoom;
ROOM_AFFECT_DATA raf;
sh_int rn;
bool blah = FALSE;
if (IS_NPC(ch)) return;
if (ch->fight_timer >0) {
send_to_char("Not until your fight timer expires.\n\r", ch );
return;}
if (!IS_CLASS(ch, CLASS_DROW))
{
stc("Huh?",ch);
}
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS))
return;
if ( !( pRoom = ch->in_room) )
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
if ( IS_SET( pRoom->affected_by, ROOM_TOTAL_DARKNESS) )
{
send_to_char("The room is already silent.\n\r", ch);
return;
}
if (ch->mana < 500) {
send_to_char("You don't have enough mana to summon the darkness.\n\r",ch );
return;}
send_to_char("You summon a globe of darkness.\n\r", ch );
act("$n summons a globe of darkness.",ch,NULL,NULL,TO_ROOM);
ch->mana -= 500;
if (IS_SET(ch->extra, TIED_UP)) {
REMOVE_BIT(ch->extra, TIED_UP);
blah = TRUE;}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
blah = TRUE;
}
if (blah)
send_to_char("The darkness sets you free.\n\r", ch );
if( ( rn = raffect_lookup( "total_darkness" ) ) < 0 )
{
ch_printf( ch, "Bad room_affect lookup for silence. Inform immortals.\n\r" );
return;
}
raf.type = rn;
raf.level = ch->level;
raf.duration = 3; /* 20 seconds */
raf.bitvector = ROOM_TOTAL_DARKNESS;
raf.caster = ch;
raf.applies_spell = -1;
raf.modifier = -1;
raf.location = -1;
affect_to_room( pRoom, &raf );
return;
}
void do_glamour(CHAR_DATA *ch, char *argument)
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_GLAMOUR)) {
send_to_char("Huh?\n\r", ch );
return;}
do_rename_obj( ch, argument, "glamour" );
return;
}
void do_confuse(CHAR_DATA *ch, char *argument) {
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) {
send_to_char("Huh?\n\r", ch);
return;}
if ((victim = ch->fighting) == NULL) {
send_to_char("You are not fighting anyone.\n\r", ch);
return;}
if (ch->move < 75) {
send_to_char("You need 75 move to confuse your opponent.\n\r",ch);
return;}
act("$n attempts to confuse you.",ch,NULL,victim,TO_VICT);
act("You attempt to confuse $N.",ch,NULL,victim,TO_CHAR);
act("$n attempts to confuse $N.",ch,NULL,victim,TO_NOTVICT);
ch->move -=75;
if ( number_percent() > 25 ) {
send_to_char("You failed.\n\r", ch );
return;}
else {
do_flee(victim,"");
WAIT_STATE(ch, 16);
return; }
return;
}
void do_earthshatter( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int level;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER)) {
send_to_char("Huh?\n\r", ch );
return;}
if (ch->mana < 150) {
send_to_char("You need more mana.\n\r", ch );
return;}
level = ch->spl[PURPLE_MAGIC];
ch->mana -= 150;
send_to_char("You summon the power of the underworld, shattering the earth.\n\r", ch );
act("$n causes the earth to shatter",ch,NULL,NULL,TO_ROOM);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if (vch == ch) continue;
dam = dice(level, 7 );
if ( saves_spell( level, vch ) )
dam /= 2;
damage( ch, vch, dam, skill_lookup("earthquake"));
}
WAIT_STATE(ch, 12);
return;
}