/*************************************************************************** * 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 * ***************************************************************************/ #include "include.h" 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 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) ); bool check_slick args( (CHAR_DATA *ch) ); bool pay_howmuch args( (CHAR_DATA *ch) ); void EsiraenPiranhaCheck args( (CHAR_DATA *ch) ); void move_char( CHAR_DATA *ch, int door, bool follow ) { CHAR_DATA *fch, *fch_next, *tch, *tch_next, *snaremaker, *moveprog; ROOM_INDEX_DATA *in_room, *to_room; EXIT_DATA *pexit; OBJ_DATA *obj; AFFECT_DATA snareaf; ROOM_AFFECT_DATA *snareaffect,*dragaf; bool snaretripped; int odir, centcount, c, invnum, move; char buf[MAX_STRING_LENGTH], buf2[MSL]; bool room_has_pc; snaremaker=NULL; if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } if(!ch->in_room) return; invnum = ch->in_room->vnum; if (is_centurion(ch)) return; if (!IS_NPC(ch)) { if(is_affected(ch,gsn_chameleon)) affect_strip(ch,gsn_chameleon); if (is_affected(ch, gsn_confuse) && number_percent()>60) { act("You feel very confused.", ch,NULL,NULL,TO_CHAR); act("$n looks confused.", ch,NULL,NULL,TO_ROOM); door = number_range(0,5); } } in_room = ch->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || pexit->u1.vnum == 0 || ( 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_affected_room(to_room,skill_lookup("hurricane")) && !IS_IMMORTAL(ch)) { ROOM_AFFECT_DATA *hurr = room_affect_find(to_room->affected,skill_lookup("hurricane")); CHAR_DATA *hurr_owner; act("A billowing wind knocks you down, preventing you from heading that way!",ch,0,0,TO_CHAR); act("A billowing wind knocks $n down!",ch,0,0,TO_ROOM); if ((hurr_owner = find_char_by_name(hurr->owner_name)) != NULL) damage_newer(hurr_owner,ch,hurr->level * 2 + number_range(1,5),TYPE_UNDEFINED,DAM_WIND,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"fall",PLURAL,DAM_POSSESSIVE,NULL,FALSE); else damage_newer(ch,ch,hurr->level * 2 + number_range(1,5),TYPE_UNDEFINED,DAM_WIND,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"fall",PLURAL,DAM_POSSESSIVE,NULL,FALSE); WAIT_STATE(ch,2*PULSE_VIOLENCE); return; } if (is_affected_room(ch->in_room,skill_lookup("hurricane")) && !IS_IMMORTAL(ch)) { ROOM_AFFECT_DATA *hurr = room_affect_find(ch->in_room->affected,skill_lookup("hurricane")); CHAR_DATA *hurr_owner; act("A billowing wind knocks you down, preventing you from heading that way!",ch,0,0,TO_CHAR); act("A billowing wind knocks $n down!",ch,0,0,TO_ROOM); if ((hurr_owner = find_char_by_name(hurr->owner_name)) != NULL) damage_newer(hurr_owner,ch,hurr->level + number_range(1,5),TYPE_UNDEFINED,DAM_WIND,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"fall",PLURAL,DAM_POSSESSIVE,NULL,FALSE); else damage_newer(ch,ch,hurr->level + number_range(1,5),TYPE_UNDEFINED,DAM_WIND,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"fall",PLURAL,DAM_POSSESSIVE,NULL,FALSE); WAIT_STATE(ch,2*PULSE_VIOLENCE); return; } if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_ENFORCER && !is_protected_city(to_room->area)) return; if (in_room->sector_type!=SECT_UNDERWATER && to_room->sector_type==SECT_UNDERWATER && !is_affected(ch,gsn_water_breathing) && !is_affected(ch,gsn_drowning) && !IS_IMMORTAL(ch)) { AFFECT_DATA applyAffect; send_to_char( "You take a deep breath and plunge below the water's surface.\n\r",ch); act( "$n takes a deep breath and plunges below the water's surface.",ch,0,0,TO_ROOM); init_affect(&applyAffect); applyAffect.aftype = AFT_INVIS; applyAffect.where = TO_AFFECTS; applyAffect.type = gsn_drowning; applyAffect.level = 1; applyAffect.duration = -1; affect_to_char(ch,&applyAffect); } if (in_room->sector_type==SECT_UNDERWATER && to_room->sector_type !=SECT_UNDERWATER && is_affected(ch,gsn_drowning) && !is_affected(ch,gsn_water_breathing)) { send_to_char( "You gasp for air as you surface.\n\r",ch); affect_strip(ch,gsn_drowning); } if (IS_ROOM_AFFECTED(in_room,AFF_ROOM_RANDOMIZER)) { int d0; int i; for(i=0; i< 1000; i++) { d0 = number_range(0,5); if ( ( pexit = in_room->exit[d0] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) continue; door = d0; break; } } /* Centurions! */ if ((centcount = room_centurions(ch)) > 0) { if (!IS_IMMORTAL(ch) && !isNewbie(ch)) { if (!IS_NPC(ch) && ch->ghost == 0) { for (c = 0; c < centcount; c++) { if (ch->pcdata->empire == EMPIRE_ANATH) { act("An Imperial Centurion is infuriated and blocks your path!",ch,NULL,NULL,TO_CHAR); act("An Imperial Centurion is infuriated and blocks $n's path!",ch,NULL,NULL,TO_ROOM); return; } if (ch->pcdata->empire >= EMPIRE_BLOOD || (ch->pcdata->empire < EMPIRE_BLOOD && ch->pcdata->empire_pay >= pay_howmuch(ch))) { act("An Imperial Centurion steps aside and allows you to pass.",ch,NULL,NULL,TO_CHAR); act("An Imperial Centurion steps aside and allows $n to pass.",ch,NULL,NULL,TO_ROOM); break; } else { if (ch->pcdata->empire_prev && ch->ghost==0) { odir = ch->pcdata->empire_prev; if (odir == ch->in_room->exit[door]->u1.to_room->vnum) { act("You turn away from the Centurion and return the way you came.",ch,NULL,NULL,TO_CHAR); act("$n turns away from the Centurion and returns the way $e came.",ch,NULL,NULL,TO_ROOM); break; } else { act("An Imperial Centurion blocks the way.",ch,NULL,NULL,TO_CHAR); return; } } } } ch->pcdata->empire_pay = 0; } } } // End centurion check. 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( "You can't go that way.", 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(!IS_NPC(ch) && isNewbie(ch) && IS_EXPLORE(to_room)) { send_to_char("You are too young to go there.\n\r",ch); return; } if(!IS_NPC(ch) && ch->ghost>0 && IS_EXPLORE(to_room)) ch->ghost=0; if ( !IS_NPC(ch) ) { 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) && !IS_AFFECTED(ch,AFF_WATERBREATHING)) ) { 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; } } if(ch->in_room->move_progs) for(moveprog = ch->in_room->people; moveprog; moveprog = moveprog->next_in_room) if(IS_SET(moveprog->progtypes, MPROG_MOVE)) if(((moveprog->pIndexData->mprogs->move_prog) (ch,moveprog,ch->in_room,door)) == FALSE) return; move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)]; if (get_skill(ch,gsn_pathfinding) > 0 && isInWilderness(ch) && cabal_down_new(ch,CABAL_SYLVAN,FALSE)) move *= ((100 - get_skill(ch,gsn_pathfinding))/100); move /= 2; /* conditional effects */ if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE)) move *= .75; if (IS_AFFECTED(ch,AFF_SLOW)) move *= 2; if (is_affected(ch,gsn_hobble)) move *= 10; if (is_affected(ch,gsn_bloody_shackles)) move *= 8; if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } int wait_state = 1; if (get_skill(ch,gsn_pathfinding) > 0 && (ch->in_room->sector_type==SECT_FOREST || ch->in_room->sector_type==SECT_HILLS || ch->in_room->sector_type==SECT_MOUNTAIN) && cabal_down_new(ch,CABAL_SYLVAN,FALSE)) wait_state = 1*((100-get_skill(ch,gsn_pathfinding))/100); if (is_affected(ch,gsn_hobble)) wait_state = 3; WAIT_STATE(ch,wait_state); ch->move -= move; } if (is_affected(ch,gsn_forest_blending)) un_forest_blend(ch); if(is_affected(ch,gsn_dragsnare)) affect_strip(ch,gsn_dragsnare); if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) && !is_affected(ch,gsn_creep)) { 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_ROAD && to_room->sector_type != SECT_INSIDE && !is_affected(ch,gsn_creep)) { un_hide(ch,NULL); } if (ch->invis_level < LEVEL_HERO && !is_affected(ch,gsn_creep) && (!IS_AFFECTED(ch, AFF_SNEAK) && get_skill(ch,skill_lookup("shadowstep")) <= 90)) { un_hide(ch, NULL); if (is_affected(ch,gsn_door_bash)) act("$n goes crashing through the door $T.",ch,0,dir_name[door],TO_ROOM); else { if (IS_AFFECTED(ch,AFF_FLYING) && ch->in_room->sector_type != SECT_UNDERWATER) act( "$n flies $T.", ch, NULL, dir_name[door], TO_ROOM); else if (in_room->sector_type != SECT_UNDERWATER && to_room->sector_type == SECT_UNDERWATER) act( "$n plunges into the water $Tward.", ch, NULL, dir_name[door], TO_ROOM); else if (in_room->sector_type == SECT_UNDERWATER && to_room->sector_type != SECT_UNDERWATER) act( "$n disappears $Tward, beyond the water's surface.", ch, NULL, dir_name[door], TO_ROOM); else if (in_room->sector_type == SECT_UNDERWATER && to_room->sector_type == SECT_UNDERWATER) act( "$n swims $T.", ch, NULL, dir_name[door], TO_ROOM ); else act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); } } else { act( "IMM: $n sneaks $T.", ch, NULL, dir_name[door], TO_IMMINROOM ); } if ( (to_room->sector_type != SECT_FOREST) && (to_room->sector_type != SECT_MOUNTAIN) && (to_room->sector_type != SECT_HILLS ) ) { un_camouflage(ch, NULL); } /* tracking stuff...very inefficient tracking method but basic. */ if (!IS_NPC(ch)) { ch->pcdata->track_dir[ch->in_room->vnum] = door + 1; if (ch->in_room) ch->pcdata->empire_prev = ch->in_room->vnum; } char_from_room( ch ); char_to_room( ch, to_room ); snaretripped=FALSE; if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO && !is_affected(ch,gsn_creep) && get_skill(ch,skill_lookup("shadowstep")) <= 90) { if (is_affected(ch,gsn_door_bash)) act("The $T door bursts open and $n comes crashing in!",ch,0,dir_name[door],TO_ROOM); else { if (IS_AFFECTED(ch,AFF_FLYING) && ch->in_room->sector_type != SECT_UNDERWATER) act( "$n flies into the room.", ch, NULL, NULL, TO_ROOM); else if (in_room->sector_type != SECT_UNDERWATER && to_room->sector_type == SECT_UNDERWATER) act( "$n plunges into the water from above the surface.", ch, NULL, NULL, TO_ROOM); else if (in_room->sector_type == SECT_UNDERWATER && to_room->sector_type != SECT_UNDERWATER) act( "$n emerges from below the water's surface.", ch, NULL, NULL, TO_ROOM); else if (in_room->sector_type == SECT_UNDERWATER && to_room->sector_type == SECT_UNDERWATER) act( "$n swims in.", ch, NULL, NULL, TO_ROOM ); else act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); } } else { act( "IMM: $n sneaks in.", ch, NULL, NULL, TO_IMMINROOM ); } do_look( ch, "auto" ); if (is_affected_room(to_room, gsn_snare) && !IS_NPC(ch)) { for(snareaffect = to_room->affected; snareaffect!=NULL; snareaffect = snareaffect->next) if(snareaffect->type == gsn_snare) break; snaremaker = find_char_by_name(snareaffect->owner_name); if(snareaffect && snaremaker!=NULL && snaremaker!=ch && !is_safe(ch,snaremaker) && !is_same_group(ch,snaremaker) && !is_same_cabal(ch,snaremaker) && (!IS_IMMORTAL(ch) || IS_IMMORTAL(snaremaker))) { act("A tangled mass of vines descends upon you, entangling you and rendering you immobile!",ch,0,0,TO_CHAR); act("A tangled mass of vines descends upon $n, entangling $m and rendering $m immobile!",ch,0,0,TO_ROOM); init_affect(&snareaf); snareaf.where = TO_CHAR; snareaf.type = gsn_snare; snareaf.aftype = AFT_SKILL; snareaf.level = ch->level; snareaf.duration = 1; snareaf.location = APPLY_NONE; snareaf.modifier = 0; snareaf.bitvector = 0; affect_to_char( ch, &snareaf ); snaretripped = TRUE; sprintf(buf2,"%sYou hear a loud cracking noise as %s stumbles into your snares.%s\n\r", get_char_color(snaremaker,"green"),ch->name,END_COLOR(snaremaker)); send_to_char(buf2,snaremaker); } } // End snare check. if(is_affected_room(to_room, gsn_dragsnare) && !IS_NPC(ch)) { for(dragaf = to_room->affected; dragaf != NULL; dragaf = dragaf->next) { if(dragaf->type == gsn_dragsnare) break; } CHAR_DATA *owner = find_char_by_name(dragaf->owner_name); if(is_affected(owner,gsn_dragsnare)) { if(!IS_AFFECTED(ch,AFF_FLYING)) { send_to_char("You feel someone step into your snare and give it a sharp pull!\n\r",owner); send_to_char("You feel a pull on your foot and suddenly you're somewhere else!\n\r",ch); char_from_room(ch); char_to_room(ch,owner->in_room); WAIT_STATE(ch,PULSE_VIOLENCE); affect_strip_room(in_room,gsn_dragsnare); affect_strip(owner,gsn_dragsnare); act("$N is dragged into the room on the end of your rope!",owner,0,ch,TO_CHAR); do_look(ch,"auto"); return; } } } for (fch = to_room->people,room_has_pc = FALSE; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (!IS_NPC(fch)) room_has_pc = TRUE; } for (fch = to_room->people; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; /* greet trigger for items carried by people in room */ for (obj = fch->carrying; room_has_pc && obj != NULL; obj = obj->next_content) { if (IS_SET(obj->progtypes,IPROG_GREET)) (obj->pIndexData->iprogs->greet_prog) (obj,ch); } /* Greet trigger for mobs */ if (room_has_pc && IS_SET(fch->progtypes,MPROG_GREET)) (fch->pIndexData->mprogs->greet_prog) (fch,ch); } for (obj = ch->carrying; room_has_pc && obj != NULL; obj = obj->next_content) { if (IS_SET(obj->progtypes,IPROG_ENTRY)) (obj->pIndexData->iprogs->entry_prog) (obj); } 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_affected(ch,skill_lookup("drive"))) continue; 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 $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, door, TRUE ); } } if(is_affected_room(to_room,gsn_snare) && snaretripped) affect_strip_room(to_room,gsn_snare); if (IS_SET(ch->progtypes,MPROG_ENTRY)) (ch->pIndexData->mprogs->entry_prog) (ch); if (!IS_NPC(ch)) ch->pcdata->track_dir[ch->in_room->vnum] = 0; for (tch = char_list; tch != NULL; tch = tch_next) { tch_next = tch->next; } /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ murder_entry_trigger(ch); /* For the OFF_MURDER flag */ //mob_entry_wraith(ch); /* For the drannor forest. Remove if not using the drannor areas */ EsiraenPiranhaCheck(ch); for (tch = char_list; tch != NULL; tch = tch->next) { if (IS_NPC(ch)) continue; if (tch->alarm == NULL) continue; if (tch->alarm != ch->in_room) continue; sprintf(buf,"%s has entered %s.\n\r",PERS(ch,tch),ch->in_room->name); send_to_char(buf,tch); tch->alarm = NULL; } if ( !IS_NPC( ch ) ) { move_prog_bones(ch); move_prog_hydra(ch); } if (is_affected(ch,gsn_parting_blow)) affect_strip(ch,gsn_parting_blow); if (is_affected(ch,gsn_blackjack)) affect_strip(ch,gsn_blackjack); return; } bool check_ice_slick(CHAR_DATA *ch) { int chance; if (!IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_ICE_SLICK)) return FALSE; chance = number_range(80,100); chance -= (get_curr_stat(ch,STAT_DEX) * 3.25); chance += get_carry_weight(ch) / 20; if (IS_AFFECTED(ch,AFF_HASTE)) chance += 20; if (IS_AFFECTED(ch,AFF_SLOW)) chance -= 15; chance = UMIN(chance, 90); //well flying things don't slip on the ground if (IS_AFFECTED(ch,AFF_FLYING)) return FALSE; if (is_affected(ch,gsn_shield_of_frost)) return FALSE; if (number_percent() > chance) return FALSE; //they don't slip //they slip act("$n slips on the ice and falls to the ground!",ch,NULL,NULL,TO_ROOM); act("You slip on the ice and fall to the ground!",ch,NULL,NULL,TO_CHAR); damage_old(ch,ch,number_range(20,40),skill_lookup("ice slick"),DAM_BASH, TRUE); WAIT_STATE(ch, 1 * PULSE_VIOLENCE); return TRUE; } bool check_wall_thorns(CHAR_DATA *ch) { if (IS_IMMORTAL(ch) || ch->cabal==CABAL_SYLVAN || ch->ghost > 0) return FALSE; if (!IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_WALL_THORNS)) return FALSE; if (number_percent() < 40) return FALSE; act("A wall of thorns entraps $n, shredding $s unprotected skin!",ch,NULL,NULL,TO_ROOM); act("A wall of thorns entraps you, shredding any unprotected skin!",ch,NULL,NULL,TO_CHAR); damage_old(ch,ch,number_range(20,40),skill_lookup("wall of thorns"),DAM_BASH,TRUE); WAIT_STATE(ch, 1 * PULSE_VIOLENCE); return TRUE; } void do_north( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *original_room; original_room = ch->in_room; if (check_ice_slick(ch)) return; if (check_wall_thorns(ch)) return; if (is_affected(ch,gsn_bloody_shackles)) { damage_old(ch,ch,number_range(25,50),skill_lookup("bloody shackles"),DAM_BASH,TRUE); } move_char( ch, DIR_NORTH, FALSE ); if (ch->in_room != original_room) if (check_ice_slick(ch)) return; if (ch->in_room != original_room) if (check_wall_thorns(ch)) return; return; } void do_east( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *original_room; original_room = ch->in_room; if (check_ice_slick(ch)) return; if (check_wall_thorns(ch)) return; if (is_affected(ch,gsn_bloody_shackles)) { damage_old(ch,ch,number_range(25,50),skill_lookup("bloody shackles"),DAM_BASH,TRUE); } move_char( ch, DIR_EAST, FALSE ); if (ch->in_room != original_room) if (check_ice_slick(ch)) return; if (ch->in_room != original_room) if (check_wall_thorns(ch)) return; return; } void do_south( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *original_room; original_room = ch->in_room; if (check_ice_slick(ch)) return; if (check_wall_thorns(ch)) return; if (is_affected(ch,gsn_bloody_shackles)) { damage_old(ch,ch,number_range(25,50),skill_lookup("bloody shackles"),DAM_BASH,TRUE); } move_char( ch, DIR_SOUTH, FALSE ); if (ch->in_room != original_room) if ( check_ice_slick(ch)) return; if (ch->in_room != original_room) if (check_wall_thorns(ch)) return; return; } void do_west( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *original_room; original_room = ch->in_room; if (check_ice_slick(ch)) return; if (check_wall_thorns(ch)) return; if (is_affected(ch,gsn_bloody_shackles)) { damage_old(ch,ch,number_range(25,50),skill_lookup("bloody shackles"),DAM_BASH,TRUE); } move_char( ch, DIR_WEST, FALSE ); if (ch->in_room != original_room) if (check_ice_slick(ch)) return; if (ch->in_room != original_room) if (check_wall_thorns(ch)) return; return; } void do_up( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *original_room; original_room = ch->in_room; if (check_ice_slick(ch)) return; if (check_wall_thorns(ch)) return; if (is_affected(ch,gsn_bloody_shackles)) { damage_old(ch,ch,number_range(25,50),skill_lookup("bloody shackles"),DAM_BASH,TRUE); } move_char( ch, DIR_UP, FALSE ); if (ch->in_room != original_room) if (check_ice_slick(ch)) return; if (ch->in_room != original_room) if (check_wall_thorns(ch)) return; return; } void do_down( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *original_room; original_room = ch->in_room; if (check_ice_slick(ch)) return; if (check_wall_thorns(ch)) return; if (is_affected(ch,gsn_bloody_shackles)) { damage_old(ch,ch,number_range(25,50),skill_lookup("bloody shackles"),DAM_BASH,TRUE); } move_char( ch, DIR_DOWN, FALSE ); if (ch->in_room != original_room) if (check_ice_slick(ch)) return; if (ch->in_room != original_room) if (check_wall_thorns(ch)) return; 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; } return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { return -2; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { return -3; } 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 ( ( 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; } 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 == -1) { act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } else if (door == -2) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return; } else if (door == -3) { send_to_char( "You can't do that.\n\r", ch ); return; } return; } void do_close( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$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; } 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 == -1) { act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } else if (door == -2) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return; } else if (door == -3) { send_to_char( "You can't do that.\n\r", ch ); 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 $p.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) || is_affected(ch,gsn_blackjack) || is_affected(ch,gsn_pummel) || is_affected(ch,gsn_healing_sleep)) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { if (is_affected(ch,gsn_camp)) { send_to_char("You break camp feeling more refreshed.\n\r",ch); affect_strip(ch,gsn_camp); } send_to_char( "You wake and stand up.\n\r", ch ); act( "$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; } if (is_affected(ch, gsn_bloodthirst)) { send_to_char("No way! You are still bloodthirsty!\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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } if (obj->pIndexData->vnum == OBJ_VNUM_EMPERORTHRONE) { if (!IS_NPC(ch) && ch->pcdata->empire !=EMPIRE_EMPEROR) { act("$n is rejected by $p!",ch,obj,NULL,TO_ROOM); damage( ch, ch, ((ch->level)*200), TYPE_HIT, DAM_OTHER, TRUE ); return; } } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack) || is_affected(ch,gsn_pummel) || is_affected(ch,gsn_healing_sleep)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { if (is_affected(ch,gsn_camp)) { send_to_char("You break camp feeling more refreshed.\n\r",ch); affect_strip(ch,gsn_camp); } send_to_char( "You wake up and start resting.\n\r", ch ); act ("$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; } if (is_affected(ch, gsn_bloodthirst)) { send_to_char("No way! You are still bloodthirsty!\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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } if (obj->pIndexData->vnum == OBJ_VNUM_EMPERORTHRONE) { if (!IS_NPC(ch) && (ch->pcdata->empire == 0 || ch->pcdata->empire !=EMPIRE_EMPEROR)) { act("$n is rejected by $p!",ch,obj,NULL,TO_ROOM); damage( ch, ch, ((ch->level)*200), TYPE_HIT, DAM_OTHER, TRUE ); return; } } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack) || is_affected(ch,gsn_pummel) || is_affected(ch,gsn_healing_sleep)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$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)) { if (obj->pIndexData->vnum == 27) { if ((is_name("Graelik",ch->name)) || (is_name("Graelik",ch->original_name))) { act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR); act("$n wakes and sits on $p and rests.",ch,obj,NULL,TO_ROOM); } else { act("The mere touch of $p burns you to a crisp.",ch,obj,NULL,TO_CHAR); act("$n wakes and tries to sit on $p, but merely touching it burns them to a crisp.",ch,obj,NULL,TO_ROOM); raw_kill(ch,ch); } } 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)) { if (obj->pIndexData->vnum == 27) { if ((is_name("Graelik",ch->name)) || (is_name("Graelik",ch->original_name))) { 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("The mere touch of $p burns you to a crisp.",ch,obj,NULL,TO_CHAR); act("$n tries to sit on $p, but merely touching it burns them to a crisp.",ch,obj,NULL,TO_ROOM); raw_kill(ch,ch); } } else { act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR); act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM); } } ch->position = POS_SITTING; break; case POS_SITTING: send_to_char("You are already sitting down.\n\r",ch); break; case POS_STANDING: if (obj == NULL) { send_to_char("You sit down.\n\r",ch); act("$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)) { if (obj->pIndexData->vnum == 27) { if ((is_name("Graelik",ch->name)) || (is_name("Graelik",ch->original_name))) { 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("The mere touch of $p burns you to a crisp.",ch,obj,NULL,TO_CHAR); act("$n tries to sit on $p, but merely touching it burns them to a crisp.",ch,obj,NULL,TO_ROOM); raw_kill(ch,ch); } } else { 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 sit down in $p.",ch,obj,NULL,TO_CHAR); act("$n sits down in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (is_affected(ch, gsn_bloodthirst)) { send_to_char("No way! You are still bloodthirsty!\n\r",ch); return; } if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); act( "$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 (!IS_NPC(ch) && obj->pIndexData->vnum == OBJ_VNUM_EMPERORTHRONE && (ch->pcdata->empire == 0 || ch->pcdata->empire !=EMPIRE_EMPEROR)) { act("$n is rejected by $p!",ch,obj,NULL,TO_ROOM); damage( ch, ch, ((ch->level)*200), TYPE_HIT, DAM_OTHER, TRUE ); 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) || is_affected(ch,gsn_incandescense)) { 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); init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_sneak; af.aftype = AFT_SKILL; af.level = ch->level; af.duration = ch->level; af.location = APPLY_NONE; af.affect_list_msg = str_dup("grants quiet movement"); 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_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; } init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_acute_vision; af.aftype = AFT_SKILL; af.location = 0; af.modifier = 0; af.level = ch->level; af.duration = ch->level; af.affect_list_msg = str_dup("grants the ability to detect camouflaged"); 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 (is_affected(ch,gsn_bloodthirst)) return send_to_char("You can't camp while bloodthirsty.\n\r",ch); 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; } init_affect(&af); af.where = TO_AFFECTS; af.location = 0; af.duration = -1; af.modifier = 0; af.level = ch->level; af.type = gsn_camp; af.affect_list_msg = str_dup("increased regeneration"); af.aftype = AFT_SKILL; af.bitvector = 0; affect_to_char(ch,&af); act("$n settles down and sets up camp.",ch,NULL,NULL,TO_ROOM); send_to_char("You settle down and set up camp.\n\r",ch); do_sleep(ch,""); return; } void do_camouflage( CHAR_DATA *ch, char *argument ) { int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire) || is_affected(ch, gsn_incandescense)) { send_to_char("You can't camouflage while revealed.\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_FAERIE_FIRE)) return send_to_char("You can't camouflage while revealed.\n\r",ch); if ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_MOUNTAIN) && (ch->in_room->sector_type != SECT_HILLS ) && (ch->in_room->sector_type != SECT_DESERT) && (ch->in_room->sector_type != SECT_FIELD )) { send_to_char("There is no cover here.\n\r", ch); act("$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,8); } else { check_improve(ch,gsn_camouflage,FALSE,2); REMOVE_BIT(ch->affected_by,AFF_CAMOUFLAGE); WAIT_STATE(ch,8); } return; } /* Creep - Camo sneak -- Dioxide */ void do_creep(CHAR_DATA *ch, char *argument) { int direction=0, chance, wait; AFFECT_DATA af; if ((chance = get_skill(ch,gsn_creep)) == 0) { send_to_char("Creeping? What's that?\n\r",ch); return; } if (!IS_AFFECTED(ch,AFF_CAMOUFLAGE)) { send_to_char("You must be blended in with your surroundings to creep.\n\r",ch); return; } if (argument[0] == '\0') { send_to_char("Creep in which direction?\n\r",ch); return; } if ( !str_cmp( argument, "n" ) || !str_cmp( argument, "north" ) ) { direction = 0; } else if ( !str_cmp( argument, "e" ) || !str_cmp( argument, "east" ) ) { direction = 1; } else if ( !str_cmp( argument, "s" ) || !str_cmp( argument, "south" ) ) { direction = 2; } else if ( !str_cmp( argument, "w" ) || !str_cmp( argument, "west" ) ) { direction = 3; } else if ( !str_cmp( argument, "u" ) || !str_cmp( argument, "up" ) ) { direction = 4; } else if ( !str_cmp( argument, "d" ) || !str_cmp( argument, "down" ) ) { direction = 5; } else { act("You can't creep there.", ch, NULL, 0, TO_CHAR ); } init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_creep; af.aftype = AFT_SKILL; af.bitvector = 0; af.modifier = 0; af.location = 0; af.duration = 1; af.level = ch->level; affect_join(ch, &af); move_char(ch, direction, FALSE); affect_strip(ch,gsn_creep); check_improve(ch, gsn_creep,TRUE,2); wait = 100 - chance; WAIT_STATE(ch,wait); } 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) || is_affected(ch, gsn_incandescense)) { send_to_char("You can't hide while revealed.\n\r",ch); return; } if ((ch->in_room->sector_type != SECT_CITY) && (ch->in_room->sector_type != SECT_INSIDE) && (ch->in_room->sector_type != SECT_ROAD)) { 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_garrotte( CHAR_DATA *ch, char *argument ) { if ( is_affected(ch, gsn_garrotte) ) affect_strip( ch, gsn_garrotte ); 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 un_earthfade(CHAR_DATA *ch,char *argument) { if (is_affected(ch,gsn_earthfade)) { affect_strip(ch,gsn_earthfade); act("$n slowly emerges from the ground.",ch,0,0,TO_ROOM); send_to_char("You slowly emerge from the ground.\n\r",ch); WAIT_STATE(ch,8); } return; } void un_duo(CHAR_DATA *ch,char *argument) { if (is_affected(ch,gsn_duo)) { affect_strip(ch,gsn_duo); act("$n pops back into existence.",ch,0,0,TO_ROOM); send_to_char("You step back into three dimensions.\n\r",ch); WAIT_STATE(ch,2); } 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); un_duo(ch,NULL); 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 (!isNewbie(ch) && ch->cabal != CABAL_RAGER) { send_to_char("Those who are not a NEWBIE cannot recall.\n\r",ch); return; } if (ch->level > 10 && ch->cabal == 4) { if (cabal_down(ch,CABAL_RAGER)) 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 Rager..you don't ask to be taken from battles!\n\r",ch); return; } send_to_char("You pray to the Immortal of Ragers 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 $s Immortal leader and vanishes!",ch,0,0,TO_ROOM); location = get_room_index(hometown_table[ch->hometown].recall); if (location == NULL) return send_to_char("Your temple has been destroyed...pray to the Gods for help!\n\r",ch); char_from_room(ch); char_to_room(ch,location); do_look(ch,"auto"); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = gsn_recall; af.duration = 24; af.modifier = 0; af.bitvector = 0; af.location = 0; af.affect_list_msg = str_dup("unable to call upon your immortal to recall"); af.level=ch->level; affect_to_char(ch,&af); return; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); location = get_room_index(hometown_table[ch->hometown].recall); if (location == NULL) return send_to_char("Your temple has been destroyed...pray to the Gods for help!\n\r",ch); 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 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; } check_improve(ch,gsn_recall,TRUE,4); sprintf( buf, "You recall from combat! Pussy!\n\r" ); 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" ); 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 $T increases!", ch, NULL, pOutput, TO_ROOM ); return; } void do_shadowgate(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; int level; one_argument(argument,arg1); if ( (get_skill(ch,gsn_shadowgate) == 0)) { send_to_char("Huh?\n\r",ch); return; } if (cabal_down(ch,CABAL_ANCIENT)) return; if (affect_find(ch->affected,gsn_insect_swarm) != NULL) { send_to_char( "You attempt to transport yourself to safety but loose your concentration as you are bitten by yet another insect.\n\r", ch); return; } if (ch->mana < 70) return send_to_char("You do not have the mana.\n\r",ch); if (number_percent() > ch->pcdata->learned[gsn_shadowgate] - 10) { send_to_char("You fail to pass through the shadowplanes.\n\r",ch); check_improve(ch,gsn_shadowgate,FALSE,1); ch->mana -= 35; return; } level = ch->level; victim = get_char_world(ch,arg1); if ( victim == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_NO_GATE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || (victim->in_room->cabal != 0 && victim->in_room->cabal != ch->cabal) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 4 || (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (!IS_NPC(victim) && saves_spell(level,victim,DAM_OTHER)) || (!IS_NPC(victim) && victim->level > LEVEL_HERO) || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) ) { send_to_char("You failed.\n\r",ch); WAIT_STATE(ch,12); return; } ch->mana -= 70; un_camouflage( ch, NULL); un_earthfade(ch, NULL); un_hide(ch, NULL); un_sneak(ch, NULL); act("$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 $n step forth!",ch,0,0,TO_ROOM); do_look(ch,"auto"); WAIT_STATE(ch,12); return; } void track_char(CHAR_DATA *ch, CHAR_DATA *tracking, int in_room) { int track_dir; if( ch == NULL || ch->in_room == NULL || !IS_NPC(ch) || ch->pIndexData->vnum == MOB_VNUM_APRAT) return; track_dir = tracking->pcdata->track_dir[in_room]; track_dir -= 1; if (IS_AFFECTED(ch,AFF_CHARM)) return; if (IS_SET(ch->off_flags,STATIC_TRACKING) || track_dir == -1) return; if (IS_SET(ch->act,ACT_NO_TRACK)) return; // This was ending up as invalid memory. Checkin NULL first to be safe. if (ch->in_room->exit[track_dir]->u1.to_room->area == NULL) return; if (ch->in_room->exit[track_dir]->u1.to_room->area == ch->in_room->area) { act("$n checks the ground for tracks.",ch,0,0,TO_ROOM); move_char(ch,track_dir,TRUE); } 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_myell(ch,buf); multi_hit(rch,ch,TYPE_UNDEFINED); } 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; init_affect(&af); af.where = TO_AFFECTS; af.location = 0; af.modifier = 0; af.type = gsn_awareness; af.aftype = AFT_SKILL; af.bitvector = 0; af.level = ch->level; af.affect_list_msg = str_dup("grants the ability to detect camouflaged"); af.duration = ch->level; affect_to_char(ch,&af); 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,"cloud") || !str_cmp(pc_race_table[ch->race].name,"storm") || !str_cmp(pc_race_table[ch->race].name,"fire")) 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. */ init_affect(&af); af.where = TO_AFFECTS; af.type = gsn_door_bash; af.aftype = AFT_SKILL; 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; } void do_hometown(CHAR_DATA *ch, char *argument) { int i; int cost; char arg[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; int hometown; 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 = 50*(ch->level * ch->level); if (arg[0] == '\0') { send_to_char("Available hometowns to you are: \n\r",ch); for (i=0;i<MAX_HOMETOWN;i++) { if (can_live_in(ch,i)) { if (ch->hometown == i) { sprintf(buf,"%-18s (Current hometown)\n\r",hometown_table[i].name); send_to_char(buf,ch); } else { sprintf(buf,"%-18s %d gold.\n\r",hometown_table[i].name,cost); send_to_char(buf,ch); } } } return; } else { if (ch->gold < cost) return send_to_char("You don't have enough money.\n\r",ch); hometown = hometown_lookup(arg); if (hometown == ch->hometown) { send_to_char("That is your current hometown already.\n\r",ch); return; } else { if (!can_live_in(ch,hometown)) { send_to_char("You cannot live there.\n\r",ch); return; } sprintf(buf,"Your hometown is now %s.\n\r",hometown_table[hometown].name); send_to_char(buf,ch); deduct_cost(ch,cost); ch->hometown = hometown; return; } } send_to_char("That city doesn't exist for choosing as a hometown. Type 'hometown' to see list.\n\r",ch); return; } 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_myell(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_myell(ch,"Help! I'm being attacked by a mist wraith!"); multi_hit(wraith,ch,TYPE_UNDEFINED); return; } void do_animal_call(CHAR_DATA *ch,char *argument) { char arg[MAX_INPUT_LENGTH]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *animal1; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; int chance, type; 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? (Falcon, Bear, Lion, Wolf)\n\r",ch); return; } if (!str_cmp(arg,"falcon")) { type = MOB_VNUM_FALCON; } else if (!str_cmp(arg,"wolf")) { type = MOB_VNUM_WOLF; } else if (!str_cmp(arg,"bear")) { type = MOB_VNUM_BEAR; } else if (!str_cmp(arg,"lion")) { type = MOB_VNUM_LION; } else { send_to_char("call out for which animal? (Falcon, Bear, Lion, Wolf)\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 (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 an animal you should care for.\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 ) && (ch->in_room->sector_type != SECT_DESERT) && (ch->in_room->sector_type != SECT_FIELD )) { send_to_char("You are not within the right environment to call an animal.\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("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM); ch->mana -= 25; return; } animal1 = create_mobile( pMobIndex ); if (type == MOB_VNUM_FALCON) { animal1->max_hit = 3*ch->max_hit/4; animal1->hit = 3*ch->max_hit/4; animal1->damroll = (ch->level/2); animal1->hitroll = 10 * ch->level/3; animal1->numAttacks = 2; } else if (type == MOB_VNUM_WOLF) { animal1->max_hit = ch->max_hit/2; animal1->hit = ch->max_hit/2; animal1->damroll = (3 * ch->level / 4); animal1->hitroll = 5 * ch->level/3; animal1->numAttacks = 1; } else if (type == MOB_VNUM_BEAR) { animal1->max_hit = 2 * ch->max_hit; animal1->hit = 2 * ch->max_hit; animal1->damroll = (10+ch->level/3); animal1->hitroll = 5 * ch->level; } else if (type == MOB_VNUM_LION) { animal1->max_hit = ch->max_hit; animal1->hit = ch->max_hit; animal1->damroll = ch->level; animal1->hitroll = ch->level; } else { bug("Bad animal call: %d.",type); send_to_char("You call out to the wild but nothing responds.\n\r",ch); act("$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); animal1->level = ch->level; act("A beast of the wilds responds to $n's call!",ch,0,animal1,TO_ROOM); act("A beast of the wilds responds to your call!",ch,0,animal1,TO_CHAR); ch->mana -= 50; SET_BIT(animal1->affected_by,AFF_CHARM); animal1->leader = ch; animal1->master = ch; animal1->cabal = ch->cabal; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.type = gsn_animal_call; af.level = ch->level; af.duration = 12; af.location = 0; af.modifier = 0; af.bitvector = 0; af.affect_list_msg = str_dup("unable to call upon the wilds"); affect_to_char(ch,&af); return; } void do_forest_blending(CHAR_DATA *ch, char *argument) { int chance; AFFECT_DATA af; chance = get_skill(ch,gsn_forest_blending); if (chance < 5 || ch->level < skill_table[gsn_forest_blending].skill_level[ch->class]) { send_to_char("You don't know how to blend in with the forests.\n\r",ch); return; } if (ch->in_room->sector_type != SECT_FOREST) { send_to_char("You aren't within a suitable forest environment.\n\r",ch); return; } if (is_affected(ch,gsn_forest_blending)) { send_to_char("You're already trying to blend in with your surroundings.\n\r",ch); return; } send_to_char("You attempt to blend in with the forests.\n\r",ch); if (number_percent() < chance) { check_improve(ch,gsn_forest_blending,TRUE,1); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.level = ch->level; af.modifier = 0; af.location = 0; af.bitvector = 0; af.duration = 5; af.affect_list_msg = str_dup("camouflaged in your surroundings"); af.type = gsn_forest_blending; affect_to_char(ch,&af); } else { check_improve(ch,gsn_forest_blending,FALSE,1); affect_strip(ch,gsn_forest_blending); } WAIT_STATE(ch,6); return; } void un_forest_blend(CHAR_DATA *ch) { if (!is_affected(ch,gsn_forest_blending)) return; act("$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_cloak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; argument = one_argument(argument,arg); if(is_affected(ch,gsn_cloak_form)) { affect_strip(ch,gsn_cloak_form); free_string(ch->name); ch->name=str_dup(ch->original_name); if(is_affected(ch, gsn_eye_of_the_predator)) { affect_strip(ch,gsn_eye_of_the_predator); } if (str_cmp(arg,"auto") ) send_to_char("You throw your cloak to the side, exposing yourself.\n\r",ch); ch->cloaked = 0; return; } if (number_percent() < get_skill(ch,gsn_cloak_form)) { init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = gsn_cloak_form; af.level = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; af.duration = -1; af.affect_list_msg = str_dup("grants silent movement and a shrouded disguise"); affect_to_char( ch, &af ); af.affect_list_msg = NULL; af.location = APPLY_HIT; af.modifier = ch->level*5; affect_to_char(ch,&af); af.location = APPLY_MOVE; af.modifier = ch->level*2; affect_to_char(ch,&af); af.location = APPLY_MANA; af.modifier = ch->level*2; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; af.modifier = 5; affect_to_char(ch,&af); af.location = APPLY_HITROLL; af.modifier = 5; affect_to_char(ch,&af); check_improve(ch,gsn_cloak_form,TRUE,6); send_to_char("You cloak your presence.\n\r",ch); free_string(ch->name); sprintf(buf, "cloaked figure"); ch->name=str_dup(buf); ch->cloaked = 1; free_string(buf); return; } else { check_improve(ch,gsn_cloak_form, FALSE,3); send_to_char("You fail to cloak yourself.\n\r",ch); return; } } bool isInWilderness(CHAR_DATA *ch) { if ((ch->in_room->sector_type == SECT_FIELD) || (ch->in_room->sector_type == SECT_FOREST) || (ch->in_room->sector_type == SECT_HILLS) || (ch->in_room->sector_type == SECT_MOUNTAIN)) { return TRUE; } return FALSE; } void EsiraenPiranhaCheck(CHAR_DATA *ch) { CHAR_DATA *piranha; MOB_INDEX_DATA *pMob; if (IS_NPC(ch)) return; if (ch->in_room == NULL) return; if (isNewbie(ch)) return; if (ch->invis_level > 51) return; if (str_cmp(ch->in_room->area->name, "Esiraen River") || number_percent() > 10) return; if (ch->in_room->vnum > 27515 || ch->in_room->vnum < 27500) return; pMob = get_mob_index(27501); if (!pMob || pMob->count > 12) return; piranha = create_mobile(pMob); if (piranha == NULL) return n_logf("EsiraenPiranhaCheck: could not create piranha mobile (vnum 27501)"); char_to_room(piranha, ch->in_room); act("A vicious piranha appears out of nowhere and darts towards you!",ch,0,0,TO_CHAR); multi_hit(piranha,ch,TYPE_UNDEFINED); return; }