/*************************************************************************** * 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. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" PKILL_DATA * pkill_free; char * const dir_name [] = { "north", "east", "south", "west", "up", "down" }; const 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 paradox args( ( CHAR_DATA *ch ) ); bool has_jboots args( ( CHAR_DATA *ch ) ); void record_pkill args( ( CHAR_DATA *ch, CHAR_DATA *victim, bool hum ) ); void move_char( CHAR_DATA *ch, int door ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } in_room = ch->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->to_room ) == NULL ) { send_to_char( "Alas, you cannot go that way.\n\r", ch ); return; } /* removed temporarily if ( IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(ch, AFF_PASS_DOOR) ) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); return; } */ if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( room_is_private( to_room ) && ch->level >= 2 ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { // int iClass; int move; /* removed, stupid. for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) { if ( iClass != ch->class && to_room->vnum == class_table[iClass].guild ) { send_to_char( "You aren't allowed in there.\n\r", ch ); return; } } */ if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_SUIT(ch) && !(IS_CLASS(ch,CLASS_MAZOKU) && IS_SET(ch->pcdata->powers[M_SET],M_WINGS))) { 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 ) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; /* * Suggestion for flying above water by Sludge */ if ( IS_AFFECTED( ch, AFF_FLYING ) ) found = TRUE; if ( IS_CLASS(ch,CLASS_MAZOKU) && IS_SET(ch->pcdata->powers[M_SET],M_WINGS) ) found = TRUE; if ( IS_SUIT(ch) ) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)] ; if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } if ( IS_SUIT(ch) && ch->pcdata->suit[SUIT_FUEL] < 1 ) { send_to_char( "You don't have enough fuel!\n\r", ch ); return; } unstance( ch ); if ( IS_CLASS(ch,CLASS_FIST) && ch->pcdata->powers[F_KI] > 0 ) ch->pcdata->powers[F_KI] = 0; if ( IS_SUIT(ch) ) { WAIT_STATE(ch, (suit_table[ch->pcdata->suit[SUIT_NUMBER]].speed - 160)/10); ch->pcdata->suit[SUIT_FUEL]--; } else if ( !has_jboots( ch ) ) WAIT_STATE( ch, 1 ); ch->move -= move; } /* this is some really poor logic right here......*/ if ( IS_NPC(ch) ) { if ( !IS_AFFECTED(ch,AFF_SNEAK) ) act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); } else if ( !IS_SET(ch->act, PLR_WIZINVIS) ) { if ( !IS_SUIT(ch) ) { if ( !IS_AFFECTED(ch,AFF_SNEAK) ) { if ( is_cloaked(ch,ch) && number_percent() > 50 ) act( "You notice a shimmering in the air to the $T.", ch, NULL, dir_name[door], TO_ROOM ); else act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); } } else { if ( !is_cloaked(ch,ch) ) act( "$n leaves $T, piloting $s suit.", ch, NULL, dir_name[door], TO_ROOM ); else if ( number_percent() > 50 ) act( "You notice a shimmering in the air to the $T.",ch,NULL,dir_name[door],TO_ROOM); } } if ( IS_CLASS(ch,CLASS_SAIYAN) && (IS_SET(ch->pcdata->actnew,NEW_KAME_1) || IS_SET(ch->pcdata->actnew,NEW_KAME_2)) ) { stc( "You lose your concentration, and dissolve the attack.\n\r", ch ); if ( IS_SET(ch->pcdata->actnew,NEW_KAME_1) ) REMOVE_BIT(ch->pcdata->actnew,NEW_KAME_1); if ( IS_SET(ch->pcdata->actnew,NEW_KAME_2) ) REMOVE_BIT(ch->pcdata->actnew,NEW_KAME_2); } char_from_room( ch ); char_to_room( ch, to_room ); if ( IS_NPC(ch) ) { if ( !IS_AFFECTED(ch,AFF_SNEAK) ) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); } else if ( !IS_SET(ch->act, PLR_WIZINVIS) ) { if ( !IS_SUIT(ch) ) { if ( !IS_AFFECTED(ch,AFF_SNEAK) ) { if ( is_cloaked(ch,ch) && number_percent() > 50 ) act( "You notice a shimmering in the air to the $T.", ch, NULL, dir_name[door], TO_ROOM ); else act( "$n has arrived.", ch, NULL, dir_name[door], TO_ROOM ); } } else { if ( !is_cloaked(ch,ch) ) act( "A $T suit has arrived, piloted by $n.", ch, NULL, suit_table[ch->pcdata->suit[SUIT_NUMBER]].name, TO_ROOM ); else if ( number_percent() > 50 && !IS_AFFECTED(ch,AFF_SNEAK) ) act( "You notice a shimmering in the air to the $T.",ch,NULL,dir_name[door],TO_ROOM); } } do_look( ch, "auto" ); for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( fch->master == ch && fch->position == POS_STANDING && !IS_TIED( fch ) ) { act( "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, door ); } } mprog_entry_trigger(ch); mprog_greet_trigger(ch); return; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP ); return; } void do_down( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_DOWN ); return; } int find_door( CHAR_DATA *ch, char *arg ) { EXIT_DATA *pexit; int door; if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0; else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1; else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2; else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3; else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4; else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5; else { for ( door = 0; door <= 5; door++ ) { if ( ( pexit = ch->in_room->exit[door] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) return door; } act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return -1; } return door; } void do_open( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'open object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); send_to_char( "Ok.\n\r", ch ); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); /* open the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->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 $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } void do_close( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'close object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_CLOSED); send_to_char( "Ok.\n\r", ch ); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); /* close the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->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 $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } bool has_key( CHAR_DATA *ch, int key ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) return TRUE; } return FALSE; } void do_lock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'lock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, obj->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* lock the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->to_room == ch->in_room ) { SET_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Unlock what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'unlock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, obj->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] ) { send_to_char( "You failed.\n\r", ch); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* '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); send_to_char( "*Click*\n\r", ch ); act( "$n picks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* pick the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_stand( CHAR_DATA *ch, char *argument ) { switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You can't wake up!\n\r", ch ); return; } send_to_char( "You wake and stand up.\n\r", ch ); act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; break; case POS_RESTING: case POS_SITTING: send_to_char( "You stand up.\n\r", ch ); act( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; break; case POS_STANDING: send_to_char( "You are already standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_rest( CHAR_DATA *ch, char *argument ) { switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: send_to_char( "You rest.\n\r", ch ); act( "$n rests.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_RESTING; break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_STANDING: send_to_char( "You sleep.\n\r", ch ); act( "$n sleeps.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_SLEEPING; break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) ) { act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } if ( victim->position < POS_SLEEPING ) { stc( "You can't wake them.\n\r", ch ); return; } act( "You wake $M.", ch, NULL, victim, TO_CHAR ); act( "$n wakes you.", ch, NULL, victim, TO_VICT ); victim->position = POS_STANDING; return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; send_to_char( "You attempt to move silently.\n\r", ch ); affect_strip( ch, gsn_sneak ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] ) { af.type = gsn_sneak; af.duration = 100 + dice(5,5); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char( ch, &af ); } return; } void do_hide( CHAR_DATA *ch, char *argument ) { send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] ) SET_BIT(ch->affected_by, AFF_HIDE); return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *location; act( "$n begs Alathon for transportation!", ch, 0, 0, TO_ROOM ); if ( IS_NPC(ch) ) { if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } } else if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "Why bother?\n\r", ch ); return; } else { if ( ( location = get_room_index( ch->pcdata->extras[6] ) ) == NULL ) { location = get_room_index( 806 ); ch->pcdata->extras[6] = 806; send_to_char( "Your home has been reset to Inner Ward.\n\r", ch ); } if ( IS_SET(location->room_flags,ROOM_PRIVATE) ) { stc( "Fucking pussy trash.\n\r", ch ); WAIT_STATE(ch,1200); location = get_room_index( ROOM_VNUM_TEMPLE ); } if ( ch->pcdata->extras[TIMER] > 16 ) { send_to_char( "Alathon says '`mNo recalling right after capping.`n'\n\r", ch ); return; } } if ( ch->in_room == location ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE) ) { send_to_char( "Alathon is busy, please leave a message at the beep.\n\r", ch ); return; } if ( ch->fighting != NULL ) { send_to_char( "Duhhhhhh what? don't you mean FLEE?\n\r", ch ); return; } /* No recalling with combos prepped */ if ( !IS_NPC(ch) && IS_CLASS(ch,CLASS_FIST) ) ch->pcdata->powers[F_KI] = 0; ch->move -= 50; act( "$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 arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int *pAbility; char *pOutput; int cost, statcheck; int scost[4]; int max = 0; int num, lcost; bool multi = FALSE; if ( IS_NPC(ch) ) return; statcheck = 0; if ( ch->class == CLASS_SAIYAN ) { scost[0] = ch->pcdata->powers[S_POWER_MAX]; scost[1] = ch->pcdata->powers[S_SPEED_MAX] * 100; scost[2] = ch->pcdata->powers[S_AEGIS_MAX] * 100; scost[3] = ch->pcdata->powers[S_STRENGTH_MAX] * 100; } lcost = 2000000 * (ch->pcdata->extras[LEGEND]+1); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( is_number( arg2 ) ) num = atoi( arg2 ); else num = 0; if ( num > 25000 || num < 0 ) { send_to_char( "Invalid entry, you may train from 1 to 25000 at a time.\n\r", ch ); return; } /* * No check for trainer. */ if ( arg1[0] == '\0' ) { sprintf( buf, "You can train the following:\n\r" ); send_to_char( buf, ch ); sprintf( buf, " Hp: %6d Mana: %6d Move: %6d\n\r", ch->max_hit, ch->max_mana, ch->max_move ); send_to_char( buf, ch ); sprintf( buf, " Body: %6d Mind: %6d Spirit: %6d Willpower: %6d\n\r", ch->pcdata->body * ch->pcdata->body * 10, ch->pcdata->mind * ch->pcdata->mind * 10, ch->pcdata->spirit * ch->pcdata->spirit * 10, ch->pcdata->will * ch->pcdata->will * 15 ); send_to_char( buf, ch ); if ( ch->class == CLASS_SAIYAN ) { sprintf( buf, " Power: %6d Speed: %6d Aegis: %6d Strength: %6d\n\r", scost[0], scost[1], scost[2], scost[3] ); send_to_char( buf, ch ); } sprintf( buf, "Avatar: 1000 Primal: %6d\n\rAll costs are in experience points.\n\r", (ch->pcdata->primal+1) * 500 ); send_to_char( buf, ch ); if ( ch->pcdata->extras[LEGEND] < 10 ) { sprintf( buf, "Legend: %d experience.\n\r", lcost ); send_to_char( buf, ch ); } return; } cost = 0; if ( !str_cmp( arg1, "hp" ) ) { if ( num > 0 ) { cost = num * ( (ch->max_hit + ch->max_hit + num) / 2 ); multi = TRUE; } else cost = ch->max_hit; pAbility = &ch->max_hit; pOutput = "hp"; max = 25000; } else if ( !str_cmp( arg1, "mana" ) ) { if ( num > 0 ) { cost = num * ( ( ch->max_mana + ch->max_mana + num) / 2 ); multi = TRUE; } else cost = ch->max_mana; pAbility = &ch->max_mana; pOutput = "mana"; max = 25000; } else if ( !str_cmp( arg1, "move" ) ) { if ( num > 0 ) { cost = num * ( ( ch->max_move + ch->max_move + num ) / 2 ); multi = TRUE; } else cost = ch->max_move; pAbility = &ch->max_move; pOutput = "move"; max = 25000; } else if ( !str_cmp( arg1, "body" ) ) { cost = ch->pcdata->body * ch->pcdata->body * 10; pAbility = &ch->pcdata->body; pOutput = "body"; max = class_table[ch->class].body; } else if ( !str_cmp( arg1, "mind" ) ) { cost = ch->pcdata->mind * ch->pcdata->mind * 10; pAbility = &ch->pcdata->mind; pOutput = "mind"; max = class_table[ch->class].mind; } else if ( !str_cmp( arg1, "spirit" ) ) { cost = ch->pcdata->spirit * ch->pcdata->spirit * 10; pAbility = &ch->pcdata->spirit; max = class_table[ch->class].spirit; pOutput = "spirit"; } else if ( !str_cmp( arg1, "willpower" ) ) { cost = ch->pcdata->will * ch->pcdata->will * 15; pAbility = &ch->pcdata->will; pOutput = "willpower"; max = class_table[ch->class].will; } else if ( !str_cmp( arg1, "power" ) ) { if ( ch->class != CLASS_SAIYAN ) return; if ( num > 0 ) { cost = num * ( (ch->pcdata->powers[S_POWER_MAX]*2 + num) / 2 ); multi = TRUE; } else cost = scost[0]; pAbility = &(ch->pcdata->powers[S_POWER_MAX]); pOutput = "fighting power"; max = 30000; } else if ( !str_cmp( arg1, "speed" ) ) { if ( ch->class != CLASS_SAIYAN ) return; if ( num > 0 ) { cost = num * ( (ch->pcdata->powers[S_SPEED_MAX]*200 + num*100) / 2 ); multi = TRUE; } else cost = scost[1]; pAbility = &ch->pcdata->powers[S_SPEED_MAX]; pOutput = "maximum speed"; max = 1000; } else if ( !str_cmp( arg1, "aegis" ) ) { if ( ch->class != CLASS_SAIYAN ) return; if ( num > 0 ) { cost = num * ( (ch->pcdata->powers[S_AEGIS_MAX]*200 + num*100) / 2 ); multi = TRUE; } else cost = scost[2]; pAbility = &ch->pcdata->powers[S_AEGIS_MAX]; pOutput = "aegis"; max = 1000; } else if ( !str_cmp( arg1, "strength" ) ) { if ( ch->class != CLASS_SAIYAN ) return; if ( num > 0 ) { cost = num * ( (ch->pcdata->powers[S_STRENGTH_MAX]*200 + num*100) / 2 ); multi = TRUE; } else cost = scost[3]; pAbility = &ch->pcdata->powers[S_STRENGTH_MAX]; pOutput = "fighting strength"; max = 1000; } else if ( !str_cmp( arg1, "primal" ) ) { if ( num > 0 ) { cost = num * ( ((ch->pcdata->primal+1)*500 + (ch->pcdata->primal+1+num)*500 ) / 2 ); multi = TRUE; } else cost = (ch->pcdata->primal+1) * 500; pAbility = &ch->pcdata->primal; pOutput = "primal"; max = 500; } else if ( !str_cmp( arg1, "legend" ) ) { if ( ch->pcdata->extras[LEGEND] == 10 ) { send_to_char( "You're as famous as you'll ever be.\n\r", ch ); return; } if ( ch->exp < lcost || ch->pcdata->extras2[EVAL] < ch->pcdata->extras[LEGEND]*5 ) { sprintf( buf, "You need %d experience and/or more power to increase your fame.\n\r", lcost ); send_to_char( buf, ch ); return; } send_to_char( "You advance in history!\n\r", ch ); sprintf( buf, "%s advances in history!", ch->name ); do_info( ch, buf ); ch->exp -= lcost; ch->pcdata->extras[LEGEND] += 1; sprintf( buf, "%s advanced to legend %d.", ch->name, ch->pcdata->extras[LEGEND] ); log_string( buf ); return; } else if ( !str_cmp( arg1, "avatar" ) ) { if ( IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) ) { send_to_char( "Not in a private room.\n\r", ch ); return; } if ( ch->pcdata->extras2[PKCOUNT] >= 10 ) { send_to_char( "You've been capped too many times, wait a bit.\n\r", ch ); return; } if ( ch->level > 1 ) { send_to_char( "But you're already an avatar!\n\r", ch ); return; } if ( ch->level < 1 ) { send_to_char( "Uhhhh something is fucked up, tell Alathon.\n\r", ch ); return; } if ( ch->exp < 1000 ) { send_to_char( "You need more experience to become an avatar.\n\r", ch ); return; } ch->level = 2; ch->exp -= 1000; ch->pcdata->condition[COND_FULL] = 40; ch->pcdata->condition[COND_THIRST] = 40; sprintf( buf, "%s is now an avatar!", ch->name ); do_info( ch, buf ); do_save( ch, "" ); WAIT_STATE( ch, 40 ); return; } else { send_to_char( "Train what?\n\r", ch ); return; } /* for the next check */ if ( num == 0 ) num = 1; if ( max != 0 && ((*pAbility)+num) > max ) { act( "You cannot train your $T any more.", ch, NULL, pOutput, TO_CHAR ); return; } if ( cost > ch->exp ) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } if ( max != 0 ) { ch->exp -= cost; if ( multi ) *pAbility += num; else *pAbility += 1; act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR ); act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM ); } return; } void do_stance( CHAR_DATA *ch, char *argument ) { int stance = 0; int slot; if (IS_NPC(ch)) return; if ( IS_SUIT(ch) ) return; slot = MAX_STANCES+1; if ( argument[0] == '\0' ) { if (ch->pcdata->stances[slot]) { ch->pcdata->stances[slot] = 0; act( "You relax from your fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n relaxes from $s fighting stance.", ch, NULL, NULL, TO_ROOM ); return; } else return; } else if (!str_prefix( argument, "lion" )) stance = STANCE_LION; else if (!str_prefix( argument, "lynx" )) stance = STANCE_LYNX; else if (!str_prefix( argument, "snake" )) stance = STANCE_SNAKE; else if (!str_prefix( argument, "badger" )) stance = STANCE_BADGER; else if (!str_prefix( argument, "ferret" )) stance = STANCE_FERRET; else if (!str_prefix( argument, "hawk" )) stance = STANCE_HAWK; else if (!str_prefix( argument, "eagle" )) stance = STANCE_EAGLE; else if (!str_prefix( argument, "vulture" )) stance = STANCE_VULTURE; else if (!str_prefix( argument, "sparrow" )) stance = STANCE_SPARROW; else if (!str_prefix( argument, "stork" )) stance = STANCE_STORK; else { send_to_char( "You don't know that stance!\n\r", ch ); return; } if ( ch->pcdata->stances[slot] ) { send_to_char( "You must unstance before entering another stance.\n\r", ch ); return; } switch ( stance ) { case STANCE_LION: act( "You charge into the Lion fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n charges into the Lion fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_LYNX: act( "You leap into the Lynx fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n leaps into the Lynx fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_SNAKE: act( "You slither into the Snake fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n slithers into the Snake fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_BADGER: act( "You crouch into the Badger fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n crouches into the Badger fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_FERRET: act( "You slink into the Ferret fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n slinks into the Ferret fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_HAWK: if ( ch->pcdata->stances[1] < 200 || ch->pcdata->stances[2] < 200 ) { send_to_char( "You must master the Lion and Lynx stances first.\n\r", ch ); return; } act( "You dive into the Hawk fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n dives into the Hawk fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_EAGLE: if ( ch->pcdata->stances[2] < 200 || ch->pcdata->stances[3] < 200 ) { send_to_char( "You must master the Lynx and Snake stances first.\n\r", ch ); return; } act( "You climb into the Eagle fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n climbs into the Eagle fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_VULTURE: if ( ch->pcdata->stances[3] < 200 || ch->pcdata->stances[4] < 200 ) { send_to_char( "You must master the Snake and Badger stances first.\n\r", ch ); return; } act( "You circle into the Vulture fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n circles into the Vulture fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_SPARROW: if ( ch->pcdata->stances[4] < 200 || ch->pcdata->stances[5] < 200 ) { send_to_char( "You must master the Badger and Ferret stances first.\n\r", ch ); return; } act( "You flitter into the Sparrow fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n flitters into the Sparrow fighting stance.", ch, NULL, NULL, TO_ROOM ); break; case STANCE_STORK: if ( ch->pcdata->stances[5] < 200 || ch->pcdata->stances[1] < 200 ) { send_to_char( "You must master the Ferret and Lion stances first.\n\r", ch ); return; } act( "You step into the Stork fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n steps into the Stork fighting stance.", ch, NULL, NULL, TO_ROOM ); break; default: send_to_char( "Something is fucked up, better tell Alathon.\n\r", ch ); return; } ch->pcdata->stances[slot] = stance; WAIT_STATE( ch, 6 ); return; } void unstance( CHAR_DATA *ch ) { int stance; if ( IS_NPC(ch) ) return; stance = ch->pcdata->stances[MAX_STANCES+1]; if ( stance == 0 ) return; ch->pcdata->stances[MAX_STANCES+1] = 0; act( "You relax from your fighting stance.", ch, NULL, NULL, TO_CHAR ); act( "$n relaxes from $s fighting stance.", ch, NULL, NULL, TO_ROOM ); return; } void do_autostance( CHAR_DATA *ch, char *argument ) { int i; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if ( IS_SUIT(ch) ) return; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick one: lion lynx snake badger ferret hawk eagle vulture sparrow stork.\n\r", ch ); return; } for ( i = 1; i <= MAX_STANCES; i++ ) { if ( !str_cmp( arg, stance_table[i].name ) ) { sprintf( buf, "You now autostance to the %s stance.\n\r", stance_table[i].name ); send_to_char( buf, ch ); ch->pcdata->stances[0] = i; return; } } send_to_char( "That isn't a stance.\n\r", ch ); return; } void do_finish( CHAR_DATA *ch, char *argument ) { char log_buf[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wield; int damtype, ceval, veval, i; bool pdox = FALSE; extern bool peace; time_t t; if ( peace && !IS_NPC(ch) ) { send_to_char( "Sorry, peace has been declared.\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags,ROOM_ARENA) ) { send_to_char( "There is no capping in the Arena.\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "Why not sit back and relax?\n\r", ch ); return; } if ( ch->position < POS_STANDING && !IS_NPC(ch) ) { send_to_char( "You're too busy.\n\r", ch ); return; } if ( ch->fighting != NULL && !IS_NPC(ch) ) { stc( "You're too busy.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Finish off who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Just kill them!\n\r", ch ); return; } if ( victim->level < 2 ) { send_to_char( "Only avatars can be finished off.\n\r", ch ); return; } /* Removed for now if ( !IS_NPC(ch) && (IS_CLASS(ch,CLASS_SORCERER) || IS_CLASS(victim,CLASS_SORCERER)) ) { stc( "Sorry, sorcerers are currently in the test phase.\n\r", ch ); return; } */ if ( IS_NPC(ch) ) ceval = 10; else ceval = ch->pcdata->extras2[EVAL]; veval = victim->pcdata->extras2[EVAL]; if ( (ceval < 10 || veval < 10) && !IS_NPC(ch) ) { send_to_char( "For your protection, newbies are prevented from pkilling and being pked.\n\r", ch ); return; } if ( victim->level > 2 ) { send_to_char( "You nearly dropped your crack pipe!\n\r", ch ); return; } if ( victim->position != POS_MORTAL ) { send_to_char( "You can only finish off mortally wounded players.\n\r", ch ); return; } sprintf( log_buf, "%s finished by %s at %d with %d remaining, inf %d.", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum, ch->hit, get_inf_dam( ch, victim->name ) ); log_string( log_buf ); if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) damtype = -1; else damtype = wield->value[3]; switch( damtype ) { case -1: sprintf( buf, "%s just got their head ripped off by %s.", victim->name, ch->name ); sprintf( buf1, "You drive your hand into $N's neck and rip off $S head!" ); sprintf( buf2, "$n drives their hand into your neck and rips off your head!" ); sprintf( buf3, "$n drives $m hand into $N's neck and rips off $S head!" ); break; case 1: case 3: sprintf( buf, "%s has been decapitated by %s.", victim->name, ch->name ); sprintf( buf1, "You growl 'There can be only One!' and decapitate $N!" ); sprintf( buf2, "$n growls 'There can be only One!' and brings $s %s down on your neck!", wield->short_descr ); sprintf( buf3, "$n growls 'There can be only One!' and decapitates $N!" ); break; case 2: case 11: sprintf( buf, "%s just got their eyeballs and brain plucked out by %s.", victim->name, ch->name ); sprintf( buf1, "You ram your weapon into $N's face and tear it out, removing eyes and brain." ); sprintf( buf2, "$n rams $s weapon into your face and lobotomizes you." ); sprintf( buf3, "$n rams $s weapon into $N's face and tears it out, removing eyes and brain." ); break; case 7: case 8: sprintf( buf, "%s's head has been smashed in by %s.", victim->name, ch->name ); sprintf( buf1, "You bring your weapon down on $N's head, and brains spray from $S ears!" ); sprintf( buf2, "$n brings $s weapon down on your head, forcing your brain to vacate the premises!" ); sprintf( buf3, "$n brings $s weapon down on $N's head, and brains spray from $S ears!" ); break; default: sprintf( buf, "%s has been finished off by %s.", victim->name, ch->name ); sprintf( buf1, "You finish $N off!" ); sprintf( buf2, "$n finishes you off!" ); sprintf( buf3, "$n finishes $N off!" ); break; } /* use npc short description instead of name keyword */ if ( IS_NPC(ch) ) sprintf( buf, "%s just got their head ripped off by %s.", victim->name, ch->short_descr ); if ( !IS_NPC(ch) && get_inf_dam( ch, victim->name ) < 1000 ) sprintf( buf, "%s just got Nathored by %s.", victim->name, ch->name ); act( buf1, ch, NULL, victim, TO_CHAR ); act( buf2, ch, NULL, victim, TO_VICT ); act( buf3, ch, NULL, victim, TO_NOTVICT ); do_fatality( ch, buf ); sprintf( buf, "%s capped at %d by %s with %d remaining (inflicted %d).", victim->name, ch->in_room->vnum, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->hit, get_inf_dam( ch, victim->name ) ); wiznet( buf ); record_pkill( ch, victim, FALSE ); if ( !IS_NPC(ch) ) { if ( ch->pcdata->extras[TIMER] > 10 ) ch->pcdata->extras[TIMER] += 10; else ch->pcdata->extras[TIMER] += 20; /* * Check for Soul Reaver kicking in. */ if ( ch->pcdata->extras[LEGEND] >= 9 ) { act( "Lifeforce flows through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n's body courses with power.", ch, NULL, NULL, TO_ROOM ); i = URANGE( 1, get_inf_dam( ch, victim->name ) * veval / 100, ch->max_hit * veval / 100 ); ch->hit = UMIN( ch->max_hit, ch->hit + i ); ch->mana = UMIN( ch->max_mana, ch->mana + i ); ch->move = UMIN( ch->max_move, ch->move + i ); } /* * Check for paradoxing * Paradox if victim is in a lower category than the * character and NOT a gangster (30) or above. */ if ( ((veval < 10 && ceval >= 10) || (veval < 20 && ceval >= 20) || (veval < 30 && ceval >= 30)) && !IS_SET(victim->pcdata->actnew,NEW_FAIR_GAME) ) { pdox = TRUE; paradox( ch ); } /* fair cap */ else { victim->pcdata->kills[PD]++; if ( veval < 30 || veval > 39 || ceval < 40 ) { ch->pcdata->kills[PK]++; clan_table[ch->pcdata->clan[CLAN]].pkills++; clan_table[ch->pcdata->clan[CLAN]].kills[victim->pcdata->clan[CLAN]]++; clan_table[victim->pcdata->clan[CLAN]].pdeaths++; } if ( (ceval <= veval+2) && (ceval+10 > veval) ) { ch->exp += victim->exp / 2; victim->exp /= 2; } if ( victim->pcdata->extras2[BOUNTY] > 0 ) { ch->gold += victim->pcdata->extras2[BOUNTY]; sprintf( buf, "You collect a bounty of %d gold.\n\r", victim->pcdata->extras2[BOUNTY] ); stc( buf, ch ); victim->pcdata->extras2[BOUNTY] = 0; } /* check for lowbie capping higher player */ if ( (veval >= 20 && ceval < 20) || (veval >= 30 && ceval < 30) ) { if ( !IS_SET(ch->pcdata->actnew,NEW_FAIR_GAME) ) SET_BIT(ch->pcdata->actnew,NEW_FAIR_GAME); } /* check for removing fair game */ if ( IS_SET(victim->pcdata->actnew,NEW_FAIR_GAME) ) REMOVE_BIT(victim->pcdata->actnew,NEW_FAIR_GAME); /* add extra information to kills */ ceval /= 10; veval /= 10; if ( ceval == 6 ) ceval = 5; if ( veval == 6 ) veval = 5; ch->pcdata->kills[veval+3]++; time( &t ); if ( ceval == veval ) ch->pcdata->kills[LASTFAIR] = (int)t; ch->pcdata->kills[LASTKILL] = (int)t; } } /* for leaderboard updating */ if ( victim->pcdata->extras[TIMER] < 20 ) victim->pcdata->extras[TIMER] = 20; victim->pcdata->extras[TIE] = 0; victim->pcdata->extras2[PKCOUNT] += 5; victim->wait = 0; victim->level = 1; for ( i = 0; i < 10; i++ ) victim->pcdata->suit[i] = 0; if ( IS_SET(victim->pcdata->actnew,NEW_DRAGON_SLAVE) ) REMOVE_BIT(victim->pcdata->actnew,NEW_DRAGON_SLAVE); raw_kill( victim, pdox ); update_llboards( ch, (ceval == veval) ); do_save( ch, "auto" ); return; } void do_escape( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if ( ch->position == POS_FIGHTING ) { send_to_char( "Try fleeing instead.\n\r", ch ); return; } if ( ch->position > POS_STUNNED ) { send_to_char( "Escape from what?\n\r", ch ); return; } if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "Escape from what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags,ROOM_ARENA) ) { send_to_char( "You may not escape from the Arena.\n\r", ch ); return; } if ( ch->pcdata->extras[TIE] > 0 ) { send_to_char( "You are tied up!\n\r", ch ); return; } if ( ch->pcdata->extras[TIMER] > 10 ) { stc( "No escaping with a high fight timer.\n\r", ch ); return; } if ( ch->position < POS_MORTAL ) { send_to_char( "I think it's a little late for that..\n\r", ch ); return; } sprintf( buf, "%s has escaped defenseless from a fight.", ch->name ); do_info( ch, buf ); send_to_char( "Your vision fades to black..\n\r", ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_TEMPLE ) ); WAIT_STATE( ch, 20 ); return; } void do_bandage( CHAR_DATA *ch, char *argument ) { int sn = skill_lookup( "cure light" ); CHAR_DATA *victim; if ( IS_NPC(ch) ) return; if ( argument[0] == '\0' ) { send_to_char( "Bandage whom?\n\r", ch ); return; } if ( ( victim = get_char_room(ch, argument) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { stc( "Why bother?\n\r", ch ); return; } if ( ch->level < 2 && victim->level >= 2 ) { send_to_char( "No interfering with avatars.\n\r", ch ); return; } if ( ch->pcdata->extras2[EVAL] + 25 < victim->pcdata->extras2[EVAL] ) { stc( "They really shouldn't need your help.\n\r", ch ); return; } WAIT_STATE( ch, 12 ); act( "You bandage $N's wounds.", ch, NULL, victim, TO_CHAR ); act( "$n bandages your wounds.", ch, NULL, victim, TO_VICT ); act( "$n bandadges $N's wounds.", ch, NULL, victim, TO_NOTVICT ); ( skill_table[sn].spell_fun) (sn, ch->pcdata->body, ch, victim); return; } void do_clearstats( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( IS_NPC(ch) ) return; /* remove all spells and other affects */ while ( ch->affected ) affect_remove( ch, ch->affected ); /* remove all equipment */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE ) { unequip_char( ch, obj ); act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); } } /* remove bits */ /* Was bugged, "NEW_TRUESIGHT", removed so it won't be annoying if ( IS_SET(ch->act,PLR_TRUESIGHT) ) { REMOVE_BIT(ch->act,PLR_TRUESIGHT); send_to_char( "Your eyesight returns to normal.\n\r", ch ); } */ if ( IS_SET(ch->pcdata->actnew,NEW_RECOVERY) ) { REMOVE_BIT(ch->pcdata->actnew,NEW_RECOVERY); send_to_char( "You feel the healing power leave your body.\n\r", ch ); } if ( is_affected(ch,gsn_balus_wall) ) { affect_strip(ch,gsn_balus_wall); send_to_char( "The flourescent ball hovering above you vanishes.\n\r", ch ); } if ( is_affected(ch,gsn_defense) ) { affect_strip(ch,gsn_defense); send_to_char( "Your defensive barrier drops.\n\r", ch ); } if ( IS_SET(ch->pcdata->actnew,NEW_PHOENIX_AURA) ) { REMOVE_BIT(ch->pcdata->actnew,NEW_PHOENIX_AURA); send_to_char( "Your phoenix aura collapses.\n\r", ch ); } /* now, set stats to norms */ ch->hitroll = ch->level; ch->damroll = ch->level; ch->armor = 100; send_to_char( "Your stats have been cleared.\n\r", ch ); return; } void do_home( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) return; if ( IS_SET(ch->in_room->room_flags,ROOM_ARENA) ) { send_to_char( "Not in the Arena.\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags,ROOM_PRIVATE) ) { stc( "Not in a private room.\n\r", ch ); return; } argument = one_argument( argument, arg ); if ( !str_cmp( arg, "here" ) ) { send_to_char( "This room is now your home.\n\r", ch ); ch->pcdata->extras[HOME] = ch->in_room->vnum; } else send_to_char( "home here to set your home.\n\r", ch ); return; } void paradox( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s is struck by a paradox!", ch->name ); do_info( ch, buf ); do_follow( ch, "self" ); if ( ch->in_room->vnum != ROOM_VNUM_TEMPLE ) { char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_TEMPLE ) ); sprintf( buf, "%s has escaped defenseless from a fight.\n\r", ch->name ); do_info( ch, buf ); } ch->hit = -10; ch->position = POS_RESTING; update_pos( ch ); WAIT_STATE( ch, 120 ); return; } void do_untie( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) ) return; if ( argument[0] == '\0' ) { send_to_char( "Untie whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "That's a mob.\n\r", ch ); return; } if ( victim->pcdata->extras[TIE] <= 0 ) { send_to_char( "They're not tied up.\n\r", ch ); return; } victim->pcdata->extras[TIE] = 0; act( "You untie $N.", ch, NULL, victim, TO_CHAR ); act( "$n unties you.", ch, NULL, victim, TO_VICT ); act( "$n unties $N.", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 12 ); return; } void do_tie( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if ( argument[0] == '\0' ) { send_to_char( "Tie up whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Uhh.. that' a mob.\n\r", ch ); return; } if ( victim->level < 2 ) { send_to_char( "That's a mortal.\n\r", ch ); return; } if ( victim->pcdata->extras[TIE] > 0 ) { send_to_char( "They'r already tied up!\n\r", ch ); return; } if ( victim->position >= POS_STUNNED ) { send_to_char( "You'll need to weaken them first.\n\r", ch ); return; } victim->pcdata->extras[TIE] = dice(3,4); act( "You tie up $N.", ch, NULL, victim, TO_CHAR ); act( "You have been tied up by $n!", ch, NULL, victim, TO_VICT ); act( "$n ties $N up.", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s has been tied up by %s.", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name) ); do_info( ch, buf ); sprintf( buf, "%s tied by %s in %d.", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->vnum ); log_string( buf ); return; } void do_flex( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras[TIE] <= 0 ) return; if ( number_percent() < (100 - (ch->pcdata->body / 4) ) ) { act( "You flex your muscles, vainly trying to escape!", ch, NULL, NULL, TO_CHAR ); act( "$n flexes $s muscles, but fails to escape.", ch, NULL, NULL, TO_ROOM ); WAIT_STATE( ch, 8 ); } else { act( "You flex your muscles and break the ropes!", ch, NULL, NULL, TO_CHAR ); act( "$n flexes $s muscles and breaks the ropes.", ch, NULL, NULL, TO_ROOM ); ch->pcdata->extras[TIE] = 0; WAIT_STATE( ch, 12 ); } return; } void update_llboards( CHAR_DATA *ch, bool fair ) { int assessment, i; bool found = FALSE; time_t t; if ( IS_NPC(ch) ) return; time( &t ); assessment = assess( ch ); for ( i = 0; i < MAX_LEADERS+5; i++ ) { if ( !str_cmp( leaderboard[i].name, ch->name ) && !found ) { free_string( leaderboard[i].clan ); leaderboard[i].clan = str_dup( clan_table[ch->pcdata->clan[CLAN]].title ); leaderboard[i].pkills = ch->pcdata->kills[PK]; leaderboard[i].pdeaths = ch->pcdata->kills[PD]; leaderboard[i].assessment = assessment; leaderboard[i].lastkill = ch->pcdata->kills[LASTFAIR]; found = TRUE; } } for ( i = 0; i < 10; i++ ) { if ( !str_cmp( loserboard[i].name, ch->name ) ) { free_string( loserboard[i].clan ); loserboard[i].clan = str_dup( clan_table[ch->pcdata->clan[CLAN]].title ); loserboard[i].pkills = ch->pcdata->kills[PK]; loserboard[i].pdeaths = ch->pcdata->kills[PD]; loserboard[i].assessment = assessment; found = TRUE; } } if ( !found && (assessment > leaderboard[MAX_LEADERS+5-1].assessment || leaderboard[MAX_LEADERS+5-1].lastkill + SECONDS_PER_WEEK < t) ) { free_string( leaderboard[MAX_LEADERS+5-1].name ); free_string( leaderboard[MAX_LEADERS+5-1].clan ); leaderboard[MAX_LEADERS+5-1].name = str_dup( ch->name ); leaderboard[MAX_LEADERS+5-1].clan = str_dup( clan_table[ch->pcdata->clan[CLAN]].title ); leaderboard[MAX_LEADERS+5-1].pkills = ch->pcdata->kills[PK]; leaderboard[MAX_LEADERS+5-1].pdeaths = ch->pcdata->kills[PD]; leaderboard[MAX_LEADERS+5-1].assessment = assessment; leaderboard[MAX_LEADERS+5-1].lastkill = ch->pcdata->kills[LASTFAIR]; } else if ( assessment < loserboard[9].assessment && !found ) { free_string( loserboard[9].name ); free_string( loserboard[9].clan ); loserboard[9].name = str_dup( ch->name ); loserboard[9].clan = str_dup( clan_table[ch->pcdata->clan[CLAN]].title ); loserboard[9].pkills = ch->pcdata->kills[PK]; loserboard[9].pdeaths = ch->pcdata->kills[PD]; loserboard[9].assessment = assessment; } sort_llboards(); return; } void sort_llboards() { int i, pkills, pdeaths, assessment, lastkill; char name[20]; char clan[20]; time_t t; time( &t ); for ( i = (MAX_LEADERS+5-1); i > 0; i-- ) { if ( (leaderboard[i].assessment > leaderboard[i-1].assessment && leaderboard[i].lastkill + SECONDS_PER_WEEK >= t) || (leaderboard[i-1].lastkill + SECONDS_PER_WEEK < t && leaderboard[i].lastkill + SECONDS_PER_WEEK >= t) ) { sprintf( name, "%s", leaderboard[i-1].name ); sprintf( clan, "%s", leaderboard[i-1].clan ); pkills = leaderboard[i-1].pkills; pdeaths = leaderboard[i-1].pdeaths; assessment = leaderboard[i-1].assessment; lastkill = leaderboard[i-1].lastkill; free_string( leaderboard[i-1].name ); free_string( leaderboard[i-1].clan ); leaderboard[i-1].name = str_dup( leaderboard[i].name ); leaderboard[i-1].clan = str_dup( leaderboard[i].clan ); leaderboard[i-1].pkills = leaderboard[i].pkills; leaderboard[i-1].pdeaths = leaderboard[i].pdeaths; leaderboard[i-1].assessment = leaderboard[i].assessment; leaderboard[i-1].lastkill = leaderboard[i].lastkill; free_string( leaderboard[i].name ); free_string( leaderboard[i].clan ); leaderboard[i].name = str_dup( name ); leaderboard[i].clan = str_dup( clan ); leaderboard[i].pkills = pkills; leaderboard[i].pdeaths = pdeaths; leaderboard[i].assessment = assessment; leaderboard[i].lastkill = lastkill; } } for ( i = 9; i > 0; i-- ) { if ( loserboard[i].assessment < loserboard[i-1].assessment ) { sprintf( name, "%s", loserboard[i-1].name ); sprintf( clan, "%s", loserboard[i-1].clan ); pkills = loserboard[i-1].pkills; pdeaths = loserboard[i-1].pdeaths; assessment = loserboard[i-1].assessment; free_string( loserboard[i-1].name ); free_string( loserboard[i-1].clan ); loserboard[i-1].name = str_dup( loserboard[i].name ); loserboard[i-1].clan = str_dup( loserboard[i].clan ); loserboard[i-1].pkills = loserboard[i].pkills; loserboard[i-1].pdeaths = loserboard[i].pdeaths; loserboard[i-1].assessment = loserboard[i].assessment; free_string( loserboard[i].name ); free_string( loserboard[i].clan ); loserboard[i].name = str_dup( name ); loserboard[i].clan = str_dup( clan ); loserboard[i].pkills = pkills; loserboard[i].pdeaths = pdeaths; loserboard[i].assessment = assessment; } } return; } void do_enter( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ROOM_INDEX_DATA *room; if ( IS_NPC(ch) ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_HQ) ) { send_to_char( "You may not portal from or to a headquarters.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Enter what?\n\r", ch ); return; } obj = get_obj_list( ch, argument, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You attempt to enter thin air, and stumble.\n\r", ch ); return; } switch( obj->item_type ) { case ITEM_CONTAINER: case ITEM_CORPSE_PC: case ITEM_CORPSE_NPC: send_to_char( "You can't fit in there.\n\r", ch ); return; break; case ITEM_PORTAL: case ITEM_GATE: break; default: send_to_char( "You can't enter that.\n\r", ch ); return; break; } if ( obj->value[0] == 0 ) { send_to_char( "Bonk! You smash your face against the portal.\n\r", ch ); return; } if ( ( room = get_room_index( obj->value[0] ) ) == NULL ) { send_to_char( "You think twice about entering a portal to a null pointer.\n\r", ch ); return; } if ( ch->pcdata->extras[TIMER] > 0 ) { send_to_char( "Not with a fight timer.\n\r", ch ); return; } act( "You step into $p.", ch, obj, NULL, TO_CHAR ); act( "$n steps into $p.", ch, obj, NULL, TO_ROOM ); if ( obj->item_type == ITEM_PORTAL ) { act( "$p vanishes.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } char_from_room( ch ); char_to_room( ch, room ); do_look( ch, "auto" ); act( "$n steps out of thin air.", ch, NULL, NULL, TO_ROOM ); return; } void do_dare( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras[LEGEND] < 6 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "The time for such things is past.\n\r", ch ); return; } if ( ch->pcdata->primal < 75 ) { send_to_char( "It costs 75 primal to issue a dare.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Dare who?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, argument ) ) == NULL ) { send_to_char( "You can't seem to find them.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Wow.. daring mobs. How impressive.\n\r", ch ); return; } if ( victim->level < 2 ) { send_to_char( "No picking on mortals.\n\r", ch ); return; } if ( victim->pcdata->extras[TIMER] > 15 ) { send_to_char( "They're already gonna be sticking around.\n\r", ch ); return; } victim->pcdata->extras[TIMER] = ch->pcdata->extras[LEGEND] + dice(1,6); ch->pcdata->extras[TIMER] = UMAX( ch->pcdata->extras[TIMER], 15 ); ch->pcdata->primal -= 75; sprintf( buf, "You dare %s to stick around and take a beating.\n\r", victim->name ); send_to_char( buf, ch ); sprintf( buf, "%s dares you to stick around and take a beating.\n\r", ch->name ); send_to_char( buf, victim ); return; } void do_reduction( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cost; if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras[LEGEND] < 9 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( ch->pcdata->extras[STATUS] < 1 ) { send_to_char( "You don't have any status to lose.\n\r", ch ); return; } if ( ch->pcdata->extras[STATUS] == 1 ) { send_to_char( "The only way to become an avatar again is to be capped.\n\r", ch ); return; } cost = ch->pcdata->extras[STATUS] * 3; if ( ch->pcdata->primal < cost ) { sprintf( buf, "You need %d primal to reduce your status.\b\r", cost ); send_to_char( buf, ch ); return; } ch->pcdata->primal -= cost; ch->pcdata->extras[STATUS]--; send_to_char( "You have reduced your status.\n\r", ch ); return; } void do_humiliation( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras[LEGEND] < 8 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( ch->pcdata->primal < 200 ) { send_to_char( "You need 200 primal to set your Humiliation.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Set your humiliation to what?\n\r", ch ); return; } if ( strlen( argument ) < 10 ) { send_to_char( "Too short.\n\r", ch ); return; } if ( strlen( argument ) > 55 ) { send_to_char( "Too long.\n\r", ch ); return; } smash_tilde( argument ); send_to_char( "Your humiliations will now appear as follows:\n\r", ch ); sprintf( buf, "`YInfo ->`n Victim %s %s.`n\n\r", argument, ch->name ); send_to_char( buf, ch ); free_string( ch->pcdata->humiliate ); ch->pcdata->humiliate = str_dup( argument ); ch->pcdata->primal -= 200; return; } void do_humiliate( CHAR_DATA *ch, char *argument ) { char log_buf[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wield; int damtype, ceval, veval, i; bool pdox = FALSE; extern bool peace; time_t t; if ( peace ) { send_to_char( "Sorry, peace has been declared.\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags,ROOM_ARENA) ) { send_to_char( "There is no capping in the Arena.\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "Why not sit back and relax?\n\r", ch ); return; } if ( IS_NPC(ch) ) { send_to_char( "NPC's cannot use lcommands.\n\r", ch ); return; } if ( ch->pcdata->extras[LEGEND] < 8 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( !ch->pcdata->humiliate || ch->pcdata->humiliate == "" ) { send_to_char( "You haven't set your humiliation yet.\n\r", ch ); return; } if ( ch->position < POS_STANDING || ch->fighting != NULL ) { send_to_char( "You're too busy.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Humiliate who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Just kill them!\n\r", ch ); return; } if ( victim->level < 2 ) { send_to_char( "Only avatars can be Humiliated.\n\r", ch ); return; } /* Removed for now if ( IS_CLASS(ch,CLASS_SORCERER) || IS_CLASS(victim,CLASS_SORCERER) ) { stc( "Sorry, sorcerers are currently in the test phase.\n\r", ch ); return; } */ if ( IS_NPC(ch) ) ceval = 10; else ceval = ch->pcdata->extras2[EVAL]; veval = victim->pcdata->extras2[EVAL]; if ( ceval < 10 || veval < 10 ) { send_to_char( "For your protection, newbies are prevented from pkilling and being pked.\n\r", ch ); return; } if ( victim->level > 2 ) { send_to_char( "Hahahaha.. I think not.\n\r", ch ); return; } if ( victim->position != POS_MORTAL ) { send_to_char( "You can only humiliate mortally wounded players.\n\r", ch ); return; } sprintf( log_buf, "%s humiliated by %s at %d with %d remaining, inf %d.", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum, ch->hit, get_inf_dam( ch, victim->name ) ); log_string( log_buf ); if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) damtype = -1; else damtype = wield->value[3]; switch( damtype ) { case -1: sprintf( buf1, "You drive your hand into $N's neck and rip off $N's head!" ); sprintf( buf2, "$n drives their hand into your neck and rips off your head!" ); sprintf( buf3, "$n drives $m hand into $N's neck and rips off $M head!" ); break; case 1: case 3: sprintf( buf1, "You growl 'There can be only One!' and decapitate $N!" ); sprintf( buf2, "$n growls 'There can be only One!' and brings $s %s down on your neck!", wield->short_descr ); sprintf( buf3, "$n growls 'There can be only One!' and decapitates $N!" ); break; case 2: case 11: sprintf( buf1, "You ram your weapon into $N's face and tear it out, removing eyes and brain." ); sprintf( buf2, "$n rams $s weapon into your face and lobotomizes you." ); sprintf( buf3, "$n rams $s weapon into $N's face and tears it out, removing eyes and brain." ); break; case 7: case 8: sprintf( buf1, "You bring your weapon down on $N's head, and brains spray from $S ears!" ); sprintf( buf2, "$n brings $s weapon down on your head, forcing your brain to vacate the premises!" ); sprintf( buf3, "$n brings $s weapon down on $N's head, and brains spray from $S ears!" ); break; default: sprintf( buf1, "You finish $N off!" ); sprintf( buf2, "$n finishes you off!" ); sprintf( buf3, "$n finishes $N off!" ); break; } act( buf1, ch, NULL, victim, TO_CHAR ); act( buf2, ch, NULL, victim, TO_VICT ); act( buf3, ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s %s `n%s.", victim->name, ch->pcdata->humiliate, ch->name ); if ( !IS_NPC(ch) && get_inf_dam( ch, victim->name ) < 1000 ) sprintf( buf, "%s just got Nathored by %s.", victim->name, ch->name ); do_fatality( ch, buf ); sprintf( buf, "%s capped at %d by %s with %d remaining (inflicted %d).", victim->name, ch->in_room->vnum, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->hit, get_inf_dam( ch, victim->name ) ); wiznet( buf ); record_pkill( ch, victim, TRUE ); if ( !IS_NPC(ch) ) { if ( ch->pcdata->extras[TIMER] > 10 ) ch->pcdata->extras[TIMER] += 10; else ch->pcdata->extras[TIMER] += 20; /* * Check for paradoxing * Paradox if victim is in a lower category than the * character and NOT a gangster (30) or above. */ if ( ((veval < 10 && ceval >= 10) || (veval < 20 && ceval >= 20) || (veval < 30 && ceval >= 30)) && !IS_SET(victim->pcdata->actnew,NEW_FAIR_GAME) ) { pdox = TRUE; paradox( ch ); } /* fair cap */ else { victim->pcdata->kills[PD]++; if ( veval < 30 || veval > 39 || ceval < 40 ) { ch->pcdata->kills[PK]++; clan_table[ch->pcdata->clan[CLAN]].pkills++; clan_table[ch->pcdata->clan[CLAN]].kills[victim->pcdata->clan[CLAN]]++; clan_table[victim->pcdata->clan[CLAN]].pdeaths++; } if ( ceval <= veval && ceval+20 > veval ) { ch->exp += victim->exp / 2; victim->exp /= 2; } if ( victim->pcdata->extras2[BOUNTY] > 0 ) { ch->gold += victim->pcdata->extras2[BOUNTY]; sprintf( buf, "You collect a bounty of %d gold.\n\r", victim->pcdata->extras2[BOUNTY] ); stc( buf, ch ); victim->pcdata->extras2[BOUNTY] = 0; } /* check for lowbie capping higher player */ if ( (veval >= 20 && ceval < 20) || (veval >= 30 && ceval < 30) ) { if ( !IS_SET(ch->pcdata->actnew,NEW_FAIR_GAME) ) SET_BIT(ch->pcdata->actnew,NEW_FAIR_GAME); } /* check for removing fair game */ if ( IS_SET(victim->pcdata->actnew,NEW_FAIR_GAME) ) REMOVE_BIT(victim->pcdata->actnew,NEW_FAIR_GAME); /* add extra information to kills */ ceval /= 10; veval /= 10; if ( ceval == 6 ) ceval = 5; if ( veval == 6 ) veval = 5; ch->pcdata->kills[veval+3]++; time( &t ); if ( ceval == veval ) ch->pcdata->kills[LASTFAIR] = (int)t; ch->pcdata->kills[LASTKILL] = (int)t; } } /* for leaderboard updating */ if ( victim->pcdata->extras[TIMER] < 20 ) victim->pcdata->extras[TIMER] = 20; victim->pcdata->extras[TIE] = 0; victim->pcdata->extras2[PKCOUNT] += 5; victim->wait = 0; victim->level = 1; for ( i = 0; i < 10; i++ ) victim->pcdata->suit[i] = 0; if ( IS_SET(victim->pcdata->actnew,NEW_DRAGON_SLAVE) ) REMOVE_BIT(victim->pcdata->actnew,NEW_DRAGON_SLAVE); raw_kill( victim, pdox ); update_llboards( ch, (ceval == veval) ); do_save( ch, "auto" ); return; } void do_rub( CHAR_DATA *ch, char *argument ) { if ( !IS_AFFECTED(ch,AFF_BLIND) ) { send_to_char( "You rub your eyes at the glare.\n\r", ch ); return; } if ( number_percent() > 30 ) { send_to_char( "You scrape at your eyes, to no avail.\n\r", ch ); return; } affect_strip( ch, gsn_blindness ); act( "You rub your eyes, restoring vision.", ch, NULL, NULL, TO_CHAR ); act( "$n rubs $s eyes.", ch, NULL, NULL, TO_ROOM ); return; } bool has_jboots( CHAR_DATA *ch ) { OBJ_DATA *wield; int cost; if ( IS_NPC(ch) ) return FALSE; if ( ( wield = get_eq_char( ch, WEAR_FEET ) ) == NULL ) return FALSE; if ( wield->pIndexData->vnum != 33 ) return FALSE; cost = dice(4,4); if ( ch->move <= cost ) return FALSE; ch->move -= cost; return TRUE; } void do_challenge( CHAR_DATA *ch, char *argument ) { /* * Commented out, unimplemented. if ( IS_NPC(ch) ) return; ceval = ch->pcdata->extras2[EVAL]; if ( ceval < 10 ) { stc( "Not yet.\n\r", ch ); return; } argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { stc( "Challenge who?\n\r", ch ); return; } if ( (victim = get_char_world( ch, arg )) == NULL ) { stc( "You can't find them.\n\r", ch ); return; } if ( IS_NPC(victim) ) { stc( "Why bother challenging a mob, just kill it.\n\r", ch ); return; } if ( challenge->active ) { stc( "A challenge is already underway.\n\r", ch ); return; } veval = victim->pcdata->extras2[EVAL]; if ( veval < 10 ) { stc( "Uh, they're a newbie.\n\r", ch ); return; } ceval /= 10; veval /= 10; if ( ceval >= 6 ) ceval = 5; if ( veval >= 6 ) veval = 5; if ( ceval > veval+1 ) { stc( "Why bother, they're no challenge.\n\r", ch ); return; } if ( ceval < veval-1 ) { stc( "They're out of your league.\n\r", ch ); return; } */ } void do_smother( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int dam; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { stc( "Smother who?\n\r", ch ); return; } if ( (victim = get_char_room(ch,arg)) == NULL ) { stc( "They aren't here.\n\r", ch ); return; } if ( !is_affected(victim,skill_lookup("flame breath")) ) { act( "You smother $N with love.\n\r", ch, NULL, victim, TO_CHAR ); return; } if ( number_percent() < 25 ) { affect_strip(victim,skill_lookup("flame breath")); act( "You smother the flames burning $N.", ch, NULL, victim, TO_CHAR ); act( "$N smothers your flames!", ch, NULL, victim, TO_VICT ); act( "$n smothers the flames burning $N.", ch, NULL, victim, TO_NOTVICT ); } else { dam = dice(10,50); if ( !IS_NPC(ch) && ch->level >= 1 ) dam *= 3; damage( ch, ch, dam, DAM_FLAME_BREATH ); act( "You burn your hands! OUCH!!", ch, NULL, victim, TO_CHAR ); act( "$n burns $s hands attempting to smother $N", ch, NULL, victim, TO_ROOM ); } WAIT_STATE(ch,6); return; } void record_pkill( CHAR_DATA *ch, CHAR_DATA *victim, bool hum ) { PKILL_DATA *pkill = new_pkill(); if ( IS_NPC(ch) || IS_NPC(victim) ) return; pkill->victim = str_dup( victim->name ); pkill->inf = get_inf_dam( ch, victim->name ); pkill->lost = get_inf_dam( victim, ch->name ); pkill->vnum = ch->in_room->vnum; pkill->time = (int) current_time; pkill->humil = hum; pkill->suit = IS_SUIT(ch); pkill->next = ch->pcdata->pkills; ch->pcdata->pkills = pkill; return; }