/*****************************************************************************
* Clan routines for clan funtions.. I hope to move the ones created prior *
* to this file in here eventually as well. *
* -- Altrag Dalosein, Lord of the Dragons *
*****************************************************************************/
/* $Id: act_clan.c,v 1.6 2005/04/10 16:28:59 tyrion Exp $ */
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Illuminati bestow command, for deity only.
*/
void do_bestow( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
if ( ch->clan != -1 || ch->clev < 5 )
{
send_to_char(C_DEFAULT, "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if ( !( victim = get_char_room( ch, arg ) ) || IS_NPC(victim) )
{
send_to_char(C_DEFAULT, "They aren't here.\n\r", ch );
return;
}
if ( victim->clan != ch->clan )
{
send_to_char(C_DEFAULT, "They aren't in your clan!\n\r", ch );
return;
}
if ( !IS_SET( victim->act, PLR_CSKILL ) )
{
SET_BIT( victim->act, PLR_CSKILL );
act(AT_PINK, "$N bestowed with the Transmute skill.", ch, NULL, victim,
TO_CHAR );
send_to_char( AT_PINK, "You have been given the Transmute skill.\n\r",
victim );
}
else
{
REMOVE_BIT( victim->act, PLR_CSKILL );
act(AT_PINK, "Transmute denied from $N.", ch, NULL, victim, TO_CHAR );
send_to_char( AT_PINK, "You have been denied the Transmute skill.\n\r",
victim );
}
}
/*
* Illuminati transmute skill, must be given to a member by the deity
*/
void do_transmute( CHAR_DATA *ch, char *argument )
{
send_to_char(C_DEFAULT, "Huh?\n\r", ch );
return;
/*
OBJ_DATA *obj;
int chance;
if ( ch->clan != -1 || !IS_SET(ch->act, PLR_CSKILL)
|| IS_NPC(ch) )
{
send_to_char(C_DEFAULT, "Huh?\n\r", ch );
return;
}
if ( !( obj = get_obj_carry( ch, argument ) ) )
{
send_to_char(C_DEFAULT, "You do not have that item.\n\r", ch );
return;
}
if ( obj->level > 0 )
chance = (ch->level * 75) / obj->level;
else
chance = 85;
if ( number_percent( ) < chance )
{
obj->extra_flags |= ITEM_NO_DAMAGE;
act(AT_PINK, "$p transmuted.", ch, obj, NULL, TO_CHAR );
return;
}
act(AT_PINK, "You failed! $p exploded in your face!", ch, obj, NULL,
TO_CHAR);
extract_obj(obj);
return;
*/
}
/*
* Vendetta Doomshield skill
*/
void do_doomshield( CHAR_DATA *ch, char *argument )
{
send_to_char( C_DEFAULT, "Huh?\n\r", ch );
return;
/*
AFFECT_DATA af;
if ( IS_AFFECTED2( ch, AFF_DOOMSHIELD ) )
return;
af.type = gsn_doomshield;
af.level = ch->level;
af.duration = 5;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DOOMSHIELD;
affect_to_char2(ch, &af);
act( AT_PURPLE, "$n is surrounded with an Aura of Insanity!", ch, NULL,
NULL, TO_ROOM );
send_to_char(AT_PURPLE, "You are surrounded with the an Aura of Insanity.\n\r",
ch );
return;
*/
}
void do_image( CHAR_DATA *ch, char *argument )
{
send_to_char(C_DEFAULT, "Huh?\n\r", ch );
return;
/*
AFFECT_DATA af;
if ( ch->clan != -1 )
{
send_to_char( C_DEFAULT, "Huh?\n\r",ch);
return;
}
if ( ch->ctimer || ch->combat_timer )
{
send_to_char(AT_BLUE, "You can't right now.\n\r",ch);
return;
}
if ( IS_AFFECTED2(ch, AFF_IMAGE) )
return;
af.location = APPLY_NONE;
af.modifier = number_range( 1, 5 );
af.duration = number_fuzzy(3);
af.bitvector = AFF_IMAGE;
af.type = gsn_image;
af.level = ch->level;
ch->ctimer = af.duration + 10;
affect_to_char2( ch, &af );
send_to_char(AT_CYAN, "You are surrounded by images of the Talisman.\n\r",
ch);
act(AT_CYAN, "$n suddenly splits into many images.",ch,NULL,NULL,TO_ROOM);
return;
*/
}
void do_utopian_healing( CHAR_DATA *ch, char *argument )
{
send_to_char(C_DEFAULT, "Huh?\n\r", ch );
return;
/*
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if ( !( victim = get_char_room( ch, arg ) ) || IS_NPC(victim) )
{
send_to_char(C_DEFAULT, "They aren't here.\n\r", ch );
return;
}
if ( ch->fighting || ch->ctimer )
{
send_to_char(C_DEFAULT, "You failed.\n\r",ch);
return;
}
if ( ch == victim )
{
int mana;
// Refund mana lost by casting. Make it seem like a new target type.
mana = 50;
if (( ch->class == 9 )||( ch->class == 11))
mana /= 4;
ch->mana += mana;
send_to_char(AT_BLUE, "You cannot cast this spell on yourself.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char(AT_WHITE, "That person is fighting, you can't do that.\n\r", ch );
return;
}
if ( victim->hit >= victim->max_hit )
{
act(AT_BLUE, "You heal $N.", ch, NULL, victim, TO_CHAR );
return;
}
ch->ctimer = 5;
victim->hit += (victim->max_hit - victim->hit);
act(AT_BLUE, "You use your Utopian will to heal $N.", ch, NULL, victim, TO_CHAR);
act(AT_BLUE, "$n uses $s Utopian will to heal you.", ch, NULL, victim, TO_VICT);
act(AT_BLUE, "$n uses $s Utopian will to heal $N.", ch, NULL, victim, TO_NOTVICT);
return;
*/
}
/* END */
void do_clanview( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *from_room;
char target_name[MAX_STRING_LENGTH];
CHAR_DATA *victim;
if (IS_NPC( ch ) )
return;
if (ch->clan < 1 )
{
send_to_char( C_DEFAULT, "Huh?\n\r", ch );
return;
}
if ( !( victim = get_char_world( ch, argument ) ) || IS_NPC( victim ) )
{
send_to_char(C_DEFAULT, "No such person exists.\n\r", ch );
return;
}
if (victim->clan != ch->clan)
{
send_to_char(AT_BLUE, "They aren't in your clan!\n\r", ch );
return;
}
one_argument( argument, target_name );
if ( IS_SET(ch->in_room->area->area_flags, AREA_PRESENT)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!!\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_FUTURE )
&& (IS_SET( victim->in_room->area->area_flags, AREA_PRESENT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!!\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PAST )
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PRESENT ) ) )
{
send_to_char( AT_BLUE, "You cannot!!!!!!!!\n\r", ch );
return;
}
from_room = ch->in_room;
if ( ch != victim )
{
char_from_room( ch );
char_to_room( ch, victim->in_room );
}
do_look( ch, "auto" );
if( ch != victim )
{
char_from_room( ch );
char_to_room( ch, from_room );
}
return;
}