/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock *
* *
* Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little *
* This mud is NOT to be copied in whole or in part, or to be run without *
* the permission of Matthew Little. Nobody else has permission to *
* authorise the use of this code. *
***************************************************************************/
#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"
char *const exit_name[] = { "north", "east", "south", "west", "up", "down" };
char *const dir_name[] = {
"#bn#Borth#n", "#re#Rast#n", "#cs#Couth#n", "#pw#Pest#n", "#gu#Gp#n", "#wd#eown#n"
};
char *const dir_name2[] = {
"#bN#Borth#n", "#rE#Rast #n", "#cS#Couth#n", "#pW#Pest #n", "#gU#Gp #n",
"#wDown #n"
};
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));
int count_imms args ((CHAR_DATA * ch));
bool check_track args ((CHAR_DATA * ch, int direction));
void add_tracks args ((CHAR_DATA * ch, int direction));
void show_page
args ((CHAR_DATA * ch, OBJ_DATA * book, int pnum, bool pagefalse));
void show_runes args ((CHAR_DATA * ch, OBJ_DATA * page, bool endline));
bool are_runes args ((OBJ_DATA * page));
void move_char (CHAR_DATA * ch, int door)
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
CHAR_DATA *mount;
CHAR_DATA *rch;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
OBJ_DATA *obj;
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
char poly[MAX_STRING_LENGTH];
char mount2[MAX_INPUT_LENGTH];
char leave[20];
int revdoor;
bool PATHING = FALSE;
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)
{
switch (number_range (1, 8))
{
case 1:
case 5:
send_to_char ("Alas, you cannot go that way.\n\r", ch);
break;
case 2:
case 6:
stc ("DUH! Who put that wall there?\n\r", ch);
break;
case 3:
case 7:
stcprintf (ch,
"You try to go %s but end up walking into a wall.\n\r",
dir_name[door]);
break;
case 4:
case 8:
stc ("Do you make a habit of walking through walls?\n\r", ch);
break;
}
return;
}
if (!IS_NPC (ch) && IS_SET (ch->tag_flags, TAG_FROZEN)
&& IS_SET (ch->tag_flags, TAG_PLAYING))
{
send_to_char ("You've been frozen, you can't move!\n\r", ch);
return;
}
if ((door == DIR_NORTH
&&
(((obj = get_wall_list (ch, "walln", ch->in_room->contents)) != NULL)
|| (obj = get_wall_list (ch, "walls", to_room->contents)) ))
|| (door == DIR_SOUTH
&&
(((obj
= get_wall_list (ch, "walls", ch->in_room->contents)) != NULL)
|| (obj = get_wall_list (ch, "walln", to_room->contents)) !=NULL))
|| (door == DIR_EAST
&&
(((obj
= get_wall_list (ch, "walle", ch->in_room->contents)) != NULL)
|| (obj = get_wall_list (ch, "wallw", to_room->contents)) != NULL))
|| (door == DIR_WEST
&&
(((obj
= get_wall_list (ch, "wallw", ch->in_room->contents)) != NULL)
|| (obj = get_wall_list (ch, "walle", to_room->contents)) != NULL ))
|| (door == DIR_UP
&&
(((obj
= get_wall_list (ch, "wallu", ch->in_room->contents)) != NULL )
|| (obj = get_wall_list (ch, "walld", to_room->contents)) != NULL ))
|| (door == DIR_DOWN
&&
(((obj
= get_wall_list (ch, "walld", ch->in_room->contents)) != NULL)
|| (obj =
get_wall_list (ch, "wallu", to_room->contents)) != NULL )))
{
if ( IS_CLASS( ch, CLASS_HIGHLANDER ) && ( IS_DEMPOWER (ch, HPOWER_ANCESTRAL) ) && ( ch->move > 1500 ) )
{
ch->move -= 1500;
PATHING = TRUE;
}
else
{
stc ("You are unable to pass the wall of Blood.\n\r", ch);
return;
}
}
if (IS_SET (pexit->exit_info, EX_CLOSED))
{
int eff_str = get_curr_str (ch) * 3;
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_VAMPIRE)
&& get_disc(ch, VAM_POTE) > 0)
eff_str += (get_disc(ch, VAM_POTE) * 10);
else if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_WEREWOLF)
&& ch->gifts[BLACKFURIES] > 2)
eff_str += 100;
if ( IS_CLASS( ch, CLASS_HIGHLANDER ) && ( IS_DEMPOWER (ch, HPOWER_ANCESTRAL) ) && ( ch->move > 500 ) )
{
ch->move -= 500;
PATHING = TRUE;
}
else if (!IS_SET(pexit->exit_info,EX_PASSPROOF) && (IS_AFFECTED(ch,AFF_PASS_DOOR) || IS_AFFECTED(ch,AFF_ETHEREAL) || IS_AFFECTED(ch,AFF_SHADOWPLANE)))
act("Your otherworldly phase allows you to pass through the $d.",ch,NULL,pexit->keyword,TO_CHAR);
else if (eff_str >= 100 && !IS_SET(pexit->exit_info,EX_BASHPROOF))
{
act ("You smash open the $d.", ch, NULL, pexit->keyword, TO_CHAR);
act ("$n smashes open the $d.", ch, NULL, pexit->keyword, TO_ROOM);
REMOVE_BIT (pexit->exit_info, EX_CLOSED);
}
else if (IS_AFFECTED(ch,AFF_PASS_DOOR) || IS_AFFECTED(ch,AFF_ETHEREAL) || IS_AFFECTED(ch,AFF_SHADOWPLANE))
{
act("Something prevents you from phasing through the $d.",ch,NULL,pexit->keyword,TO_CHAR);
return;
}
else
{
act ("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
return;
}
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL
&& in_room == ch->master->in_room)
{
send_to_char ("What? And leave your beloved master?\n\r", ch);
return;
}
if (IS_NPC (ch) && (mount = ch->mount) != NULL
&& IS_SET (ch->mounted, IS_MOUNT))
{
send_to_char ("You better wait for instructions from your rider.\n\r",
ch);
return;
}
if (room_is_private (to_room))
{
if (IS_NPC (ch) || ch->trust < MAX_LEVEL)
{
send_to_char ("That room is private right now.\n\r", ch);
return;
}
else
send_to_char ("That room is private (Access granted).\n\r", ch);
}
if ((IS_LEG_L (ch, BROKEN_LEG) || IS_LEG_L (ch, LOST_LEG)) &&
(IS_LEG_R (ch, BROKEN_LEG) || IS_LEG_R (ch, LOST_LEG)) &&
(IS_ARM_L (ch, BROKEN_ARM) || IS_ARM_L (ch, LOST_ARM)
|| get_eq_char (ch, WEAR_HOLD) != NULL) && (IS_ARM_R (ch, BROKEN_ARM)
|| IS_ARM_R (ch, LOST_ARM)
|| get_eq_char (ch,
WEAR_WIELD)
!= NULL))
{
send_to_char
("You need at least one free arm to drag yourself with.\n\r", ch);
return;
}
else if (IS_BODY (ch, BROKEN_SPINE) &&
(IS_ARM_L (ch, BROKEN_ARM) || IS_ARM_L (ch, LOST_ARM)
|| get_eq_char (ch, WEAR_HOLD) != NULL)
&& (IS_ARM_R (ch, BROKEN_ARM) || IS_ARM_R (ch, LOST_ARM)
|| get_eq_char (ch, WEAR_WIELD) != NULL))
{
send_to_char ("You cannot move with a broken spine.\n\r", ch);
return;
}
if (!IS_NPC (ch))
{
int move;
if (in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR)
{
if (!IS_AFFECTED (ch, AFF_FLYING)
&& (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_HIGHLANDER)
&& (!IS_CLASS (ch, CLASS_DROW)
|| !IS_SET (ch->pcdata->powers[1], DPOWER_LEVITATION)))
&& (!IS_CLASS (ch, CLASS_DRAGON)
&& !IS_SET (ch->pcdata->dragonaff, DRA_WINGS))
&& (!IS_NPC (ch) && !IS_VAMPAFF (ch, VAM_FLYING)
&& (!IS_NPC (ch) && !IS_DEMAFF (ch, DEM_UNFOLDED)))
&& !((mount = ch->mount) != NULL
&& IS_SET (ch->mounted, IS_RIDING)
&& IS_AFFECTED (mount, AFF_FLYING)))
{
send_to_char ("You can't fly.\n\r", ch);
return;
}
}
if (ch->position < POS_FIGHTING)
{
send_to_char("You're going to run around from flat on your back. Right.\n\rRight.\n\r",ch);
return;
}
if (!IS_NPC (ch) && !IS_IMMORTAL (ch)
&& ((ch->class > 0)
|| IS_SET (ch->pcdata->stats[UNI_AFF], VAM_MORTAL))
&& IS_SET (to_room->room_flags, ROOM_CCHAMBER))
{
stc ("You are already classed, therefore you have no need to get into that room.\n\r", ch);
return;
}
if (!IS_NPC (ch) && (to_room->vnum == ROOM_VNUM_ALTAR)
&& ch->fight_timer > 0)
{
stc ("You are unable to enter that room with a fight timer!\n\r",
ch);
return;
}
for (rch = to_room->people; rch != NULL; rch = rch->next_in_room)
{
if (IS_SET(rch->extra2, EXTRA2_NEUTRAL) && ch->fight_timer > 0)
{ send_to_char("You cannot enter that room with a fight timer, if someone has protocol on.\n\r",ch); return; }
}
if (!IS_NPC (ch) && !IS_IMMORTAL (ch)
&& IS_SET (to_room->room_flags, ROOM_GOD))
{
stc ("You are not allowed in there\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;
if (!IS_NPC (ch))
{
if (IS_VAMPAFF (ch, VAM_FLYING))
found = TRUE;
else if (IS_POLYAFF (ch, POLY_SERPENT))
found = TRUE;
else if (IS_AFFECTED (ch, AFF_SHADOWPLANE))
found = TRUE;
else if ((mount = ch->mount) != NULL
&& IS_SET (ch->mounted, IS_RIDING)
&& IS_AFFECTED (mount, AFF_FLYING))
found = TRUE;
}
if (IS_AFFECTED (ch, AFF_FLYING))
found = TRUE;
else if (!IS_NPC (ch) && IS_DEMAFF (ch, DEM_UNFOLDED))
found = TRUE;
else if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_DRAGON)
&& IS_SET (ch->pcdata->dragonaff, DRA_WINGS))
found = TRUE;
else if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_HIGHLANDER))
found = TRUE;
else if (!IS_NPC (ch)
&& (IS_CLASS (ch, CLASS_DROW)
&& IS_SET (ch->pcdata->powers[1], DPOWER_LEVITATION)))
found = TRUE;
if (!found)
{
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;
}
}
}
else if (!IS_AFFECTED (ch, AFF_FLYING) && IS_POLYAFF (ch, POLY_FISH))
{
bool from_ok = FALSE;
bool to_ok = FALSE;
if (in_room->sector_type == SECT_WATER_NOSWIM)
from_ok = TRUE;
if (in_room->sector_type == SECT_WATER_SWIM)
from_ok = TRUE;
if (to_room->sector_type == SECT_WATER_NOSWIM)
to_ok = TRUE;
if (to_room->sector_type == SECT_WATER_SWIM)
to_ok = TRUE;
if (!from_ok || !to_ok)
{
send_to_char ("You cannot cross land.\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 (IS_HERO (ch))
move = 0;
if (ch->move <= 0)
{
send_to_char ("You are too Exhausted.\n\r", ch);
return;
}
if (IS_SET (ch->mounted, IS_RIDING)
&& (ch->move < move || ch->move < 1))
{
send_to_char ("You are too exhausted.\n\r", ch);
return;
}
WAIT_STATE (ch, 1);
if (!IS_SET (ch->mounted, IS_RIDING))
ch->move -= move;
}
/* Check for mount message - KaVir */
if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
{
if (IS_NPC (mount))
sprintf (mount2, " on %s.", mount->short_descr);
else
sprintf (mount2, " on %s.", mount->name);
}
else
sprintf (mount2, ".");
if (IS_HEAD (ch, LOST_HEAD) || IS_EXTRA (ch, EXTRA_OSWITCH))
sprintf (leave, "rolls");
else if (!IS_NPC (ch) && IS_EXTRA (ch, EXTRA_OSWITCH)
&& ch->pcdata->obj_vnum == OBJ_VNUM_SPILT_BLOOD)
strcpy (leave, "pours");
else if (IS_AFFECTED (ch, AFF_ETHEREAL))
sprintf (leave, "floats");
else if (ch->in_room->sector_type == SECT_WATER_SWIM)
sprintf (leave, "swims");
else if (IS_SET (ch->polyaff, POLY_SERPENT))
sprintf (leave, "slithers");
else if (IS_SET (ch->polyaff, POLY_WOLF))
sprintf (leave, "stalks");
else if (IS_SET (ch->polyaff, POLY_FROG))
sprintf (leave, "hops");
else if (IS_SET (ch->polyaff, POLY_FISH))
sprintf (leave, "swims");
else if (!IS_NPC (ch) && IS_DEMAFF (ch, DEM_UNFOLDED))
sprintf (leave, "flies");
else if (IS_BODY (ch, BROKEN_SPINE))
sprintf (leave, "drags $mself");
else if (IS_LEG_L (ch, LOST_LEG) && IS_LEG_R (ch, LOST_LEG))
sprintf (leave, "drags $mself");
else
if ((IS_LEG_L (ch, BROKEN_LEG) || IS_LEG_L (ch, LOST_LEG)
|| IS_LEG_L (ch, LOST_FOOT)) && (IS_LEG_R (ch, BROKEN_LEG)
|| IS_LEG_R (ch, LOST_LEG)
|| IS_LEG_R (ch, LOST_FOOT)))
sprintf (leave, "crawls");
else if (ch->hit < (ch->max_hit / 4))
sprintf (leave, "crawls");
else if ((IS_LEG_R (ch, LOST_LEG) || IS_LEG_R (ch, LOST_FOOT))
&& (!IS_LEG_L (ch, BROKEN_LEG) && !IS_LEG_L (ch, LOST_LEG)
&& !IS_LEG_L (ch, LOST_FOOT)))
sprintf (leave, "hops");
else if ((IS_LEG_L (ch, LOST_LEG) || IS_LEG_L (ch, LOST_FOOT))
&& (!IS_LEG_R (ch, BROKEN_LEG) && !IS_LEG_R (ch, LOST_LEG)
&& !IS_LEG_R (ch, LOST_FOOT)))
sprintf (leave, "hops");
else if ((IS_LEG_L (ch, BROKEN_LEG) || IS_LEG_L (ch, LOST_FOOT))
&& (!IS_LEG_R (ch, BROKEN_LEG) && !IS_LEG_R (ch, LOST_LEG)
&& !IS_LEG_R (ch, LOST_FOOT)))
sprintf (leave, "limps");
else if ((IS_LEG_R (ch, BROKEN_LEG) || IS_LEG_R (ch, LOST_FOOT))
&& (!IS_LEG_L (ch, BROKEN_LEG) && !IS_LEG_L (ch, LOST_LEG)
&& !IS_LEG_L (ch, LOST_FOOT)))
sprintf (leave, "limps");
else if (ch->hit < (ch->max_hit / 3))
sprintf (leave, "limps");
else if (ch->hit < (ch->max_hit / 2))
sprintf (leave, "staggers");
else if (!IS_NPC (ch))
{
if (ch->pcdata->condition[COND_DRUNK] > 10)
sprintf (leave, "staggers");
else
sprintf (leave, "walks");
}
else
sprintf (leave, "walks");
if (ch->stance[0] != -1)
do_stance (ch, "");
if (IS_CLASS (ch, CLASS_FAE) && IS_SET (ch->extra2, EXTRA2_NEUTRAL))
do_protocol (ch, "");
if ( PATHING )
stc( "You step into the air and vanish.\n\r", ch );
for (d = first_descriptor; d != NULL; d = d->next)
{
CHAR_DATA *victim;
if ((victim = d->character) == NULL)
continue;
if (ch->in_room == NULL || victim->in_room == NULL)
continue;
if (ch == victim || ch->in_room != victim->in_room)
continue;
if (d->connected != CON_PLAYING || !can_see (victim, ch))
continue;
if (!IS_NPC (ch) && !IS_AFFECTED (ch, AFF_SNEAK)
&& IS_AFFECTED (ch, AFF_POLYMORPH) && (IS_NPC (ch)
|| !IS_SET (ch->act,
PLR_WIZINVIS))
&& can_see (victim, ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING
&& IS_AFFECTED (mount, AFF_FLYING))
|| IS_AFFECTED (ch, AFF_FLYING) || (!IS_NPC (ch)
&& IS_VAMPAFF (ch,
VAM_FLYING)))
sprintf (poly, "%s flies $T%s", ch->morph, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf (poly, "%s rides $T%s", ch->morph, mount2);
else
sprintf (poly, "%s %s $T%s", ch->morph, leave, mount2);
if ( !PATHING )
act (poly, victim, NULL, dir_name[door], TO_CHAR);
else
{
act ("$n steps into the air, leaving behind no trace whatsoever.", ch, NULL, victim, TO_CHAR);
}
}
else if (!IS_AFFECTED (ch, AFF_SNEAK)
&& (IS_NPC (ch) || !IS_SET (ch->act, PLR_WIZINVIS))
&& can_see (victim, ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING
&& IS_AFFECTED (mount, AFF_FLYING))
|| IS_AFFECTED (ch, AFF_FLYING) || (!IS_NPC (ch)
&& IS_VAMPAFF (ch,
VAM_FLYING)))
sprintf (poly, "$n flies %s%s", dir_name[door], mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf (poly, "$n rides %s%s", dir_name[door], mount2);
else
sprintf (poly, "$n %s %s%s", leave, dir_name[door], mount2);
if ( !PATHING )
act (poly, ch, NULL, victim, TO_VICT);
else
{
act ("$n steps into the air, leaving behind no trace whatsoever.", ch, NULL, victim, TO_VICT);
}
}
else if (IS_SET (ch->tag_flags, TAG_PLAYING)
&& IS_SET (victim->tag_flags, TAG_PLAYING))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING
&& IS_AFFECTED (mount, AFF_FLYING))
|| IS_AFFECTED (ch, AFF_FLYING) || (!IS_NPC (ch)
&& IS_VAMPAFF (ch,
VAM_FLYING)))
sprintf (poly, "$n flies %s%s", dir_name[door], mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf (poly, "$n rides %s%s", dir_name[door], mount2);
else
sprintf (poly, "$n %s %s%s", leave, dir_name[door], mount2);
if (!PATHING )
act (poly, ch, NULL, victim, TO_VICT);
else
{
act ("$n steps into the air, leaving behind no trace whatsoever.", ch, NULL, victim, TO_VICT);
}
}
}
char_from_room (ch);
char_to_room (ch, to_room);
if (door == 0)
{
revdoor = 2;
sprintf (buf, "the south");
}
else if (door == 1)
{
revdoor = 3;
sprintf (buf, "the west");
}
else if (door == 2)
{
revdoor = 0;
sprintf (buf, "the north");
}
else if (door == 3)
{
revdoor = 1;
sprintf (buf, "the east");
}
else if (door == 4)
{
revdoor = 5;
sprintf (buf, "below");
}
else
{
revdoor = 4;
sprintf (buf, "above");
}
for (d = first_descriptor; d != NULL; d = d->next)
{
CHAR_DATA *victim;
if ((victim = d->character) == NULL)
continue;
if (ch->in_room == NULL || victim->in_room == NULL)
continue;
if (ch == victim || ch->in_room != victim->in_room)
continue;
if (d->connected != CON_PLAYING || !can_see (victim, ch))
continue;
if (!IS_NPC (ch) && !IS_AFFECTED (ch, AFF_SNEAK)
&& IS_AFFECTED (ch, AFF_POLYMORPH) && (IS_NPC (ch)
|| !IS_SET (ch->act,
PLR_WIZINVIS))
&& can_see (victim, ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING
&& IS_AFFECTED (mount, AFF_FLYING))
|| IS_AFFECTED (ch, AFF_FLYING) || (!IS_NPC (ch)
&& IS_VAMPAFF (ch,
VAM_FLYING)))
sprintf (poly, "%s flies in from %s%s", ch->morph, buf, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf (poly, "%s rides in from %s%s", ch->morph, buf, mount2);
else
sprintf (poly, "%s %s in from %s%s", ch->morph, leave, buf,
mount2);
if ( !PATHING )
act (poly, ch, NULL, victim, TO_VICT);
else
{
act ("$n steps out of the air in front of you.", ch, NULL, victim, TO_VICT);
}
}
else if (!IS_AFFECTED (ch, AFF_SNEAK) && can_see (victim, ch)
&& (IS_NPC (ch) || !IS_SET (ch->act, PLR_WIZINVIS)))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING
&& IS_AFFECTED (mount, AFF_FLYING))
|| IS_AFFECTED (ch, AFF_FLYING) || (!IS_NPC (ch)
&& IS_VAMPAFF (ch,
VAM_FLYING)))
sprintf (poly, "$n flies in from %s%s", buf, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf (poly, "$n rides in from %s%s", buf, mount2);
else
sprintf (poly, "$n %s in from %s%s", leave, buf, mount2);
if ( !PATHING )
act (poly, ch, NULL, victim, TO_VICT);
else
{
act ("$n steps out of the air in front of you.", ch, NULL, victim, TO_VICT);
}
}
else if (IS_SET (victim->tag_flags, TAG_PLAYING)
&& IS_SET (ch->tag_flags, TAG_PLAYING))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING
&& IS_AFFECTED (mount, AFF_FLYING))
|| IS_AFFECTED (ch, AFF_FLYING) || (!IS_NPC (ch)
&& IS_VAMPAFF (ch,
VAM_FLYING)))
sprintf (poly, "$n flies in from %s%s", buf, mount2);
else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING)
sprintf (poly, "$n rides in from %s%s", buf, mount2);
else
sprintf (poly, "$n %s in from %s%s", leave, buf, mount2);
if ( !PATHING )
act (poly, ch, NULL, victim, TO_VICT);
else
{
act ("$n steps out of the air in front of you.", ch, NULL, victim, TO_VICT);
}
}
}
do_look (ch, "auto");
for (fch = in_room->people; fch != NULL; fch = fch_next)
{
fch_next = fch->next_in_room;
if ((mount = fch->mount) != NULL && mount == ch
&& IS_SET (fch->mounted, IS_MOUNT))
{
act ("$N digs $S heels into you.", fch, NULL, ch, TO_CHAR);
char_from_room (fch);
char_to_room (fch, ch->in_room);
}
if (fch->master == ch && fch->position == POS_STANDING
&& fch->in_room != ch->in_room)
{
act ("You follow $N.", fch, NULL, ch, TO_CHAR);
move_char (fch, door);
}
}
room_text (ch, ">ENTER<");
return;
}
void do_north (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (is_memb (ch))
return;
in_room = ch->in_room;
move_char (ch, DIR_NORTH);
if (!IS_NPC (ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room (ch);
char_to_room (ch, in_room);
add_tracks (ch, DIR_NORTH);
char_from_room (ch);
char_to_room (ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_SOUTH );
*/
return;
}
void do_east (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (is_memb (ch))
return;
in_room = ch->in_room;
move_char (ch, DIR_EAST);
if (!IS_NPC (ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room (ch);
char_to_room (ch, in_room);
add_tracks (ch, DIR_EAST);
char_from_room (ch);
char_to_room (ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_WEST );
*/
return;
}
void do_south (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (is_memb (ch))
return;
in_room = ch->in_room;
move_char (ch, DIR_SOUTH);
if (!IS_NPC (ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room (ch);
char_to_room (ch, in_room);
add_tracks (ch, DIR_SOUTH);
char_from_room (ch);
char_to_room (ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_NORTH );
*/
return;
}
void do_west (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (is_memb (ch))
return;
in_room = ch->in_room;
move_char (ch, DIR_WEST);
if (!IS_NPC (ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room (ch);
char_to_room (ch, in_room);
add_tracks (ch, DIR_WEST);
char_from_room (ch);
char_to_room (ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_EAST );
*/
return;
}
void do_up (CHAR_DATA * ch, char *argument)
{
// CHAR_DATA *mob;
ROOM_INDEX_DATA *in_room;
/*
for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
{
if (IS_NPC (mob) && get_mob_index (32900) && ch->in_room->vnum == 32900)
{
if (!IS_NPC (ch) && ch->pcdata->kingdom != 1)
{
stcprintf (ch, "%s blocks your path!\n\r", mob->short_descr);
do_say(mob, "You may not pass!!");
return;
}
}
}
for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
{
if (IS_NPC (mob) && get_mob_index (32901) && ch->in_room->vnum == 32901)
{
if (!IS_NPC (ch) && ch->pcdata->kingdom != 2)
{
do_say(mob, "You may not pass!!");
stcprintf (ch, "%s blocks your path!\n\r", mob->short_descr);
return;
}
}
}
for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
{
if (IS_NPC (mob) && get_mob_index (32902) && ch->in_room->vnum == 32902)
{
if (!IS_NPC (ch) && ch->pcdata->kingdom != 3)
{
stcprintf (ch, "%s blocks your path!\n\r", mob->short_descr);
return;
}
}
}
for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
{
if (IS_NPC (mob) && get_mob_index (32903) && ch->in_room->vnum == 32903)
{
if (!IS_NPC (ch) && ch->pcdata->kingdom != 4)
{
do_say(mob, "You may not pass!!");
stcprintf (ch, "%s blocks your path!\n\r", mob->short_descr);
return;
}
}
}
for (mob = ch->in_room->people; mob; mob = mob->next_in_room)
{
if (IS_NPC (mob) && get_mob_index (32904) && ch->in_room->vnum == 32904)
{
if (!IS_NPC (ch) && ch->pcdata->kingdom != 5)
{
stcprintf (ch, "%s blocks your path!\n\r", mob->short_descr);
do_say(mob, "You may not pass!!");
return;
}
}
}
*/
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (is_memb (ch))
return;
in_room = ch->in_room;
move_char (ch, DIR_UP);
if (!IS_NPC (ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room (ch);
char_to_room (ch, in_room);
add_tracks (ch, DIR_UP);
char_from_room (ch);
char_to_room (ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_DOWN );
*/
return;
}
void do_down (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (is_memb (ch))
return;
in_room = ch->in_room;
move_char (ch, DIR_DOWN);
if (!IS_NPC (ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room (ch);
char_to_room (ch, in_room);
add_tracks (ch, DIR_DOWN);
char_from_room (ch);
char_to_room (ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_UP );
*/
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, "so") || !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;
}
/* Designed for the portal spell, but can also have other uses...KaVir
* V0 = Where the portal will take you.
* V1 = Number of uses (0 is infinate).
* V2 = if 2, cannot be entered.
* V3 = The room the portal is currently in.
*/
void do_enter (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *pRoomIndex;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char poly[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *portal;
OBJ_DATA *portal_next;
CHAR_DATA *mount;
bool found;
argument = one_argument (argument, arg);
/*
if ((ch->fight_timer > 0) && (ch->in_room->vnum == 25105))
{
stc ("Not while you have a fight timer\n\r", ch);
return;
}
this didnt work to stop people getting to hell, so altered keyword in area
file - unique
*/
if (arg[0] == '\0')
{
send_to_char ("Enter what?\n\r", ch);
return;
}
if (is_inarena (ch))
return;
obj = get_obj_list (ch, arg, ch->in_room->contents);
if (obj == NULL)
{
act ("I see no $T here.", ch, NULL, arg, TO_CHAR);
return;
}
if (obj->item_type != ITEM_PORTAL && obj->item_type != ITEM_WGATE
&& obj->item_type != ITEM_WRAGATE)
{
act ("You cannot enter that.", ch, NULL, arg, TO_CHAR);
return;
}
if (IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& !IS_SET (obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char ("You are too insubstantial.\n\r", ch);
return;
}
else if (!IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& IS_SET (obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char ("It is too insubstantial.\n\r", ch);
return;
}
if (obj->item_type != ITEM_WGATE || obj->item_type != ITEM_WRAGATE)
{
if (obj->value[2] == 2 || obj->value[2] == 3)
{
act ("It seems to be closed.", ch, NULL, arg, TO_CHAR);
return;
}
}
if (ch->in_room != NULL && IS_SET (ch->in_room->room_flags, ROOM_GOD))
{
act ("Something prevents you from entering $p.", ch, obj, NULL,
TO_CHAR);
return;
}
pRoomIndex = get_room_index (obj->value[0]);
location = ch->in_room;
if ( ch->fight_timer > 0 )
{
ROOM_INDEX_DATA *AltarRoom = get_room_index( ROOM_VNUM_ALTAR );
if ( pRoomIndex == AltarRoom )
{
send_to_char( "Some force is stopping you from entering.", ch );
return;
}
}
if (pRoomIndex == NULL)
{
act ("You are unable to enter.", ch, NULL, arg, TO_CHAR);
return;
}
if (obj->item_type == ITEM_WGATE
&& (!IS_CLASS (ch, CLASS_MAGE) || ch->spheres[MCOR] < 3))
{
act ("You are unable to enter the Astral Gate.", ch, NULL, arg,
TO_CHAR);
return;
}
if (obj->item_type == ITEM_WRAGATE && !IS_CLASS (ch, CLASS_WRAITH))
{
act ("You are unable to enter the Astral Gate.", ch, NULL, arg,
TO_CHAR);
return;
}
act ("You step into $p.", ch, obj, NULL, TO_CHAR);
if (!IS_NPC (ch) && IS_AFFECTED (ch, AFF_POLYMORPH))
sprintf (poly, "%s steps into $p.", ch->morph);
else
sprintf (poly, "$n steps into $p.");
act (poly, ch, obj, NULL, TO_ROOM);
char_from_room (ch);
char_to_room (ch, pRoomIndex);
if (!IS_NPC (ch) && IS_AFFECTED (ch, AFF_POLYMORPH))
sprintf (poly, "%s steps out of $p.", ch->morph);
else
sprintf (poly, "$n steps out of $p.");
act (poly, ch, obj, NULL, TO_ROOM);
char_from_room (ch);
char_to_room (ch, location);
if (obj->item_type != ITEM_WGATE)
{
if (obj->value[1] != 0)
{
obj->value[1] = obj->value[1] - 1;
if (obj->value[1] < 1)
{
act ("$p vanishes.", ch, obj, NULL, TO_CHAR);
act ("$p vanishes.", ch, obj, NULL, TO_ROOM);
extract_obj (obj);
}
}
}
char_from_room (ch);
char_to_room (ch, pRoomIndex);
found = FALSE;
for (portal = ch->in_room->contents; portal != NULL; portal = portal_next)
{
portal_next = portal->next_content;
if ((obj->value[0] == portal->value[3])
&& (obj->value[3] == portal->value[0]))
{
found = TRUE;
if (IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& !IS_SET (portal->extra_flags, ITEM_SHADOWPLANE))
{
REMOVE_BIT (ch->affected_by, AFF_SHADOWPLANE);
break;
}
else if (!IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& IS_SET (portal->extra_flags, ITEM_SHADOWPLANE))
{
SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
break;
}
if (portal->value[1] != 0 && portal->item_type != ITEM_WGATE)
{
portal->value[1] = portal->value[1] - 1;
if (portal->value[1] < 1)
{
act ("$p vanishes.", ch, portal, NULL, TO_CHAR);
act ("$p vanishes.", ch, portal, NULL, TO_ROOM);
extract_obj (portal);
}
}
}
}
do_look (ch, "auto");
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
return;
}
void do_open (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Open what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* 'open object' */
if (obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_BOOK)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's already open.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSEABLE)
&& obj->item_type != ITEM_BOOK)
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_LOCKED))
{
send_to_char ("It's locked.\n\r", ch);
return;
}
REMOVE_BIT (obj->value[1], CONT_CLOSED);
send_to_char ("Ok.\n\r", ch);
act ("$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 $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR);
}
}
return;
}
void do_close (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Close what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) != NULL)
{
/* 'close object' */
if (obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_BOOK)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("It's already closed.\n\r", ch);
return;
}
if (!IS_SET (obj->value[1], CONT_CLOSEABLE)
&& obj->item_type != ITEM_BOOK)
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
SET_BIT (obj->value[1], CONT_CLOSED);
if (obj->item_type == ITEM_BOOK)
obj->value[2] = 0;
send_to_char ("Ok.\n\r", ch);
act ("$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;
}
void do_turn (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int value = 0;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Syntax: Turn <book> <forward/back>.\n\r", ch);
return;
}
if (is_number (arg2))
value = atoi (arg2);
if ((obj = get_obj_here (ch, arg1)) == NULL)
{
send_to_char ("You don't have that book.\n\r", ch);
return;
}
if (obj->item_type != ITEM_BOOK)
{
send_to_char ("That's not a book.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_CLOSED))
{
send_to_char ("First you should open it.\n\r", ch);
return;
}
if (!str_cmp (arg2, "f") || !str_cmp (arg2, "forward"))
{
if (obj->value[2] >= obj->value[3])
{
send_to_char ("But you are already at the end of the book.\n\r", ch);
return;
}
obj->value[2] += 1;
act ("You flip forward a page in $p.", ch, obj, NULL, TO_CHAR);
act ("$n flips forward a page in $p.", ch, obj, NULL, TO_ROOM);
}
else if (!str_cmp (arg2, "b") || !str_cmp (arg2, "backward"))
{
if (obj->value[2] <= 0)
{
send_to_char
("But you are already at the beginning of the book.\n\r", ch);
return;
}
obj->value[2] -= 1;
act ("You flip backward a page in $p.", ch, obj, NULL, TO_CHAR);
act ("$n flips backward a page in $p.", ch, obj, NULL, TO_ROOM);
}
else if (is_number (arg2) && value >= 0 && value <= obj->value[3])
{
if (value == obj->value[2])
{
act ("$p is already open at that page.", ch, obj, NULL, TO_CHAR);
return;
}
else if (value < obj->value[2])
{
act ("You flip backwards through $p.", ch, obj, NULL, TO_CHAR);
act ("$n flips backwards through $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You flip forwards through $p.", ch, obj, NULL, TO_CHAR);
act ("$n flips forwards through $p.", ch, obj, NULL, TO_ROOM);
}
obj->value[2] = value;
}
else
send_to_char ("Do you wish to turn forward or backward a page?\n\r",
ch);
return;
}
void do_read (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("What do you wish to read?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) == NULL)
{
send_to_char ("You don't have that book.\n\r", ch);
return;
}
if (obj->item_type == ITEM_PAGE)
{
if (!str_cmp (obj->victpoweruse, "(null)"))
sprintf (buf, "Untitled page.\n\r");
else
sprintf (buf, "%s.\n\r", obj->victpoweruse);
buf[0] = UPPER (buf[0]);
send_to_char (buf, ch);
if (obj->chpoweruse == NULL || obj->chpoweruse == '\0'
|| !str_cmp (obj->chpoweruse, "(null)"))
{
if (!are_runes (obj))
send_to_char ("This page is blank.\n\r", ch);
else if (IS_AFFECTED (ch, AFF_DETECT_MAGIC)
&& !IS_SET (obj->quest, QUEST_MASTER_RUNE)
&& !IS_SET (obj->spectype, ADV_STARTED))
show_runes (ch, obj, FALSE);
else
send_to_char ("This page is blank.\n\r", ch);
return;
}
send_to_char
("--------------------------------------------------------------------------------\n\r",
ch);
send_to_char (obj->chpoweruse, ch);
send_to_char
("\n\r--------------------------------------------------------------------------------\n\r",
ch);
if (IS_AFFECTED (ch, AFF_DETECT_MAGIC)
&& !IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->quest, QUEST_MASTER_RUNE))
show_runes (ch, obj, TRUE);
return;
}
if (obj->item_type != ITEM_BOOK)
{
send_to_char ("That's not a book.\n\r", ch);
return;
}
if (IS_SET (obj->value[1], CONT_CLOSED))
{
if (!str_cmp (obj->victpoweruse, "(null)"))
sprintf (buf, "The book is untitled.\n\r");
else
sprintf (buf, "The book is titled '%s'.\n\r", obj->victpoweruse);
buf[0] = UPPER (buf[0]);
send_to_char (buf, ch);
return;
}
if (obj->value[2] == 0)
{
int page;
send_to_char ("Index page.\n\r", ch);
if (obj->value[3] <= 0)
{
send_to_char ("<No pages>\n\r", ch);
return;
}
for (page = 1; page <= obj->value[3]; page++)
{
sprintf (buf, "Page %3d:", page);
send_to_char (buf, ch);
show_page (ch, obj, page, TRUE);
}
}
else
{
sprintf (buf, "Page %d:", obj->value[2]);
send_to_char (buf, ch);
show_page (ch, obj, obj->value[2], FALSE);
}
return;
}
// see new do_write later in file
/*
void old_do_write (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
// OBJ_DATA *object;
int object_int = -3;
int mobile_int = -3;
// CHAR_DATA *mobile;
smash_tilde (argument);
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
strcpy (arg3, argument);
if (IS_NPC (ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0')
{
send_to_char ("Syntax: Write <page> <title/line> <text>.\n\r", ch);
return;
}
if (
(((obj = get_eq_char (ch, WEAR_HOLD)) != NULL)
&& (obj->item_type != ITEM_TOOL || !IS_SET (obj->value[0], TOOL_PEN)))
|| obj == NULL)
{
if (
(((obj = get_eq_char (ch, WEAR_WIELD)) != NULL)
&& (obj->item_type != ITEM_TOOL
|| !IS_SET (obj->value[0], TOOL_PEN))) || obj == NULL)
{
send_to_char ("You are not holding a pen.\n\r", ch);
return;
}
}
if ((obj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You are not carrying that item.\n\r", ch);
return;
}
if (obj->item_type != ITEM_PAGE && obj->item_type != ITEM_BOOK)
{
send_to_char ("You cannot write on that.\n\r", ch);
return;
}
if (!str_cmp (arg2, "title"))
{
free_string (obj->victpoweruse);
obj->victpoweruse = str_dup (arg3);
send_to_char ("Ok.\n\r", ch);
act ("$n writes something on $p.", ch, obj, NULL, TO_ROOM);
return;
}
else if (str_cmp (arg2, "line"))
{
send_to_char ("You can write a TITLE or a LINE.\n\r", ch);
return;
}
else if (obj->item_type == ITEM_BOOK)
{
send_to_char ("You can only write a title on the book.\n\r", ch);
return;
}
else if (IS_SET (obj->spectype, ADV_FINISHED))
{
send_to_char ("It is already finished!\n\r", ch);
return;
}
if (obj->chpoweruse != NULL)
strcpy (buf, obj->chpoweruse);
else
return;
if (!str_cmp (buf, "(null)"))
{
arg3[0] = UPPER (arg3[0]);
free_string (obj->chpoweruse);
obj->chpoweruse = str_dup (arg3);
send_to_char ("Ok.\n\r", ch);
act ("$n writes something on $p.", ch, obj, NULL, TO_ROOM);
if (!IS_CLASS (ch, CLASS_MAGE) && !IS_IMMORTAL (ch)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_FAILED);
else if (!str_cmp (arg3, "start.damage.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_DAMAGE);
}
else if (!str_cmp (arg3, "start.affect.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_AFFECT);
}
else if (!str_cmp (arg3, "start.action.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_ACTION);
}
else if (!str_cmp (arg3, "start.spell") && obj->spectype == 0)
SET_BIT (obj->spectype, ADV_STARTED);
else if (!IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_FAILED);
return;
}
if (obj->chpoweruse != NULL && buf[0] != '\0')
{
if (strlen (buf) + strlen (arg3) >= MAX_STRING_LENGTH - 4)
{
send_to_char ("Line too long.\n\r", ch);
return;
}
else
{
free_string (obj->chpoweruse);
strcat (buf, "\n\r");
strcat (buf, arg3);
obj->chpoweruse = str_dup (buf);
argument = one_argument (argument, arg1);
strcpy (arg2, argument);
if (!IS_CLASS (ch, CLASS_MAGE) && !IS_IMMORTAL (ch)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_FAILED);
else if (!str_cmp (arg1, "start.damage.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_DAMAGE);
}
else if (!str_cmp (arg1, "start.affect.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_AFFECT);
}
else if (!str_cmp (arg1, "start.action.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_ACTION);
}
else if (!str_cmp (arg1, "start.spell") && obj->spectype == 0)
SET_BIT (obj->spectype, ADV_STARTED);
else if (!str_cmp (arg1, "end.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_FINISHED);
obj->toughness = ch->pcdata->powers[MPOWER_RUNE0];
obj->points += 1;
}
else if (!str_cmp (arg1, "damage.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_ACTION)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_DAMAGE);
else if (!str_cmp (arg1, "affect.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_ACTION)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_AFFECT);
else if (!str_cmp (arg1, "action.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_ACTION)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_AFFECT);
else if (!str_cmp (arg1, "area.affect")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_AREA_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_AREA_AFFECT);
obj->points += 100;
}
else if (!str_cmp (arg1, "uber.affect")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_UBER_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_UBER_AFFECT);
obj->points += 2500;
}
else if (!str_cmp (arg1, "victim.target")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_VICTIM_TARGET)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_VICTIM_TARGET);
obj->points += 5;
}
else if (!str_cmp (arg1, "object.target")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_OBJECT_TARGET)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_OBJECT_TARGET);
obj->points += 5;
}
else if (!str_cmp (arg1, "global.target")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_GLOBAL_TARGET)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_GLOBAL_TARGET);
obj->points += 50;
}
else if (!str_cmp (arg1, "next.page")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NEXT_PAGE)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_NEXT_PAGE);
obj->points += 5;
}
else if (!str_cmp (arg1, "parameter:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_PARAMETER)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
SET_BIT (obj->spectype, ADV_FAILED);
else
{
SET_BIT (obj->spectype, ADV_PARAMETER);
free_string (obj->chpoweron);
obj->chpoweron = str_dup (arg2);
}
}
else if (!str_cmp (arg1, "spell.first")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_SPELL_FIRST)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_SPELL_FIRST);
else if (!str_cmp (arg1, "not.caster")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NOT_CASTER)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_NOT_CASTER);
else if (!str_cmp (arg1, "no.players")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NO_PLAYERS)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_NO_PLAYERS);
else if (!str_cmp (arg1, "second.victim")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_SECOND_VICTIM)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_SECOND_VICTIM);
obj->points += 5;
}
else if (!str_cmp (arg1, "second.object")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_SECOND_OBJECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_SECOND_OBJECT);
obj->points += 5;
}
else if (!str_cmp (arg1, "reversed")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_REVERSED)
&& !IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_REVERSED);
else if (!str_cmp (arg1, "min.damage:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2) || atoi (arg2) < 0
|| atoi (arg2) > 500)
SET_BIT (obj->spectype, ADV_FAILED);
else
{
obj->value[1] = atoi (arg2);
obj->points += (atoi (arg2) * 0.5);
}
}
else if (!str_cmp (arg1, "max.damage:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2) || atoi (arg2) < 0
|| atoi (arg2) > 1000)
SET_BIT (obj->spectype, ADV_FAILED);
else
{
obj->value[2] = atoi (arg2);
obj->points += (atoi (arg2) * 0.5);
}
}
else if (!str_cmp (arg1, "move")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_ACTION)
&& obj->value[1] == ACTION_NONE
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
obj->value[1] = ACTION_MOVE;
obj->points += 500;
}
else if (!str_cmp (arg1, "mob:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_ACTION)
&& obj->value[1] == ACTION_NONE
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
obj->value[1] = ACTION_MOB;
if ( (arg2[0] == '\0' )
|| ( (mobile_int = get_create_mob_world (ch, arg2)) < 0 ) )
SET_BIT (obj->spectype, ADV_FAILED);
else
{
obj->value[2] = mobile_int;
obj->points += 500;
}
if ( mobile_int == -1 )
stc( "Failed, no argument specified.\n\r", ch );
else if ( mobile_int == -2 )
stc( "Failed, nothing matching that argument was found in the Tapestry.\n\r", ch );
else if ( mobile_int < 1 )
stcf( ch, "Failed, Error ##%d\n\r", object_int );
}
else if (!str_cmp (arg1, "object:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_ACTION)
&& obj->value[1] == ACTION_NONE
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
obj->value[1] = ACTION_OBJECT;
if (arg2[0] == '\0'
|| ( (object_int = get_create_obj_world (ch, arg2)) < 0) )
SET_BIT (obj->spectype, ADV_FAILED);
else
{
obj->value[2] = object_int; // ->pIndexData->vnum;
obj->points += 500;
}
if ( object_int == -1 )
stc( "Failed, no argument specified.\n\r", ch );
else if ( object_int == -2 )
stc( "Failed, nothing matching that argument was found in the Tapestry.\n\r", ch );
else if ( object_int < 1 )
stcf( ch, "Failed, Error ##%d\n\r", object_int );
}
else if (!str_cmp (arg1, "apply:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
SET_BIT (obj->spectype, ADV_FAILED);
else if ((!str_cmp (arg2, "strength") || !str_cmp (arg2, "str"))
&& !IS_SET (obj->value[1], ADV_STR))
SET_BIT (obj->value[1], ADV_STR);
else if ((!str_cmp (arg2, "dexterity") || !str_cmp (arg2, "dex"))
&& !IS_SET (obj->value[1], ADV_DEX))
SET_BIT (obj->value[1], ADV_DEX);
else
if ((!str_cmp (arg2, "intelligence") || !str_cmp (arg2, "int"))
&& !IS_SET (obj->value[1], ADV_INT))
SET_BIT (obj->value[1], ADV_INT);
else if ((!str_cmp (arg2, "wisdom") || !str_cmp (arg2, "wis"))
&& !IS_SET (obj->value[1], ADV_WIS))
SET_BIT (obj->value[1], ADV_WIS);
else
if ((!str_cmp (arg2, "constitution") || !str_cmp (arg2, "con"))
&& !IS_SET (obj->value[1], ADV_CON))
SET_BIT (obj->value[1], ADV_CON);
else if (!str_cmp (arg2, "mana")
&& !IS_SET (obj->value[1], ADV_MANA))
SET_BIT (obj->value[1], ADV_MANA);
else
if (
(!str_cmp (arg2, "hp") || !str_cmp (arg2, "hits")
|| !str_cmp (arg2, "hitpoints"))
&& !IS_SET (obj->value[1], ADV_HIT))
SET_BIT (obj->value[1], ADV_HIT);
else if ((!str_cmp (arg2, "move") || !str_cmp (arg2, "movement"))
&& !IS_SET (obj->value[1], ADV_MOVE))
SET_BIT (obj->value[1], ADV_MOVE);
else
if (
(!str_cmp (arg2, "ac") || !str_cmp (arg2, "armour")
|| !str_cmp (arg2, "armor"))
&& !IS_SET (obj->value[1], ADV_AC))
SET_BIT (obj->value[1], ADV_AC);
else
if (
(!str_cmp (arg2, "hr") || !str_cmp (arg2, "hit")
|| !str_cmp (arg2, "hitroll"))
&& !IS_SET (obj->value[1], ADV_HITROLL))
SET_BIT (obj->value[1], ADV_HITROLL);
else
if (
(!str_cmp (arg2, "dr") || !str_cmp (arg2, "dam")
|| !str_cmp (arg2, "damroll"))
&& !IS_SET (obj->value[1], ADV_DAMROLL))
SET_BIT (obj->value[1], ADV_DAMROLL);
else
if (
(!str_cmp (arg2, "save") || !str_cmp (arg2, "save.spell")
|| !str_cmp (arg2, "save_spell"))
&& !IS_SET (obj->value[1], ADV_SAVING_SPELL))
SET_BIT (obj->value[1], ADV_SAVING_SPELL);
else
{
SET_BIT (obj->spectype, ADV_FAILED);
return;
}
obj->points += 25;
}
else if (!str_cmp (arg1, "affect:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
SET_BIT (obj->spectype, ADV_FAILED);
else
if ((!str_cmp (arg2, "blind") || !str_cmp (arg2, "blindness"))
&& !IS_SET (obj->value[3], AFF_BLIND))
SET_BIT (obj->value[3], AFF_BLIND);
else
if (
(!str_cmp (arg2, "invis") || !str_cmp (arg2, "invisible")
|| !str_cmp (arg2, "invisibility"))
&& !IS_SET (obj->value[3], AFF_INVISIBLE))
SET_BIT (obj->value[3], AFF_INVISIBLE);
else if (!str_cmp (arg2, "detect.evil")
&& !IS_SET (obj->value[3], AFF_DETECT_EVIL))
SET_BIT (obj->value[3], AFF_DETECT_EVIL);
else
if (
(!str_cmp (arg2, "detect.invis")
|| !str_cmp (arg2, "detect.invisible")
|| !str_cmp (arg2, "detect.invisibility"))
&& !IS_SET (obj->value[3], AFF_DETECT_INVIS))
SET_BIT (obj->value[3], AFF_DETECT_INVIS);
else if (!str_cmp (arg2, "detect.magic")
&& !IS_SET (obj->value[3], AFF_DETECT_MAGIC))
SET_BIT (obj->value[3], AFF_DETECT_MAGIC);
else if (!str_cmp (arg2, "detect.hidden")
&& !IS_SET (obj->value[3], AFF_DETECT_HIDDEN))
SET_BIT (obj->value[3], AFF_DETECT_HIDDEN);
else
if (
(!str_cmp (arg2, "shadowplane")
|| !str_cmp (arg2, "shadow.plane"))
&& !IS_SET (obj->value[3], AFF_SHADOWPLANE))
SET_BIT (obj->value[3], AFF_SHADOWPLANE);
else
if ((!str_cmp (arg2, "sanct") || !str_cmp (arg2, "sanctuary"))
&& !IS_SET (obj->value[3], AFF_SANCTUARY))
SET_BIT (obj->value[3], AFF_SANCTUARY);
else if (!str_cmp (arg2, "faerie.fire")
&& !IS_SET (obj->value[3], AFF_FAERIE_FIRE))
SET_BIT (obj->value[3], AFF_FAERIE_FIRE);
else
if (
(!str_cmp (arg2, "infravision")
|| !str_cmp (arg2, "infrared")
|| !str_cmp (arg2, "infra"))
&& !IS_SET (obj->value[3], AFF_SANCTUARY))
SET_BIT (obj->value[3], AFF_SANCTUARY);
else if (!str_cmp (arg2, "curse")
&& !IS_SET (obj->value[3], AFF_CURSE))
SET_BIT (obj->value[3], AFF_CURSE);
else
if ((!str_cmp (arg2, "flaming") || !str_cmp (arg2, "burning"))
&& !IS_SET (obj->value[3], AFF_FLAMING))
SET_BIT (obj->value[3], AFF_FLAMING);
else if (!str_cmp (arg2, "poison")
&& !IS_SET (obj->value[3], AFF_POISON))
SET_BIT (obj->value[3], AFF_POISON);
else
if (
(!str_cmp (arg2, "protect")
|| !str_cmp (arg2, "protection"))
&& !IS_SET (obj->value[3], AFF_PROTECT))
SET_BIT (obj->value[3], AFF_PROTECT);
else if (!str_cmp (arg2, "ethereal")
&& !IS_SET (obj->value[3], AFF_ETHEREAL))
SET_BIT (obj->value[3], AFF_ETHEREAL);
else if (!str_cmp (arg2, "sneak")
&& !IS_SET (obj->value[3], AFF_SNEAK))
SET_BIT (obj->value[3], AFF_SNEAK);
else if (!str_cmp (arg2, "hide")
&& !IS_SET (obj->value[3], AFF_HIDE))
SET_BIT (obj->value[3], AFF_HIDE);
else if (!str_cmp (arg2, "sleep")
&& !IS_SET (obj->value[3], AFF_SLEEP))
SET_BIT (obj->value[3], AFF_SLEEP);
// else if (!str_cmp(arg2,"charm") && !IS_SET(obj->value[3], AFF_CHARM))
// SET_BIT(obj->value[3], AFF_CHARM);
else if ((!str_cmp (arg2, "fly") || !str_cmp (arg2, "flying"))
&& !IS_SET (obj->value[3], AFF_FLYING))
SET_BIT (obj->value[3], AFF_FLYING);
else
if (
(!str_cmp (arg2, "passdoor")
|| !str_cmp (arg2, "pass.door"))
&& !IS_SET (obj->value[3], AFF_PASS_DOOR))
SET_BIT (obj->value[3], AFF_PASS_DOOR);
else
if (
(!str_cmp (arg2, "shadowsight")
|| !str_cmp (arg2, "shadow.sight"))
&& !IS_SET (obj->value[3], AFF_SHADOWSIGHT))
SET_BIT (obj->value[3], AFF_SHADOWSIGHT);
else if ((!str_cmp (arg2, "web") || !str_cmp (arg2, "webbed"))
&& !IS_SET (obj->value[3], AFF_WEBBED))
SET_BIT (obj->value[3], AFF_WEBBED);
// else if (!str_cmp(arg2,"contraception") &&
// !IS_SET(obj->value[3], AFF_CONTRACEPTION))
// SET_BIT(obj->value[3], AFF_CONTRACEPTION);
else
{
SET_BIT (obj->spectype, ADV_FAILED);
return;
}
obj->points += 25;
}
else if (!str_cmp (arg1, "bonus:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2) || atoi (arg2) < 0
|| atoi (arg2) > 100)
SET_BIT (obj->spectype, ADV_FAILED);
else
{
obj->value[2] = atoi (arg2);
obj->points += (atoi (arg2) * 15);
}
}
else if (!str_cmp (arg1, "duration:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT) && obj->level == 0
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2) || atoi (arg2) < 1
|| atoi (arg2) > 60)
SET_BIT (obj->spectype, ADV_FAILED);
else
{
obj->level = atoi (arg2);
obj->points += (atoi (arg2) * 10);
}
}
else
if (
(!str_cmp (arg1, "message.one:")
|| !str_cmp (arg1, "message.1:"))
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_MESSAGE_1)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
SET_BIT (obj->spectype, ADV_FAILED);
else
{
SET_BIT (obj->spectype, ADV_MESSAGE_1);
free_string (obj->chpoweroff);
obj->chpoweroff = str_dup (arg2);
}
}
else
if (
(!str_cmp (arg1, "message.two:")
|| !str_cmp (arg1, "message.2:"))
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_MESSAGE_2)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
SET_BIT (obj->spectype, ADV_FAILED);
else
{
SET_BIT (obj->spectype, ADV_MESSAGE_2);
free_string (obj->victpoweron);
obj->victpoweron = str_dup (arg2);
}
}
else
if (
(!str_cmp (arg1, "message.three:")
|| !str_cmp (arg1, "message.3:"))
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_MESSAGE_3)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
SET_BIT (obj->spectype, ADV_FAILED);
else
{
SET_BIT (obj->spectype, ADV_MESSAGE_3);
free_string (obj->victpoweroff);
obj->victpoweroff = str_dup (arg2);
}
}
else if (!IS_SET (obj->spectype, ADV_FINISHED))
SET_BIT (obj->spectype, ADV_FAILED);
}
}
else
return;
act ("$n writes something on $p.", ch, obj, NULL, TO_ROOM);
send_to_char ("Ok.\n\r", ch);
return;
}
*/
void show_page (CHAR_DATA * ch, OBJ_DATA * book, int pnum, bool pagefalse)
{
OBJ_DATA *page;
OBJ_DATA *page_next;
char buf[MAX_STRING_LENGTH];
bool found = FALSE;
for (page = book->contains; page != NULL; page = page_next)
{
page_next = page->next_content;
if (page->value[0] == pnum)
{
found = TRUE;
if (!str_cmp (page->victpoweruse, "(null)"))
sprintf (buf, " Mana: %7d Untitled page.\n\r",
page->points);
else
sprintf (buf, " Mana: %7d %s.\n\r", page->points,
page->victpoweruse);
buf[0] = UPPER (buf[0]);
send_to_char (buf, ch);
if (!pagefalse)
{
if (page->chpoweruse == NULL || page->chpoweruse == '\0'
|| !str_cmp (page->chpoweruse, "(null)"))
{
if (!are_runes (page))
send_to_char ("This page is blank.\n\r", ch);
else if (IS_AFFECTED (ch, AFF_DETECT_MAGIC)
&& !IS_SET (page->quest, QUEST_MASTER_RUNE)
&& !IS_SET (page->spectype, ADV_STARTED))
show_runes (ch, page, FALSE);
else
send_to_char ("This page is blank.\n\r", ch);
return;
}
send_to_char
("--------------------------------------------------------------------------------\n\r",
ch);
send_to_char (page->chpoweruse, ch);
send_to_char
("\n\r--------------------------------------------------------------------------------\n\r",
ch);
if (IS_AFFECTED (ch, AFF_DETECT_MAGIC)
&& !IS_SET (page->quest, QUEST_MASTER_RUNE)
&& !IS_SET (page->spectype, ADV_STARTED))
show_runes (ch, page, TRUE);
}
}
}
if (!found)
send_to_char ("This page has been torn out.\n\r", ch);
return;
}
void show_runes (CHAR_DATA * ch, OBJ_DATA * page, bool endline)
{
if (page->value[1] + page->value[2] + page->value[3] < 1)
return;
send_to_char ("This page contains the following symbols:\n\r", ch);
send_to_char ("Runes:", ch);
if (page->value[1] > 0)
{
if (IS_SET (page->value[1], RUNE_FIRE))
send_to_char (" Fire", ch);
if (IS_SET (page->value[1], RUNE_AIR))
send_to_char (" Air", ch);
if (IS_SET (page->value[1], RUNE_EARTH))
send_to_char (" Earth", ch);
if (IS_SET (page->value[1], RUNE_WATER))
send_to_char (" Water", ch);
if (IS_SET (page->value[1], RUNE_DARK))
send_to_char (" Dark", ch);
if (IS_SET (page->value[1], RUNE_LIGHT))
send_to_char (" Light", ch);
if (IS_SET (page->value[1], RUNE_LIFE))
send_to_char (" Life", ch);
if (IS_SET (page->value[1], RUNE_DEATH))
send_to_char (" Death", ch);
if (IS_SET (page->value[1], RUNE_MIND))
send_to_char (" Mind", ch);
if (IS_SET (page->value[1], RUNE_SPIRIT))
send_to_char (" Spirit", ch);
}
else
send_to_char (" None", ch);
send_to_char (".\n\r", ch);
send_to_char ("Glyphs:", ch);
if (page->value[2] > 0)
{
if (IS_SET (page->value[2], GLYPH_CREATION))
send_to_char (" Creation", ch);
if (IS_SET (page->value[2], GLYPH_DESTRUCTION))
send_to_char (" Destruction", ch);
if (IS_SET (page->value[2], GLYPH_SUMMONING))
send_to_char (" Summoning", ch);
if (IS_SET (page->value[2], GLYPH_TRANSFORMATION))
send_to_char (" Transformation", ch);
if (IS_SET (page->value[2], GLYPH_TRANSPORTATION))
send_to_char (" Transportation", ch);
if (IS_SET (page->value[2], GLYPH_ENHANCEMENT))
send_to_char (" Enhancement", ch);
if (IS_SET (page->value[2], GLYPH_REDUCTION))
send_to_char (" Reduction", ch);
if (IS_SET (page->value[2], GLYPH_CONTROL))
send_to_char (" Control", ch);
if (IS_SET (page->value[2], GLYPH_PROTECTION))
send_to_char (" Protection", ch);
if (IS_SET (page->value[2], GLYPH_INFORMATION))
send_to_char (" Information", ch);
}
else
send_to_char (" None", ch);
send_to_char (".\n\r", ch);
send_to_char ("Sigils:", ch);
if (page->value[3] > 0)
{
if (IS_SET (page->value[3], SIGIL_SELF))
send_to_char (" Self", ch);
if (IS_SET (page->value[3], SIGIL_TARGETING))
send_to_char (" Targeting", ch);
if (IS_SET (page->value[3], SIGIL_AREA))
send_to_char (" Area", ch);
if (IS_SET (page->value[3], SIGIL_OBJECT))
send_to_char (" Object", ch);
}
else
send_to_char (" None", ch);
send_to_char (".\n\r", ch);
if (endline)
send_to_char
("--------------------------------------------------------------------------------\n\r",
ch);
return;
}
bool are_runes (OBJ_DATA * page)
{
if (page->value[1] + page->value[2] + page->value[3] < 1)
return FALSE;
return TRUE;
}
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 $d.", ch, NULL, pexit->keyword, TO_ROOM);
/* pick the other side */
if ((to_room = pexit->to_room) != NULL
&& (pexit_rev = to_room->exit[rev_dir[door]]) != NULL
&& pexit_rev->to_room == ch->in_room)
{
REMOVE_BIT (pexit_rev->exit_info, EX_LOCKED);
}
}
return;
}
void do_stand (CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED (ch, AFF_SLEEP) && !IS_IMMUNE (ch, IMM_SLEEP))
{
send_to_char ("You can't wake up!\n\r", ch);
return;
}
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DRAGON) && ch->pcdata->tick_timer[TIMER_DSLEEP] > 1)
{
send_to_char ("You can't wake up!\n\r", ch);
return;
}
if (IS_EXTRA2 (ch, EXTRA2_DREAMING))
do_dreaming (ch, "");
send_to_char ("You wake and stand up.\n\r", ch);
act ("$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 ("$n stands up.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_STANDING;
break;
case POS_MEDITATING:
send_to_char ("You uncross your legs and stand up.\n\r", ch);
act ("$n uncrosses $s legs and stands up.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char ("You are already standing.\n\r", ch);
break;
case POS_FIGHTING:
send_to_char ("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_rest (CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
send_to_char ("You are already sleeping.\n\r", ch);
break;
case POS_RESTING:
send_to_char ("You are already resting.\n\r", ch);
break;
case POS_MEDITATING:
case POS_SITTING:
case POS_STANDING:
send_to_char ("You rest.\n\r", ch);
act ("$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_sit (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_MEDITATING:
send_to_char ("You are already meditating.\n\r", ch);
break;
case POS_SITTING:
send_to_char ("You are already sitting.\n\r", ch);
break;
case POS_STANDING:
send_to_char ("You sit down.\n\r", ch);
act ("$n sits down.", ch, NULL, NULL, TO_ROOM);
ch->position = POS_SITTING;
break;
case POS_FIGHTING:
send_to_char ("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_meditate (CHAR_DATA * ch, char *argument)
{
if (!IS_CLASS (ch, CLASS_MAGE) && !IS_CLASS (ch, CLASS_NINJA)
&& !IS_CLASS (ch, CLASS_MONK) && !IS_CLASS (ch, CLASS_DROW) )
{
send_to_char ("You are unable to attain the correct state of mind.\n\r",
ch);
return;
}
switch (ch->position)
{
case POS_SLEEPING:
send_to_char ("You are already sleeping.\n\r", ch);
break;
case POS_RESTING:
send_to_char ("You are already resting.\n\r", ch);
break;
case POS_MEDITATING:
send_to_char ("You are already meditating.\n\r", ch);
break;
case POS_SITTING:
send_to_char ("You cross your legs and start meditating.\n\r", ch);
act ("$n crosses $s legs and starts meditating.", ch, NULL, NULL,
TO_ROOM);
ch->position = POS_MEDITATING;
break;
case POS_STANDING:
send_to_char ("You sit down, cross your legs and start meditating.\n\r",
ch);
act ("$n sits down, crosses $s legs and starts meditating.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_MEDITATING;
break;
case POS_FIGHTING:
send_to_char ("You are already fighting!\n\r", ch);
break;
}
return;
}
void do_sleep (CHAR_DATA * ch, char *argument)
{
switch (ch->position)
{
case POS_SLEEPING:
send_to_char ("You are already sleeping.\n\r", ch);
break;
case POS_SITTING:
case POS_MEDITATING:
case POS_RESTING:
case POS_STANDING:
send_to_char ("You sleep.\n\r", ch);
act ("$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;
}
else if (victim == ch)
{
do_stand (ch, argument);
return;
}
if (IS_AWAKE (victim))
{
act ("$N is already awake.", ch, NULL, victim, TO_CHAR);
return;
}
if (IS_AFFECTED (victim, AFF_SLEEP) && !IS_IMMUNE (victim, IMM_SLEEP))
{
act ("You can't wake $M!", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->position < POS_SLEEPING)
{
act ("$E doesn't respond!", ch, NULL, victim, TO_CHAR);
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 = ch->level;
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)
{
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_NINJA))
{
do_kakusu(ch,argument);
return;
}
else if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_FAE) && IS_SET (ch->kith, KITH_ESHU))
{
do_cover(ch,argument);
return;
}
send_to_char ("You attempt to hide.\n\r", ch);
if (ch->fight_timer > 0)
{
stc ("Not while you have a fight timer\n\r", ch);
return;
}
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_unpolymorph (CHAR_DATA * ch, char *argument)
{
if (!is_affected (ch, gsn_polymorph))
{
send_to_char ("But you are not polymorphed!\n\r", ch);
return;
}
act ("$n's body begins to distort.", ch, NULL, NULL, TO_ROOM);
affect_strip (ch, gsn_polymorph);
act ("$n resumes $s normal form.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You resume your normal form.\n\r", ch);
return;
}
void do_recall (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
if (IS_SET (ch->flag2, AFF2_INARENA))
{
stc ("You cannot recall while in the arena.\n\r", ch);
return;
}
if (IS_SET (ch->tag_flags, TAG_PLAYING))
{
stc ("You failed\n\r", ch);
return;
}
if (IS_CLASS (ch, CLASS_HIGHLANDER) && ch->fight_timer > 0)
{
WAIT_STATE (ch, 6);
stc ("You are unable to recall!!\n\r", ch);
return;
}
if (IS_CLASS (ch, CLASS_DEMON) && ch->home == 30000 && ch->fight_timer > 0)
{
stc ("You fail to recall to hell, you have a fight timer.\n\r", ch);
return;
}
if (ch->fight_timer > 0 && number_bits (2) == 1)
{
WAIT_STATE (ch, 4);
stc ("Your fight timer stops you from recalling this time!\n\r", ch);
return;
}
act ("$n's body flickers with #ggreen#n energy.", ch, NULL, NULL, TO_ROOM);
act ("Your body flickers with #ggreen#n energy.", ch, NULL, NULL, TO_CHAR);
if ((location = get_room_index (ch->home)) == NULL)
{
send_to_char ("You are completely lost.\n\r", ch);
return;
}
if ((!IS_SET (ch->extra2, NHELPER)) && (ch->home == 2700))
{
send_to_char ("You are completely lost.\n\r", ch);
return;
}
if (ch->in_room == location)
return;
if (IS_SET (ch->in_room->room_flags, ROOM_GOD) && !IS_IMMORTAL (ch))
{
stc ("You are unable to recall from a god room.\n\r", ch);
return;
}
if ((!IS_IMMORTAL (ch) && IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL))
|| IS_AFFECTED (ch, AFF_CURSE))
{
send_to_char ("You are unable to recall.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_WEBBED))
{
send_to_char
("You are unable to move with all this sticky webbing on.\n\r", ch);
return;
}
if (IS_SET (ch->affected_by, AFF_ENTRAILS))
{
send_to_char
("You are unable to move with these entrails entrapping you.\n\r",
ch);
return;
}
if (IS_SET (ch->flag2, AFF_TOTALBLIND))
{
stc ("You are unable to recall.\n\r", ch);
return;
}
if (IS_SET(location->area->aflags, AFLAG_NO_RECALL) )
{
stc("You are unable to recall there!\n\r", ch);
return;
}
if ((victim = ch->fighting) != NULL)
{
if (number_bits (1) == 0)
{
WAIT_STATE (ch, 12);
sprintf (buf, "You failed!\n\r");
send_to_char (buf, ch);
return;
}
sprintf (buf, "You recall from combat!\n\r");
send_to_char (buf, ch);
stop_fighting (ch, TRUE);
}
act ("$n disappears.", ch, NULL, NULL, TO_ROOM);
char_from_room (ch);
char_to_room (ch, location);
act ("$n appears in the room.", ch, NULL, NULL, TO_ROOM);
do_look (ch, "auto");
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
WAIT_STATE(ch, 12);
return;
}
void do_home (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (arg[0] == '\0' || str_cmp (arg, "here"))
{
send_to_char
("If you wish this to be your room, you must type 'home here'.\n\r",
ch);
return;
}
if (ch->in_room->vnum == ch->home)
{
send_to_char ("But this is already your home!\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)
|| (ch->in_room->vnum == ROOM_VNUM_TEMPEST)
|| IS_SET (ch->in_room->room_flags, ROOM_KINGDOM)
|| IS_SET (ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET (ch->in_room->room_flags, ROOM_CCHAMBER)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ)
|| (IS_SET (ch->in_room->room_flags, ROOM_GOD) && !IS_IMMORTAL (ch)))
{
send_to_char ("You are unable to make this room your home.\n\r", ch);
return;
}
ch->home = ch->in_room->vnum;
send_to_char ("This room is now your home.\n\r", ch);
return;
}
void do_escape (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC (ch) || !IS_HERO (ch))
return;
if (IS_SET (ch->war, WARRING))
{
stc ("NOt whilst in the war!\n\r", ch);
return;
}
if (ch->hit > 0)
{
stc("You aren't mortally wounded.\n\r", ch);
return;
}
if (ch->position >= POS_SLEEPING)
{
send_to_char ("You can only do this if you are dying.\n\r", ch);
return;
}
if ((location = get_room_index (ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char ("You are completely lost.\n\r", ch);
return;
}
if (ch->fight_timer > 0 && number_bits (2) == 1)
{
WAIT_STATE (ch, 4);
stc ("Your fight timer stops you from escaping this time!\n\r", ch);
return;
}
if (ch->in_room == location)
return;
ch->move = 0;
ch->mana = 0;
act ("$n fades out of existance.", ch, NULL, NULL, TO_ROOM);
char_from_room (ch);
char_to_room (ch, location);
act ("$n fades into existance.", ch, NULL, NULL, TO_ROOM);
do_look (ch, "auto");
sprintf (buf, "%s has escaped defenceless from a fight.", ch->name);
do_info (ch, buf);
if (IS_SET (ch->more, MORE_TEST))
do_restore (ch, "self");
return;
}
/*void do_oldtrain (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
sh_int *pAbility;
char *pOutput;
int cost, cost2;
int magic;
int immcost;
int primal;
int silver;
int focus;
int legendexp;
int legendquest;
int gnosis;
int hpcap, manacap, movecap;
int max_stat = 18;
bool last = TRUE;
bool is_ok = FALSE;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (IS_NPC (ch))
return;
// Almighty legend = No statcap as such
if (ch->lstatus < 9)
{
hpcap = 15000 + (1000 * ch->lstatus) + (200 * ch->race);
manacap = hpcap;
movecap = hpcap;
}
else
{
hpcap = 1000000;
manacap = hpcap;
movecap = hpcap;
}
if ((!str_cmp (arg1, "hp") && ch->max_hit >= hpcap))
{
stc ("You have reached your legend hp cap.\n\r", ch);
return;
}
if ((!str_cmp (arg1, "mana") && ch->max_mana >= manacap))
{
stc ("You have reached your legend mana cap.\n\r", ch);
return;
}
if ((!str_cmp (arg1, "move") && ch->max_move >= movecap))
{
stc ("You have reached your legend move cap.\n\r", ch);
return;
}
if (!str_cmp (arg1, "hp")
&& (IS_SET (ch->garou1, GAROU_WHELP2)
|| IS_SET (ch->garou1, GAROU_WHELP1)))
{
stc
("You are unabled to train hps with whelps curse affecting you.\n\r",
ch);
return;
}
// if (( IS_SET(ch->garou1, GAROU_WHELP2) || IS_SET(ch->garou1, GAROU_WHELP1) && !str_cmp(arg1, "hp")))
// {
// stc("You may not train while affected by Whelp's curse, dispel yourself.\n\r",ch);
// return;
// }
//
cost2 = 0;
if (arg1[0] == '\0')
{
sprintf (buf, "You have %lld experience points.\n\r", ch->exp);
send_to_char (buf, ch);
strcpy (arg1, "foo");
}
if (!str_cmp (arg1, "str"))
is_ok = TRUE;
else if (!str_cmp (arg1, "int"))
is_ok = TRUE;
else if (!str_cmp (arg1, "wis"))
is_ok = TRUE;
else if (!str_cmp (arg1, "dex"))
is_ok = TRUE;
else if (!str_cmp (arg1, "con"))
is_ok = TRUE;
else if (!str_cmp (arg1, "hp"))
is_ok = TRUE;
else if (!str_cmp (arg1, "mana"))
is_ok = TRUE;
else if (!str_cmp (arg1, "move"))
is_ok = TRUE;
else if (!str_cmp (arg1, "primal"))
is_ok = TRUE;
else if (!str_cmp (arg1, "legend"))
is_ok = TRUE;
else if (!str_cmp (arg1, "silver") && IS_CLASS (ch, CLASS_WEREWOLF))
is_ok = TRUE;
else if (!str_cmp (arg1, "focus") && IS_CLASS (ch, CLASS_MONK))
is_ok = TRUE;
else if (!str_cmp (arg1, "gnosis") && IS_CLASS (ch, CLASS_WEREWOLF))
is_ok = TRUE;
else if (!str_cmp (arg1, "ancilla") && IS_CLASS (ch, CLASS_VAMPIRE))
is_ok = TRUE;
else if (!str_cmp (arg1, "elder") && IS_CLASS (ch, CLASS_VAMPIRE))
is_ok = TRUE;
else if (!str_cmp (arg1, "methuselah") && IS_CLASS (ch, CLASS_VAMPIRE))
is_ok = TRUE;
else if (!str_cmp (arg1, "magic") && IS_CLASS (ch, CLASS_DROW))
is_ok = TRUE;
if (arg2[0] != '\0' && is_ok)
{
int amount = 0;
if (!is_number (arg2))
{
send_to_char ("Please enter a numeric value.\n\r", ch);
return;
}
amount = atoi (arg2);
if (amount < 1 || amount > 50)
{
send_to_char ("Please enter a value between 1 and 50.\n\r", ch);
return;
}
if (amount > 1)
{
sprintf (buf, "%s %d", arg1, amount - 1);
do_train (ch, buf);
last = FALSE;
}
}
cost = 200;
immcost = count_imms (ch);
primal = (1 + ch->practice) * 500;
magic = (1 + ch->pcdata->stats[DROW_MAGIC]) * 100;
silver = (1 + ch->pcdata->powers[WPOWER_SILVER]) * 2500;
focus = 50000;
gnosis = (1 + ch->gnosis[GMAXIMUM]) * 25000;
legendexp = (2000000 + (3000000 * ch->lstatus));
legendquest = (1000 * ch->lstatus);
if (IS_CLASS (ch, CLASS_HIGHLANDER))
max_stat = 25;
if (!str_cmp (arg1, "str"))
{
pAbility = &ch->pcdata->perm_str;
pOutput = "strength";
}
else if (!str_cmp (arg1, "int"))
{
pAbility = &ch->pcdata->perm_int;
pOutput = "intelligence";
}
else if (!str_cmp (arg1, "wis"))
{
pAbility = &ch->pcdata->perm_wis;
pOutput = "wisdom";
}
else if (!str_cmp (arg1, "dex"))
{
pAbility = &ch->pcdata->perm_dex;
pOutput = "dexterity";
}
else if (!str_cmp (arg1, "con"))
{
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
else if (!str_cmp (arg1, "mortal") && ch->level > 2 && ch->race < 1
&& ch->class == CLASS_NONE && !IS_IMMORTAL (ch))
{
cost = 0;
pAbility = &ch->level;
pOutput = "level";
}
else if (!str_cmp (arg1, "avatar") && ch->level == 2)
{
cost = 1000;
pAbility = &ch->level;
pOutput = "level";
}
*/
/* ////
else if ( !str_cmp( arg1, "hp") && ch->max_hit < hpcap)
{
if ( ch->max_hit < 1 ) ch->max_hit = 1;
cost = (ch->max_hit - ch->pcdata->perm_con );
( int *) pAbility = &ch->max_hit;
pOutput = "hp";
}
else if ( !str_cmp( arg1, "mana") && ch->max_mana < manacap)
{
if ( ch->max_mana < 1 ) ch->max_mana = 1;
cost = (ch->max_mana - ch->pcdata->perm_wis);
(int *) pAbility = &ch->max_mana;
pOutput = "mana";
}
else if ( !str_cmp( arg1, "move") && ch->max_move < movecap )
{
if ( ch->max_move < 1 ) ch->max_move = 1;
cost = (ch->max_move - ch->pcdata->perm_dex);
( int *) pAbility = &ch->max_move;
pOutput = "move";
}
////
*/
/*
else if (!str_cmp (arg1, "hp") && ch->max_hit < hpcap)
{
if (ch->max_hit < 1)
ch->max_hit = 1; // Bug fix
cost = (ch->max_hit - ch->pcdata->perm_con);
(int *) pAbility = &ch->max_hit;
pOutput = "hp";
if (cost > ch->exp || ch->exp < 1)
{
if (last)
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp -= (cost < 1 ? 1 : cost);
ch->max_hit++;
if (last)
act ("Your hp increases!", ch, NULL, pOutput, TO_CHAR);
return;
}
else if (!str_cmp (arg1, "mana") && ch->max_mana < manacap)
{
if (ch->max_mana < 1)
ch->max_mana = 1; // Bug fix
cost = (ch->max_mana - ch->pcdata->perm_wis);
(int *) pAbility = &ch->max_mana;
pOutput = "mana";
if (cost > ch->exp || ch->exp < 1)
{
if (last)
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp -= (cost < 1 ? 1 : cost);
ch->max_mana++;
if (last)
act ("Your mana increases!", ch, NULL, pOutput, TO_CHAR);
return;
}
else if (!str_cmp (arg1, "move") && ch->max_move < movecap)
{
if (ch->max_move < 1)
ch->max_move = 1; // Bug fix
cost = (ch->max_move - ch->pcdata->perm_con);
(int *) pAbility = &ch->max_move;
pOutput = "move";
if (cost > ch->exp || ch->exp < 1)
{
if (last)
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp -= (cost < 1 ? 1 : cost);
ch->max_move++;
if (last)
act ("Your move increases!", ch, NULL, pOutput, TO_CHAR);
return;
}
else if (!str_cmp (arg1, "primal") && ch->practice < 1000)
{
cost = primal;
pAbility = &ch->practice;
pOutput = "primal";
}
else if (!str_cmp (arg1, "magic") && IS_CLASS (ch, CLASS_DROW)
&& ch->pcdata->stats[DROW_MAGIC] < 100)
{
sh_int quiet_pointer = ch->pcdata->stats[DROW_MAGIC];
cost = magic;
pAbility = &quiet_pointer;
pOutput = "drow magic resistance";
}
else if (!str_cmp (arg1, "silver") && IS_CLASS (ch, CLASS_WEREWOLF)
&& ch->pcdata->powers[WPOWER_SILVER] < 100)
{
sh_int quiet_pointer = ch->pcdata->powers[WPOWER_SILVER]; // different type of int
cost = silver;
pAbility = &quiet_pointer;
pOutput = "tolerance to silver";
}
else if (!str_cmp (arg1, "gnosis") && IS_CLASS (ch, CLASS_WEREWOLF))
{
sh_int quiet_pointer = ch->gnosis[GMAXIMUM];
cost = gnosis;
pAbility = &quiet_pointer;
pOutput = "gnosis points";
}
else if (!str_cmp (arg1, "legend"))
{
sh_int quiet_pointer = ch->lstatus;
cost = legendexp;
cost2 = legendquest;
pAbility = &quiet_pointer;
pOutput = "legend status";
}
else if (!str_cmp (arg1, "focus") && IS_CLASS (ch, CLASS_MONK))
{
sh_int quiet_pointer = ch->focus[MAXIMUM];
cost = focus;
pAbility = &quiet_pointer;
pOutput = "monk focus";
}
else if (!str_cmp (arg1, "ancilla") && IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->rank != AGE_ANCILLA
&& ch->pcdata->rank != AGE_ELDER
&& ch->pcdata->rank != AGE_METHUSELAH)
{
if (ch->exp < 2000000)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - 2000000;
ch->pcdata->rank = AGE_ANCILLA;
send_to_char ("You are now an Ancilla.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "elder") && IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->rank != AGE_ELDER
&& ch->pcdata->rank == AGE_ANCILLA
&& ch->pcdata->rank != AGE_METHUSELAH)
{
if (ch->exp < 6000000)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - 6000000;
ch->pcdata->rank = AGE_ELDER;
send_to_char ("You are now an Elder.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "methuselah") && IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->rank != AGE_METHUSELAH
&& ch->pcdata->rank != AGE_ANCILLA
&& ch->pcdata->rank == AGE_ELDER)
{
if (ch->exp < 10000000)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - 10000000;
ch->pcdata->rank = AGE_METHUSELAH;
send_to_char ("You are now a Methuselah.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "slash") && !IS_IMMUNE (ch, IMM_SLASH))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_SLASH);
send_to_char
("You are now more resistant to slashing and slicing weapons.\n\r",
ch);
return;
}
else if (!str_cmp (arg1, "stab") && !IS_IMMUNE (ch, IMM_STAB))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_STAB);
send_to_char
("You are now more resistant to stabbing and piercing weapons.\n\r",
ch);
return;
}
else if (!str_cmp (arg1, "smash") && !IS_IMMUNE (ch, IMM_SMASH))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_SMASH);
send_to_char
("You are now more resistant to blasting, pounding and crushing weapons.\n\r",
ch);
return;
}
else if (!str_cmp (arg1, "beast") && !IS_IMMUNE (ch, IMM_ANIMAL))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_ANIMAL);
send_to_char
("You are now more resistant to claw and bite attacks.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "grab") && !IS_IMMUNE (ch, IMM_MISC))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_MISC);
send_to_char
("You are now more resistant to grepping, sucking and whipping weapons.\n\r",
ch);
return;
}
else if (!str_cmp (arg1, "charm") && !IS_IMMUNE (ch, IMM_CHARM))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_CHARM);
send_to_char ("You are now immune to charm spells.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "heat") && !IS_IMMUNE (ch, IMM_HEAT))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_HEAT);
send_to_char ("You are now immune to heat and fire spells.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "cold") && !IS_IMMUNE (ch, IMM_COLD))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_COLD);
send_to_char ("You are now immune to cold spells.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "lightning") && !IS_IMMUNE (ch, IMM_LIGHTNING))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_LIGHTNING);
send_to_char
("You are now immune to lightning and electrical spells.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "acid") && !IS_IMMUNE (ch, IMM_ACID))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_ACID);
send_to_char ("You are now immune to acid spells.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "sleep") && !IS_IMMUNE (ch, IMM_SLEEP))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_SLEEP);
send_to_char ("You are now immune to the sleep spell.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "drain") && !IS_IMMUNE (ch, IMM_DRAIN))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_DRAIN);
send_to_char ("You are now immune to the energy drain spell.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "voodoo") && !IS_IMMUNE (ch, IMM_VOODOO))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_VOODOO);
send_to_char ("You are now immune to voodoo magic.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "hurl") && !IS_IMMUNE (ch, IMM_HURL))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_HURL);
send_to_char ("You are now immune to being hurled.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "backstab") && !IS_IMMUNE (ch, IMM_BACKSTAB))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_BACKSTAB);
send_to_char ("You are now immune to being backstabbed.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "kick") && !IS_IMMUNE (ch, IMM_KICK))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_KICK);
send_to_char ("You are now immune to being kicked.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "disarm") && !IS_IMMUNE (ch, IMM_DISARM))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_DISARM);
send_to_char ("You are now immune to being disarmed.\n\r", ch);
return;
}
else if (!str_cmp (arg1, "steal") && !IS_IMMUNE (ch, IMM_STEAL))
{
if (ch->exp < immcost)
{
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
ch->exp = ch->exp - immcost;
SET_BIT (ch->immune, IMM_STEAL);
send_to_char ("You are now immune to being stolen from.\n\r", ch);
return;
}
else
{
sprintf (buf, "You can train the following:\n\r");
send_to_char (buf, ch);
send_to_char ("Stats:", ch);
if (ch->pcdata->perm_str < max_stat)
send_to_char (" Str", ch);
if (ch->pcdata->perm_int < max_stat)
send_to_char (" Int", ch);
if (ch->pcdata->perm_wis < max_stat)
send_to_char (" Wis", ch);
if (ch->pcdata->perm_dex < max_stat)
send_to_char (" Dex", ch);
if (ch->pcdata->perm_con < max_stat)
send_to_char (" Con", ch);
if ((ch->pcdata->perm_str >= max_stat)
&& (ch->pcdata->perm_wis >= max_stat)
&& (ch->pcdata->perm_int >= max_stat)
&& (ch->pcdata->perm_dex >= max_stat)
&& (ch->pcdata->perm_con >= max_stat))
send_to_char (" None left to train.\n\r", ch);
else
send_to_char (".\n\r", ch);
if (ch->level == 2)
{
sprintf (buf, "Become an avatar - 1000 exp.\n\r");
send_to_char (buf, ch);
}
if (ch->level > 2 && ch->race < 1 && ch->class == CLASS_NONE
&& !IS_IMMORTAL (ch))
{
sprintf (buf, "Become a mortal - no cost.\n\r");
send_to_char (buf, ch);
}
if (ch->max_hit < hpcap)
{
sprintf (buf, "Hp - %d exp per point.\n\r",
(ch->max_hit - ch->pcdata->perm_con));
send_to_char (buf, ch);
}
if (ch->max_mana < manacap)
{
sprintf (buf, "Mana - %d exp per point.\n\r",
(ch->max_mana - ch->pcdata->perm_wis));
send_to_char (buf, ch);
}
if (ch->max_move < movecap)
{
sprintf (buf, "Move - %d exp per point.\n\r",
(ch->max_move - ch->pcdata->perm_con));
send_to_char (buf, ch);
}
if (ch->practice < 1000)
{
sprintf (buf,
"Primal - %d exp per point of primal energy.\n\r",
primal);
send_to_char (buf, ch);
}
if (ch->pcdata->powers[WPOWER_SILVER] < 100
&& IS_CLASS (ch, CLASS_WEREWOLF))
{
sprintf (buf,
"Silver tolerance - %d exp per point of tolerance.\n\r",
silver);
send_to_char (buf, ch);
}
if (ch->focus[MAXIMUM] < 100 && IS_CLASS (ch, CLASS_MONK))
{
sprintf (buf, "Focus Points - %d exp per point of Focus.\n\r",
focus);
stc (buf, ch);
}
if (ch->gnosis[GMAXIMUM] < 20 && IS_CLASS (ch, CLASS_WEREWOLF))
{
sprintf (buf, "Gnosis Points - %d exp per point of Gnosis.\n\r",
gnosis);
stc (buf, ch);
}
if (ch->lstatus < 9)
{
sprintf (buf, "Legend Status - %d exp and %d quest points.\n\r",
legendexp, legendquest);
stc (buf, ch);
}
if (IS_CLASS (ch, CLASS_VAMPIRE) && ch->pcdata->rank != AGE_ANCILLA
&& ch->pcdata->rank != AGE_ELDER
&& ch->pcdata->rank != AGE_METHUSELAH)
{
sprintf (buf,
"Ancilla: You need 2 million exp to be an Ancilla.\n\r");
send_to_char (buf, ch);
}
if (IS_CLASS (ch, CLASS_VAMPIRE) && ch->pcdata->rank != AGE_ELDER
&& ch->pcdata->rank == AGE_ANCILLA
&& ch->pcdata->rank != AGE_METHUSELAH)
{
sprintf (buf, "Elder: You need 6 million exp to be an Elder.\n\r");
send_to_char (buf, ch);
}
if (IS_CLASS (ch, CLASS_VAMPIRE) && ch->pcdata->rank != AGE_METHUSELAH
&& ch->pcdata->rank == AGE_ELDER && ch->pcdata->rank != AGE_ANCILLA)
{
sprintf (buf,
"Methuselah: You need 10 million exp to be an Methuselah.\n\r");
send_to_char (buf, ch);
}
if (ch->pcdata->stats[DROW_MAGIC] < 100 && IS_CLASS (ch, CLASS_DROW))
{
sprintf (buf,
"Magic resistance - %d drow points per point of magic.\n\r",
magic);
send_to_char (buf, ch);
}
sprintf (buf, "Natural resistances and immunities - %d exp each.\n\r",
immcost);
send_to_char (buf, ch);
// Weapon resistance affects
send_to_char ("Weapon resistances:", ch);
if (!IS_IMMUNE (ch, IMM_SLASH))
send_to_char (" Slash", ch);
if (!IS_IMMUNE (ch, IMM_STAB))
send_to_char (" Stab", ch);
if (!IS_IMMUNE (ch, IMM_SMASH))
send_to_char (" Smash", ch);
if (!IS_IMMUNE (ch, IMM_ANIMAL))
send_to_char (" Beast", ch);
if (!IS_IMMUNE (ch, IMM_MISC))
send_to_char (" Grab", ch);
if (IS_IMMUNE (ch, IMM_SLASH) && IS_IMMUNE (ch, IMM_STAB)
&& IS_IMMUNE (ch, IMM_SMASH) && IS_IMMUNE (ch, IMM_ANIMAL)
&& IS_IMMUNE (ch, IMM_MISC))
send_to_char (" None left to learn.\n\r", ch);
else
send_to_char (".\n\r", ch);
// Spell immunity affects
send_to_char ("Magical immunities:", ch);
if (!IS_IMMUNE (ch, IMM_CHARM))
send_to_char (" Charm", ch);
if (!IS_IMMUNE (ch, IMM_HEAT))
send_to_char (" Heat", ch);
if (!IS_IMMUNE (ch, IMM_COLD))
send_to_char (" Cold", ch);
if (!IS_IMMUNE (ch, IMM_LIGHTNING))
send_to_char (" Lightning", ch);
if (!IS_IMMUNE (ch, IMM_ACID))
send_to_char (" Acid", ch);
if (!IS_IMMUNE (ch, IMM_SLEEP))
send_to_char (" Sleep", ch);
if (!IS_IMMUNE (ch, IMM_DRAIN))
send_to_char (" Drain", ch);
if (!IS_IMMUNE (ch, IMM_VOODOO))
send_to_char (" Voodoo", ch);
if (IS_IMMUNE (ch, IMM_CHARM) && IS_IMMUNE (ch, IMM_HEAT) &&
IS_IMMUNE (ch, IMM_COLD) && IS_IMMUNE (ch, IMM_LIGHTNING)
&& IS_IMMUNE (ch, IMM_ACID) && IS_IMMUNE (ch, IMM_SLEEP)
&& IS_IMMUNE (ch, IMM_DRAIN) && IS_IMMUNE (ch, IMM_VOODOO))
send_to_char (" None left to learn.\n\r", ch);
else
send_to_char (".\n\r", ch);
// Skill immunity affects
send_to_char ("Skill immunities:", ch);
if (!IS_IMMUNE (ch, IMM_HURL))
send_to_char (" Hurl", ch);
if (!IS_IMMUNE (ch, IMM_BACKSTAB))
send_to_char (" Backstab", ch);
if (!IS_IMMUNE (ch, IMM_KICK))
send_to_char (" Kick", ch);
if (!IS_IMMUNE (ch, IMM_DISARM))
send_to_char (" Disarm", ch);
if (!IS_IMMUNE (ch, IMM_STEAL))
send_to_char (" Steal", ch);
if (IS_IMMUNE (ch, IMM_HURL) && IS_IMMUNE (ch, IMM_BACKSTAB)
&& IS_IMMUNE (ch, IMM_KICK) && IS_IMMUNE (ch, IMM_DISARM)
&& IS_IMMUNE (ch, IMM_STEAL))
send_to_char (" None left to learn.\n\r", ch);
else
send_to_char (".\n\r", ch);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp (arg1, "str")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp (arg1, "int")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp (arg1, "wis")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp (arg1, "dex")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= max_stat) && (!str_cmp (arg1, "con")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= hpcap) && (!str_cmp (arg1, "hp")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= manacap) && (!str_cmp (arg1, "mana")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= movecap) && (!str_cmp (arg1, "move")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 1000) && (!str_cmp (arg1, "primal")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 100) && (!str_cmp (arg1, "magic")))
{
if (last)
act ("Your $T is already at a maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 100) && (!str_cmp (arg1, "focus")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 20) && (!str_cmp (arg1, "gnosis")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if ((*pAbility >= 9) && (!str_cmp (arg1, "legend")))
{
if (last)
act ("You have already obtained the highest Legend Status!", ch,
NULL, NULL, TO_CHAR);
return;
}
if ((*pAbility >= 100) && (!str_cmp (arg1, "silver")))
{
if (last)
act ("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR);
return;
}
if (cost < 1)
cost = 1;
if (cost > ch->pcdata->stats[DROW_POWER] && !str_cmp (arg1, "magic"))
{
if (last)
send_to_char ("You don't have enough drow power points.\n\r", ch);
return;
}
else if (cost > ch->exp)
{
if (last)
send_to_char ("You don't have enough exp.\n\r", ch);
return;
}
if (cost2 > ch->pcdata->quest)
{
if (last)
stc ("You don't have enough quest points!\n\r", ch);
return;
}
if (!str_cmp (arg1, "magic"))
ch->pcdata->stats[DROW_POWER] -= cost;
else
ch->exp -= cost;
if (!str_cmp (arg1, "silver"))
ch->pcdata->powers[WPOWER_SILVER] += 1;
else if (!str_cmp (arg1, "magic"))
ch->pcdata->stats[DROW_MAGIC] += 1;
else if (!str_cmp (arg1, "focus"))
{
ch->focus[CURRENT]++;
ch->focus[MAXIMUM]++;
}
else if (!str_cmp (arg1, "gnosis"))
{
ch->gnosis[GCURRENT]++;
ch->gnosis[GMAXIMUM]++;
}
else if (!str_cmp (arg1, "legend"))
{
ch->lstatus++;
ch->pcdata->quest -= cost2;
sprintf (buf, "%s has advanced in history!", ch->name);
do_info (ch, buf);
}
*pAbility += 1;
if (!str_cmp (arg1, "mortal"))
{
act ("You become mortal again!", ch, NULL, NULL, TO_CHAR);
ch->level = 2;
ch->trust = 0;
return;
}
if (!str_cmp (arg1, "avatar"))
{
act ("You become an avatar!", ch, NULL, NULL, TO_CHAR);
sprintf (buf, "%s has become an avatar!", ch->name);
do_info (ch, buf);
if (IS_CLASS (ch, CLASS_DEMON))
ch->alignment = -1000;
if (ch->level < ch->trust)
ch->level = ch->trust;
if (!IS_NPC (ch) && IS_VAMPAFF (ch, VAM_MORTAL))
do_mortalvamp (ch, "");
}
else if (last)
act ("Your $T increases!", ch, NULL, pOutput, TO_CHAR);
return;
}
*/
void do_mount (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Mount what?\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_POLYMORPH) && !IS_VAMPAFF (ch, VAM_DISGUISED))
{
send_to_char ("You cannot ride in this form.\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char ("You cannot ride on your own back!\n\r", ch);
return;
}
if (ch->mounted > 0)
{
send_to_char ("You are already riding.\n\r", ch);
return;
}
if (!IS_NPC (victim) || victim->mounted > 0
|| (IS_NPC (victim) && !IS_SET (victim->act, ACT_MOUNT)))
{
send_to_char ("You cannot mount them.\n\r", ch);
return;
}
if (victim->position < POS_STANDING)
{
if (victim->position < POS_SLEEPING)
act ("$N is too badly hurt for that.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_SLEEPING)
act ("First you better wake $m up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_RESTING)
act ("First $e better stand up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_MEDITATING)
act ("First $e better stand up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_SITTING)
act ("First $e better stand up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_SLEEPING)
act ("First you better wake $m up.", ch, NULL, victim, TO_CHAR);
else if (victim->position == POS_FIGHTING)
act ("Not while $e's fighting.", ch, NULL, victim, TO_CHAR);
return;
}
if (!IS_NPC (ch) && ch->stance[0] != -1)
do_stance (ch, "");
ch->mounted = IS_RIDING;
victim->mounted = IS_MOUNT;
ch->mount = victim;
victim->mount = ch;
act ("You clamber onto $N's back.", ch, NULL, victim, TO_CHAR);
act ("$n clambers onto $N's back.", ch, NULL, victim, TO_ROOM);
return;
}
void do_dismount (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (ch->mounted == 0)
{
send_to_char ("But you are not riding!\n\r", ch);
return;
}
if ((victim = ch->mount) == NULL)
{
send_to_char ("But you are not riding!\n\r", ch);
return;
}
act ("You clamber off $N's back.", ch, NULL, victim, TO_CHAR);
act ("$n clambers off $N's back.", ch, NULL, victim, TO_ROOM);
ch->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
ch->mount = NULL;
victim->mount = NULL;
return;
}
void do_tie (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char sex[MIL];
argument = one_argument (argument, arg);
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char ("You cannot tie yourself up!\n\r", ch);
return;
}
if (IS_NPC (victim))
{
stc ("You cannot tie up mobs\n\r", ch);
return;
}
if (ch != victim && (IS_NEWBIE(ch) || IS_NEWBIE(victim)))
{
stc ("No.\n\r", ch);
return;
}
if (IS_EXTRA (victim, TIED_UP))
{
send_to_char ("But they are already tied up!\n\r", ch);
return;
}
if (get_hours (ch) < 10 && get_hours (victim) > 10
&& !IS_SET (ch->extra2, PKREADY))
{
stc ("You are unable to tie up non newbies.\n\r", ch);
return;
}
if (get_hours (ch) > 10 && get_hours (victim) < 10
&& !IS_SET (victim->extra2, PKREADY))
{
stc ("You are unable to tie up newbies.\n\r", ch);
return;
}
if (!IS_IMMUNE (victim, IMM_VAMPIRE))
{
if (is_safe (ch, victim))
return;
if (victim->position > POS_STUNNED || victim->hit > 0)
{
send_to_char ("You can only tie up a defenceless person.\n\r", ch);
return;
}
}
act ("You quickly tie up $N.", ch, NULL, victim, TO_CHAR);
act ("$n quickly ties up $N.", ch, NULL, victim, TO_ROOM);
send_to_char ("You have been tied up!\n\r", victim);
SET_BIT (victim->extra, TIED_UP);
if (ch->sex == SEX_MALE) sprintf(sex,"his");
if (ch->sex == SEX_FEMALE) sprintf(sex,"her");
if (ch->sex == SEX_NEUTRAL) sprintf(sex,"its");
if (IS_CLASS(ch, CLASS_DROW))
{ sprintf(buf,"%s ties up %s with %s whip.",ch->name,victim->name,sex); }
else
sprintf (buf, "%s has been tied up by %s.", victim->name, ch->name);
do_info (ch, buf);
return;
}
void do_untie (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch != victim && (IS_NEWBIE(ch) || IS_NEWBIE(victim)))
{
stc ("No.\n\r", ch);
return;
}
if (!IS_EXTRA (victim, TIED_UP))
{
send_to_char ("But they are not tied up!\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char ("You cannot untie yourself!\n\r", ch);
return;
}
act ("You quickly untie $N.", ch, NULL, victim, TO_CHAR);
act ("$n quickly unties $N.", ch, NULL, victim, TO_NOTVICT);
act ("$n quickly unties you.", ch, NULL, victim, TO_VICT);
REMOVE_BIT (victim->extra, TIED_UP);
return;
}
void do_gag (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch && !IS_EXTRA (victim, GAGGED)
&& IS_EXTRA (victim, TIED_UP))
{
send_to_char ("You cannot gag yourself!\n\r", ch);
return;
}
if (!IS_EXTRA (victim, TIED_UP) && !IS_EXTRA (victim, GAGGED))
{
send_to_char ("You can only gag someone who is tied up!\n\r", ch);
return;
}
if (ch != victim && (IS_NEWBIE(ch) || IS_NEWBIE(victim)))
{
stc ("No.\n\r", ch);
return;
}
if (!IS_EXTRA (victim, GAGGED))
{
act ("You place a gag over $N's mouth.", ch, NULL, victim, TO_CHAR);
act ("$n places a gag over $N's mouth.", ch, NULL, victim, TO_NOTVICT);
act ("$n places a gag over your mouth.", ch, NULL, victim, TO_VICT);
SET_BIT (victim->extra, GAGGED);
return;
}
if (ch == victim)
{
act ("You remove the gag from your mouth.", ch, NULL, victim, TO_CHAR);
act ("$n removes the gag from $s mouth.", ch, NULL, victim, TO_ROOM);
REMOVE_BIT (victim->extra, GAGGED);
return;
}
act ("You remove the gag from $N's mouth.", ch, NULL, victim, TO_CHAR);
act ("$n removes the gag from $N's mouth.", ch, NULL, victim, TO_NOTVICT);
act ("$n removes the gag from your mouth.", ch, NULL, victim, TO_VICT);
REMOVE_BIT (victim->extra, GAGGED);
return;
}
void do_blindfold (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch && !IS_EXTRA (victim, BLINDFOLDED)
&& IS_EXTRA (victim, TIED_UP))
{
send_to_char ("You cannot blindfold yourself!\n\r", ch);
return;
}
if (!IS_EXTRA (victim, TIED_UP) && !IS_EXTRA (victim, BLINDFOLDED))
{
send_to_char ("You can only blindfold someone who is tied up!\n\r", ch);
return;
}
if (ch != victim && (IS_NEWBIE(ch) || IS_NEWBIE(victim)))
{
stc ("No.\n\r", ch);
return;
}
if (!IS_EXTRA (victim, BLINDFOLDED))
{
act ("You place a blindfold over $N's eyes.", ch, NULL, victim,
TO_CHAR);
act ("$n places a blindfold over $N's eyes.", ch, NULL, victim,
TO_NOTVICT);
act ("$n places a blindfold over your eyes.", ch, NULL, victim,
TO_VICT);
SET_BIT (victim->extra, BLINDFOLDED);
return;
}
if (ch == victim)
{
act ("You remove the blindfold from your eyes.", ch, NULL, victim,
TO_CHAR);
act ("$n removes the blindfold from $s eyes.", ch, NULL, victim,
TO_ROOM);
REMOVE_BIT (victim->extra, BLINDFOLDED);
return;
}
act ("You remove the blindfold from $N's eyes.", ch, NULL, victim,
TO_CHAR);
act ("$n removes the blindfold from $N's eyes.", ch, NULL, victim,
TO_NOTVICT);
act ("$n removes the blindfold from your eyes.", ch, NULL, victim,
TO_VICT);
REMOVE_BIT (victim->extra, BLINDFOLDED);
return;
}
int count_imms (CHAR_DATA * ch)
{
int count = 0;
if (IS_IMMUNE (ch, IMM_SLASH))
count += 1;
if (IS_IMMUNE (ch, IMM_STAB))
count += 1;
if (IS_IMMUNE (ch, IMM_SMASH))
count += 1;
if (IS_IMMUNE (ch, IMM_ANIMAL))
count += 1;
if (IS_IMMUNE (ch, IMM_MISC))
count += 1;
if (IS_IMMUNE (ch, IMM_CHARM))
count += 1;
if (IS_IMMUNE (ch, IMM_HEAT))
count += 1;
if (IS_IMMUNE (ch, IMM_COLD))
count += 1;
if (IS_IMMUNE (ch, IMM_LIGHTNING))
count += 1;
if (IS_IMMUNE (ch, IMM_ACID))
count += 1;
if (IS_IMMUNE (ch, IMM_SLEEP))
count += 1;
if (IS_IMMUNE (ch, IMM_DRAIN))
count += 1;
if (IS_IMMUNE (ch, IMM_VOODOO))
count += 1;
if (IS_IMMUNE (ch, IMM_HURL))
count += 1;
if (IS_IMMUNE (ch, IMM_BACKSTAB))
count += 1;
if (IS_IMMUNE (ch, IMM_KICK))
count += 1;
if (IS_IMMUNE (ch, IMM_DISARM))
count += 1;
if (IS_IMMUNE (ch, IMM_STEAL))
count += 1;
return count; //((count * 10000) + 10000);
}
void do_track (CHAR_DATA * ch, char *argument)
{
bool found = FALSE;
if (IS_SET (world_affects, WORLD_RAIN))
{
send_to_char
("Its impossible to find any tracks with all this rain.\n\r", ch);
return;
}
if (!IS_NPC (ch) && number_percent () > ch->pcdata->learned[gsn_track])
{
send_to_char ("You cannot sense any trails from this room.\n\r", ch);
WAIT_STATE (ch, 12);
return;
}
if (check_track (ch, 0))
found = TRUE;
if (check_track (ch, 1))
found = TRUE;
if (check_track (ch, 2))
found = TRUE;
if (check_track (ch, 3))
found = TRUE;
if (check_track (ch, 4))
found = TRUE;
if (check_track (ch, 5))
found = TRUE;
if (found == FALSE)
{
send_to_char ("You cannot sense any trails from this room.\n\r", ch);
return;
}
act ("$n carefully examines the ground for tracks.", ch, NULL, NULL,
TO_ROOM);
WAIT_STATE (ch, 12);
return;
}
/*
void do_hunt( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch,CLASS_NINJA) && !IS_CLASS(ch, CLASS_DEMON))
{
do_rand_typo(ch);
return;
}
if ( IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->warp, WARP_HUNT) )
{
stc("You need the hunting warp to hunt!\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
if (strlen(ch->hunting) > 1)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
send_to_char( "You stop hunting your prey.\n\r", ch );
}
else send_to_char( "Who do you wish to hunt?\n\r", ch );
return;
}
if (!str_cmp(arg,ch->name))
{
send_to_char("How can you hunt yourself?\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_LYNX] < 1 )
{
do_rand_typo(ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They are not online.\n\r", ch );
return;
}
ch->hunting = str_dup(arg);
send_to_char( "Ok.\n\r", ch );
return;
}*/
void check_hunt( CHAR_DATA *ch )
{
CHAR_DATA *victim;
bool found = FALSE;
int direction = 0;
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
if (!IS_NPC(ch) && !WORN_ARTIFACT (ch, ARTI_MAIDENS_BREATH) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return;
}
if (ch->position < POS_STANDING)
{
send_to_char("You're going to go hunting from the ground. Right.\n\rRight.\n\r",ch);
return;
}
if (check_track(ch,0)) {found = TRUE;direction = ch->in_room->track_dir[0];}
else if (check_track(ch,1)) {found = TRUE;direction = ch->in_room->track_dir[1];}
else if (check_track(ch,2)) {found = TRUE;direction = ch->in_room->track_dir[2];}
else if (check_track(ch,3)) {found = TRUE;direction = ch->in_room->track_dir[3];}
else if (check_track(ch,4)) {found = TRUE;direction = ch->in_room->track_dir[4];}
else if (check_track(ch,5)) {found = TRUE;direction = ch->in_room->track_dir[5];}
else if ( ( victim = get_char_room( ch, ch->hunting ) ) == NULL )
{
if ( ( victim = get_char_world_full( ch, ch->hunting ) ) != NULL &&
weather_info.moonlight != MOON_DOWN && WORN_ARTIFACT (ch, ARTI_MAIDENS_BREATH)
&& IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (victim->flag2, AFF2_INARENA))
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
if (ch->mana < 25000)
{
send_to_char ("You don't have the 25000 mystical power to ride the moon.\n\r",
ch);
return;
}
if (ch->move < 25000)
{
send_to_char ("You have not the 25000 movement power to ride the moon.\n\r",
ch);
return;
}
ch->mana -= 25000;
ch->move -= 25000;
char_from_room (ch);
char_to_room (ch, victim->in_room);
set_fighting (ch, victim);
set_fighting (victim, ch);
act ("You step off a moonbeam and attack $N.", ch, NULL, victim,
TO_CHAR);
act ("$n steps off a moonbeam and attacks $N.", ch, NULL, victim,
TO_NOTVICT);
act ("$n steps off a moonbeam and attacks you.", ch, NULL, victim,
TO_VICT);
return;
}
send_to_char("You cannot sense any trails from this room.\n\r",ch);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return;
}
if (strlen(ch->hunting) < 2) return;
if ( ( victim = get_char_room( ch, ch->hunting ) ) != NULL )
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
if ( ( victim = get_char_world_full( ch, ch->hunting ) ) != NULL &&
weather_info.moonlight != MOON_DOWN && WORN_ARTIFACT (ch, ARTI_MAIDENS_BREATH)
&& IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (victim->flag2, AFF2_INARENA))
{
if (ch->mana < 25000)
{
send_to_char ("You don't have the 25000 mystical power to ride the moon.\n\r",
ch);
return;
}
if (ch->move < 25000)
{
send_to_char ("You have not the 25000 movement power to ride the moon.\n\r",
ch);
return;
}
ch->mana -= 25000;
ch->move -= 25000;
char_from_room (ch);
char_to_room (ch, victim->in_room);
set_fighting (ch, victim);
set_fighting (victim, ch);
act ("You step off a moonbeam and attack $N.", ch, NULL, victim,
TO_CHAR);
act ("$n steps off a moonbeam and attacks $N.", ch, NULL, victim,
TO_NOTVICT);
act ("$n steps off a moonbeam and attacks you.", ch, NULL, victim,
TO_VICT);
return;
}
return;
}
act("$n carefully examines the ground for tracks.",ch,NULL,NULL,TO_ROOM);
move_char(ch,direction);
if (in_room == ch->in_room || victim != NULL)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
if ( ( victim = get_char_world_full( ch, ch->hunting ) ) != NULL &&
weather_info.moonlight != MOON_DOWN && WORN_ARTIFACT (ch, ARTI_MAIDENS_BREATH)
&& IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (victim->flag2, AFF2_INARENA))
{
if (ch->mana < 25000)
{
send_to_char ("You don't have the 25000 mystical power to ride the moon.\n\r",
ch);
return;
}
if (ch->move < 25000)
{
send_to_char ("You have not the 25000 movement power to ride the moon.\n\r",
ch);
return;
}
ch->mana -= 25000;
ch->move -= 25000;
char_from_room (ch);
char_to_room (ch, victim->in_room);
set_fighting (ch, victim);
set_fighting (victim, ch);
act ("You step off a moonbeam and attack $N.", ch, NULL, victim,
TO_CHAR);
act ("$n steps off a moonbeam and attacks $N.", ch, NULL, victim,
TO_NOTVICT);
act ("$n steps off a moonbeam and attacks you.", ch, NULL, victim,
TO_VICT);
return;
}
}
return;
}
/*void add_tracks(CHAR_DATA *ch, int direction)
{
int loop;
if (IS_NPC(ch)) return;
if ( (IS_CLASS(ch, CLASS_WEREWOLF) && ch->gifts[RAGABASH] > 1)
|| (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] > 3))
return;
if (IS_ITEMAFF(ch, ITEMA_STALKER)) return;
for (loop = 0; loop <= 5; loop++)
{
if (ch->in_room->track[loop] != NULL && !str_cmp(ch->in_room->track[loop],ch->name))
{
free_string(ch->in_room->track[loop]);
ch->in_room->track[loop] = str_dup("");
}
}
if (strlen(ch->in_room->track[0]) < 2)
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->name);
ch->in_room->track_dir[0] = direction;
}
else if (strlen(ch->in_room->track[1]) < 2)
{
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->name);
ch->in_room->track_dir[1] = direction;
}
else if (strlen(ch->in_room->track[2]) < 2)
{
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->name);
ch->in_room->track_dir[2] = direction;
}
else if (strlen(ch->in_room->track[3]) < 2)
{
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->name);
ch->in_room->track_dir[3] = direction;
}
else if (strlen(ch->in_room->track[4]) < 2)
{
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->name);
ch->in_room->track_dir[4] = direction;
}
else if (strlen(ch->in_room->track[5]) < 2)
{
free_string(ch->in_room->track[5]);
ch->in_room->track[5] = str_dup(ch->name);
ch->in_room->track_dir[5] = direction;
}
else
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->in_room->track[1]);
ch->in_room->track_dir[0] = ch->in_room->track_dir[1];
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->in_room->track[2]);
ch->in_room->track_dir[1] = ch->in_room->track_dir[2];
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->in_room->track[3]);
ch->in_room->track_dir[2] = ch->in_room->track_dir[3];
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->in_room->track[4]);
ch->in_room->track_dir[3] = ch->in_room->track_dir[4];
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->name);
ch->in_room->track_dir[4] = direction;
free_string(ch->in_room->track[5]);
ch->in_room->track[5] = str_dup(ch->name);
ch->in_room->track_dir[5] = direction;
}
return;
}
*/
void add_tracks (CHAR_DATA * ch, int direction)
{
int loop;
if (IS_NPC (ch))
return;
if (IS_CLASS (ch, CLASS_WEREWOLF) && ch->gifts[RAGABASH] > 1)
return;
if (IS_CLASS (ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] > 3)
return;
if (IS_ITEMAFF (ch, ITEMA_STALKER))
return;
if (IS_IMMORTAL (ch))
return;
for (loop = 0; loop <= 5; loop++)
{
if (ch->in_room->track[loop] != NULL
&& !str_cmp (ch->in_room->track[loop], ch->name))
{
FILL_STRING (ch->in_room->track[loop], "");
}
}
if (strlen (ch->in_room->track[0]) < 2)
{
FILL_STRING (ch->in_room->track[0], ch->name);
ch->in_room->track_dir[0] = direction;
}
else if (strlen (ch->in_room->track[1]) < 2)
{
FILL_STRING (ch->in_room->track[1], ch->name);
ch->in_room->track_dir[1] = direction;
}
else if (strlen (ch->in_room->track[2]) < 2)
{
FILL_STRING (ch->in_room->track[2], ch->name);
ch->in_room->track_dir[2] = direction;
}
else if (strlen (ch->in_room->track[3]) < 2)
{
FILL_STRING (ch->in_room->track[3], ch->name);
ch->in_room->track_dir[3] = direction;
}
else if (strlen (ch->in_room->track[4]) < 2)
{
FILL_STRING (ch->in_room->track[4], ch->name);
ch->in_room->track_dir[4] = direction;
}
else if (strlen (ch->in_room->track[5]) < 2)
{
FILL_STRING (ch->in_room->track[5], ch->name);
ch->in_room->track_dir[5] = direction;
}
else
{
FILL_STRING (ch->in_room->track[0], ch->in_room->track[1]);
ch->in_room->track_dir[0] = ch->in_room->track_dir[1];
FILL_STRING (ch->in_room->track[1], ch->in_room->track[2]);
ch->in_room->track_dir[1] = ch->in_room->track_dir[2];
FILL_STRING (ch->in_room->track[2], ch->in_room->track[3]);
ch->in_room->track_dir[2] = ch->in_room->track_dir[3];
FILL_STRING (ch->in_room->track[3], ch->in_room->track[4]);
ch->in_room->track_dir[3] = ch->in_room->track_dir[4];
FILL_STRING (ch->in_room->track[4], ch->name);
ch->in_room->track_dir[4] = direction;
FILL_STRING (ch->in_room->track[5], ch->name);
ch->in_room->track_dir[5] = direction;
}
return;
}
/*
bool check_track(CHAR_DATA *ch, int direction)
{
CHAR_DATA *victim;
char buf [MAX_INPUT_LENGTH];
char vict [MAX_INPUT_LENGTH];
int door;
strcpy(vict,ch->hunting);
if (str_cmp(ch->hunting,vict))
{
if ((victim = get_char_room(ch, vict)) != NULL)
{
act("You have found $N!",ch,NULL,victim,TO_CHAR);
free_string(ch->hunting);
ch->hunting = str_dup("");
return TRUE;
}
}
if (strlen(ch->in_room->track[direction]) < 2) return FALSE;
if (!str_cmp(ch->in_room->track[direction],ch->name)) return FALSE;
if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction],ch->hunting)) return FALSE;
door = ch->in_room->track_dir[direction];
sprintf(buf,"You sense the trail of %s leading $T from here.",ch->in_room->track[direction]);
act(buf, ch, NULL, dir_name[door], TO_CHAR);
return TRUE;
}
*/
bool check_track (CHAR_DATA * ch, int direction)
{
char buf[MAX_INPUT_LENGTH];
int door;
if (strlen (ch->in_room->track[direction]) < 2)
return FALSE;
if (!str_cmp (ch->in_room->track[direction], ch->name))
return FALSE;
door = ch->in_room->track_dir[direction];
sprintf (buf, "You sense the trail of %s leading $T from here.",
ch->in_room->track[direction]);
act (buf, ch, NULL, dir_name[door], TO_CHAR);
return TRUE;
}
void do_pour (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!IS_AFFECTED (ch, AFF_POLYMORPH) || !IS_EXTRA (ch, EXTRA_OSWITCH)
|| ch->pcdata->obj_vnum != OBJ_VNUM_SPILT_BLOOD)
{
do_rand_typo (ch);
return;
}
if ((obj = ch->pcdata->chobj) == NULL)
{
do_rand_typo (ch);
return;
}
if (obj->chobj == NULL || obj->chobj != ch)
{
do_rand_typo (ch);
return;
}
if (obj->in_room == NULL)
{
send_to_char ("You are unable to move.\n\r", ch);
return;
}
if (!str_cmp (arg, "n") || !str_cmp (arg, "north"))
do_north (ch, "");
else if (!str_cmp (arg, "s") || !str_cmp (arg, "south"))
do_south (ch, "");
else if (!str_cmp (arg, "e") || !str_cmp (arg, "east"))
do_east (ch, "");
else if (!str_cmp (arg, "w") || !str_cmp (arg, "west"))
do_west (ch, "");
else if (!str_cmp (arg, "u") || !str_cmp (arg, "up"))
{
send_to_char ("You cannot pour up.\n\r", ch);
return;
}
else if (!str_cmp (arg, "d") || !str_cmp (arg, "down"))
do_down (ch, "");
else
{
send_to_char ("Do you wish to pour north, south, east, west, down?\n\r",
ch);
return;
}
obj_from_room (obj);
obj_to_room (obj, ch->in_room);
return;
}
void do_roll (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!IS_CLASS (ch, CLASS_DEMON) && !IS_CLASS (ch, CLASS_WRAITH)
&& !IS_CLASS (ch, CLASS_DRAGON))
{
do_rand_typo (ch);
return;
}
if (IS_CLASS (ch, CLASS_DEMON) && !IS_DEMPOWER (ch, DEM_MOVE))
{
send_to_char ("You haven't been granted the gift of movement.\n\r", ch);
return;
}
if ((obj = ch->pcdata->chobj) == NULL)
{
do_rand_typo (ch);
return;
}
if (obj->chobj == NULL || obj->chobj != ch)
{
do_rand_typo (ch);
return;
}
if (obj->in_room == NULL)
{
send_to_char ("You are unable to move.\n\r", ch);
return;
}
if (!str_cmp (arg, "n") || !str_cmp (arg, "north"))
do_north (ch, "");
else if (!str_cmp (arg, "s") || !str_cmp (arg, "south"))
do_south (ch, "");
else if (!str_cmp (arg, "e") || !str_cmp (arg, "east"))
do_east (ch, "");
else if (!str_cmp (arg, "w") || !str_cmp (arg, "west"))
do_west (ch, "");
else if (!str_cmp (arg, "u") || !str_cmp (arg, "up"))
do_up (ch, "");
else if (!str_cmp (arg, "d") || !str_cmp (arg, "down"))
do_down (ch, "");
else
{
send_to_char
("Do you wish to roll north, south, east, west, up or down?\n\r",
ch);
return;
}
obj_from_room (obj);
obj_to_room (obj, ch->in_room);
return;
}
void do_leap (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *container;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!IS_CLASS (ch, CLASS_DEMON))
{
do_rand_typo (ch);
return;
}
if (IS_CLASS (ch, CLASS_DEMON) && !IS_DEMPOWER (ch, DEM_LEAP))
{
send_to_char ("You haven't been granted the gift of leaping.\n\r", ch);
return;
}
if ((obj = ch->pcdata->chobj) == NULL)
{
do_rand_typo (ch);
return;
}
if (obj->chobj == NULL || obj->chobj != ch)
{
do_rand_typo (ch);
return;
}
if (obj->in_room != NULL && arg[0] == '\0')
{
send_to_char ("Where do you want to leap?\n\r", ch);
return;
}
if (obj->in_room != NULL)
{
if ((victim = get_char_room (ch, arg)) != NULL)
{
act ("$p leaps into your hands.", victim, obj, NULL, TO_CHAR);
act ("$p leaps into $n's hands.", victim, obj, NULL, TO_ROOM);
obj_from_room (obj);
obj_to_char (obj, victim);
return;
}
else if ((container = get_obj_room (ch, arg)) != NULL)
{
if (container->item_type != ITEM_CONTAINER
&& container->item_type != ITEM_CORPSE_NPC
&& container->item_type != ITEM_CORPSE_PC)
{
send_to_char ("You cannot leap into that sort of object.\n\r",
ch);
return;
}
act ("$p leap into $P.", ch, obj, container, TO_CHAR);
act ("$p leaps into $P.", ch, obj, container, TO_ROOM);
obj_from_room (obj);
obj_to_obj (obj, container);
return;
}
else
send_to_char ("Nothing here by that name.\n\r", ch);
return;
}
if (obj->carried_by != NULL)
{
act ("$p leaps from your hands.", obj->carried_by, obj, NULL, TO_CHAR);
act ("$p leaps from $n's hands.", obj->carried_by, obj, NULL, TO_ROOM);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
else if ((container = obj->in_obj) != NULL && container->in_room != NULL)
{
obj_from_obj (obj);
obj_to_room (obj, container->in_room);
char_from_room (ch);
char_to_room (ch, container->in_room);
act ("$p leap from $P.", ch, obj, container, TO_CHAR);
act ("$p leaps from $P.", ch, obj, container, TO_ROOM);
return;
}
if (obj->in_room != NULL)
send_to_char ("You seem unable to leap anywhere.\n\r", ch);
else
send_to_char ("You seem to be stuck!\n\r", ch);
return;
}
void drow_hate (CHAR_DATA * ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
if (IS_NPC (ch))
return;
if (!IS_CLASS (ch, CLASS_DROW) || !IS_SET (ch->newbits, NEW_DROWHATE))
return;
if (number_percent () < 25)
{
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (ch == vch)
continue;
if (vch->in_room == NULL)
continue;
if (vch->in_room == ch->in_room)
{
send_to_char ("You scream out in hatred and attack!\n\r", ch);
act ("$n screams out in hatred and attacks!", ch, NULL, vch,
TO_ROOM);
do_kill (ch, vch->name);
return;
}
}
}
return;
}
// new do_write by Serenity
void do_write (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *pen;
int object_int = -3;
int mobile_int = -3;
char t_buf[5000];
int point_cost = 0;
smash_tilde (argument);
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
strcpy (arg3, argument);
if (IS_NPC (ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0')
{
send_to_char ("Syntax: Write <page> <title/line> <text>.\n\r", ch);
return;
}
if ((((pen = get_eq_char (ch, WEAR_HOLD)) != NULL)
&& (pen->item_type != ITEM_TOOL || !IS_SET (pen->value[0], TOOL_PEN)))
|| pen == NULL)
{
if ((((pen = get_eq_char (ch, WEAR_WIELD)) != NULL)
&& (pen->item_type != ITEM_TOOL
|| !IS_SET (pen->value[0], TOOL_PEN))) || pen == NULL)
{
send_to_char ("You are not holding a pen.\n\r", ch);
return;
}
}
if ((obj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You are not carrying that item.\n\r", ch);
return;
}
if (obj->item_type != ITEM_PAGE && obj->item_type != ITEM_BOOK)
{
send_to_char ("You cannot write on that.\n\r", ch);
return;
}
// Build the standard write buffer - Serenity
sprintf (t_buf, "$n writes something on %s with $p.", obj->short_descr);
if (!str_cmp (arg2, "title"))
{
free_string (obj->victpoweruse);
obj->victpoweruse = str_dup (arg3);
send_to_char ("Ok.\n\r", ch);
act (t_buf, ch, pen, NULL, TO_ROOM);
return;
}
else if (str_cmp (arg2, "line"))
{
send_to_char ("You can write a TITLE or a LINE.\n\r", ch);
return;
}
else if (obj->item_type == ITEM_BOOK)
{
send_to_char ("You can only write a title on the book.\n\r", ch);
return;
}
else if (IS_SET (obj->spectype, ADV_FINISHED))
{
send_to_char ("It is already finished!\n\r", ch);
return;
}
if ((obj->item_type == ITEM_PAGE) && (str_cmp (obj->questmaker, ch->name)))
{
if (ch->level < LEVEL_ARCHMAGE)
{
send_to_char
("You may not write on a page that is not of your own making.\n\r",
ch);
return;
}
}
if (obj->chpoweruse != NULL)
strcpy (buf, obj->chpoweruse);
else
return;
if (!str_cmp (buf, "(null)"))
{
arg3[0] = UPPER (arg3[0]);
free_string (obj->chpoweruse);
obj->chpoweruse = str_dup (arg3);
send_to_char ("Ok.\n\r", ch);
act (t_buf, ch, pen, NULL, TO_ROOM);
if (!IS_CLASS (ch, CLASS_MAGE) && !IS_IMMORTAL (ch)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else if (!str_cmp (arg3, "start.damage.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_DAMAGE);
}
else if (!str_cmp (arg3, "start.affect.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_AFFECT);
}
else if (!str_cmp (arg3, "start.action.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_ACTION);
}
else if (!str_cmp (arg3, "start.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
}
else if (!IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
return;
}
if (obj->chpoweruse != NULL && buf[0] != '\0')
{
if (strlen (buf) + strlen (arg3) >= MAX_STRING_LENGTH - 4)
{
send_to_char ("Line too long.\n\r", ch);
return;
}
else
{
free_string (obj->chpoweruse);
strcat (buf, "\n\r");
strcat (buf, arg3);
obj->chpoweruse = str_dup (buf);
argument = one_argument (argument, arg1);
strcpy (arg2, argument);
if (!IS_CLASS (ch, CLASS_MAGE) && !IS_IMMORTAL (ch)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else if (!str_cmp (arg1, "start.damage.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_DAMAGE);
point_cost += 50; // obj->points += 50;
}
else if (!str_cmp (arg1, "start.affect.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_AFFECT);
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "start.action.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
SET_BIT (obj->spectype, ADV_ACTION);
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "start.spell") && obj->spectype == 0)
{
SET_BIT (obj->spectype, ADV_STARTED);
}
else if (!str_cmp (arg1, "end.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_FINISHED);
obj->toughness = ch->pcdata->powers[MPOWER_RUNE0];
point_cost += 1; // obj->points += 1;
}
else if (!str_cmp (arg1, "damage.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_ACTION)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_DAMAGE);
point_cost += 50; // obj->points += 50;
}
else if (!str_cmp (arg1, "affect.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_ACTION)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_AFFECT);
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "action.spell")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_ACTION)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_AFFECT);
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "area.affect")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_AREA_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_AREA_AFFECT);
point_cost += 100; // obj->points += 100;
}
else if (!str_cmp (arg1, "uber.affect")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_UBER_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_UBER_AFFECT);
point_cost += 3500; // obj->points += 3500;
}
else if (!str_cmp (arg1, "not.group")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NO_GROUP)
&& !IS_SET (obj->spectype, ADV_ONLY_GROUP)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_NO_GROUP);
point_cost += 20; // obj->points += 20;
}
else if (!str_cmp (arg1, "only.group")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NO_GROUP)
&& !IS_SET (obj->spectype, ADV_ONLY_GROUP)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_ONLY_GROUP);
point_cost += 20; // obj->points += 20;
}
else if (!str_cmp (arg1, "not.kingdom")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NO_KINGDOM)
&& !IS_SET (obj->spectype, ADV_ONLY_KINGDOM)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_NO_KINGDOM);
point_cost += 40; // obj->points += 40;
}
else if (!str_cmp (arg1, "only.kingdom")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_ONLY_KINGDOM)
&& !IS_SET (obj->spectype, ADV_NO_KINGDOM)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_ONLY_KINGDOM);
point_cost += 40; // obj->points += 40;
}
else if (!str_cmp (arg1, "only.players")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NO_PLAYERS)
&& !IS_SET (obj->spectype, ADV_ONLY_PLAYERS)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_ONLY_PLAYERS);
point_cost += 15; // obj->points += 15;
}
else if (!str_cmp (arg1, "victim.target")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_VICTIM_TARGET)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_VICTIM_TARGET);
point_cost += 5; // obj->points += 5;
}
else if (!str_cmp (arg1, "object.target")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_OBJECT_TARGET)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_OBJECT_TARGET);
point_cost += 5; // obj->points += 5;
}
else if (!str_cmp (arg1, "global.target")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_GLOBAL_TARGET)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_GLOBAL_TARGET);
point_cost += 75; // obj->points += 75;
}
else if (!str_cmp (arg1, "next.page")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NEXT_PAGE)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_NEXT_PAGE);
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "parameter:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_PARAMETER)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
SET_BIT (obj->spectype, ADV_PARAMETER);
free_string (obj->chpoweron);
obj->chpoweron = str_dup (arg2);
}
point_cost += 10; // obj->points += 10;
}
else if (!str_cmp (arg1, "spell.first")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_SPELL_FIRST)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_SPELL_FIRST);
point_cost += 5; // obj->points += 5;
}
else if (!str_cmp (arg1, "not.caster")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NOT_CASTER)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_NOT_CASTER);
point_cost += 10; // obj->points += 10;
}
else if (!str_cmp (arg1, "no.players")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_NO_PLAYERS)
&& !IS_SET (obj->spectype, ADV_ONLY_PLAYERS)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_NO_PLAYERS);
point_cost += 15; // obj->points += 15;
}
else if (!str_cmp (arg1, "second.victim")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_SECOND_VICTIM)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_SECOND_VICTIM);
point_cost += 15; // obj->points += 15;
}
else if (!str_cmp (arg1, "second.object")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_SECOND_OBJECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_SECOND_OBJECT);
point_cost += 15; // obj->points += 15;
}
else if (!str_cmp (arg1, "reversed")
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_REVERSED)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_REVERSED);
point_cost += 100; // obj->points += 100;
}
else if (!str_cmp (arg1, "min.damage:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
if (!IS_SET (obj->spectype, ADV_NO_PLAYERS))
{
if ((atoi (arg2) < 0) || (atoi (arg2) > 500))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
}
else // No Players IS set
{
if ((atoi (arg2) < 0) || (atoi (arg2) > 1250))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
}
}
if (!IS_SET (obj->spectype, ADV_FAILED))
{
obj->value[1] = atoi (arg2);
point_cost += (atoi (arg2) * 0.5); // obj->points += (atoi (arg2) * 0.5);
}
}
else if (!str_cmp (arg1, "max.damage:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_DAMAGE)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
if (!IS_SET (obj->spectype, ADV_NO_PLAYERS))
{
if ((atoi (arg2) < 0) || (atoi (arg2) > 1000))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
}
else // No Players IS set
{
if ((atoi (arg2) < 0) || (atoi (arg2) > 2500))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
}
}
if (!IS_SET (obj->spectype, ADV_FAILED))
{
obj->value[2] = atoi (arg2);
point_cost += (atoi (arg2) * 0.75); // obj->points += (atoi (arg2) * 0.75);
}
}
else if (!str_cmp (arg1, "move")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_ACTION)
&& obj->value[1] == ACTION_NONE
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
obj->value[1] = ACTION_MOVE;
point_cost += 500; // obj->points += 500;
}
else if (!str_cmp (arg1, "mob:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_ACTION)
&& obj->value[1] == ACTION_NONE
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
obj->value[1] = ACTION_MOB;
if (arg2[0] == '\0'
|| ((mobile_int = get_create_mob_world (ch, arg2)) < 0))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
obj->value[2] = mobile_int;
point_cost += 500; // obj->points += 500;
}
if (mobile_int == -1)
stc ("Failed, no mobile specified.\n\r", ch);
else if (mobile_int == -2)
stc ("Failed, nothing matching that argument was found in the Tapestry.\n\r", ch);
else if (mobile_int < 1)
stcf (ch, "Failed, Error ##%d\n\r", object_int);
}
else if (!str_cmp (arg1, "object:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_ACTION)
&& obj->value[1] == ACTION_NONE
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
obj->value[1] = ACTION_OBJECT;
if (arg2[0] == '\0'
|| ((object_int = get_create_obj_world (ch, arg2)) < 0))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
obj->value[2] = object_int; // ->pIndexData->vnum;
point_cost += 500; // obj->points += 500;
}
if (object_int == -1)
stc ("Failed, no object specified.\n\r", ch);
else if (object_int == -2)
stc ("Failed, nothing matching that argument was found in the Tapestry.\n\r", ch);
else if (object_int < 1)
stcf (ch, "Failed, Error ##%d\n\r", object_int);
}
else if (!str_cmp (arg1, "apply:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else if ((!str_cmp (arg2, "strength") || !str_cmp (arg2, "str"))
&& !IS_SET (obj->value[1], ADV_STR))
{
SET_BIT (obj->value[1], ADV_STR);
}
else if ((!str_cmp (arg2, "dexterity") || !str_cmp (arg2, "dex"))
&& !IS_SET (obj->value[1], ADV_DEX))
{
SET_BIT (obj->value[1], ADV_DEX);
}
else
if ((!str_cmp (arg2, "intelligence") || !str_cmp (arg2, "int"))
&& !IS_SET (obj->value[1], ADV_INT))
{
SET_BIT (obj->value[1], ADV_INT);
}
else if ((!str_cmp (arg2, "wisdom") || !str_cmp (arg2, "wis"))
&& !IS_SET (obj->value[1], ADV_WIS))
{
SET_BIT (obj->value[1], ADV_WIS);
}
else
if ((!str_cmp (arg2, "constitution") || !str_cmp (arg2, "con"))
&& !IS_SET (obj->value[1], ADV_CON))
{
SET_BIT (obj->value[1], ADV_CON);
}
else if ((!str_cmp (arg2, "weak") || !str_cmp (arg2, "weaken"))
&& !IS_SET (obj->value[1], ADV_WEAK))
{
SET_BIT (obj->value[1], ADV_WEAK);
}
else if ((!str_cmp (arg2, "frail") || !str_cmp (arg2, "frailty"))
&& !IS_SET (obj->value[1], ADV_FRAIL))
{
SET_BIT (obj->value[1], ADV_FRAIL);
}
else
if ((!str_cmp (arg2, "clumsy")
|| !str_cmp (arg2, "clumsiness"))
&& !IS_SET (obj->value[1], ADV_CLUMSY))
{
SET_BIT (obj->value[1], ADV_CLUMSY);
}
else
if ((!str_cmp (arg2, "amnesia")
|| !str_cmp (arg2, "forgetful"))
&& !IS_SET (obj->value[1], ADV_AMNESIA))
{
SET_BIT (obj->value[1], ADV_AMNESIA);
}
else if (!str_cmp (arg2, "mana")
&& !IS_SET (obj->value[1], ADV_MANA))
{
SET_BIT (obj->value[1], ADV_MANA);
point_cost += 25; // obj->points += 25;
}
else
if ((!str_cmp (arg2, "hp") || !str_cmp (arg2, "hits")
|| !str_cmp (arg2, "hitpoints"))
&& !IS_SET (obj->value[1], ADV_HIT))
{
SET_BIT (obj->value[1], ADV_HIT);
point_cost += 25; // obj->points += 25;
}
else if ((!str_cmp (arg2, "move") || !str_cmp (arg2, "movement"))
&& !IS_SET (obj->value[1], ADV_MOVE))
{
SET_BIT (obj->value[1], ADV_MOVE);
point_cost += 25; // obj->points += 25;
}
else
if ((!str_cmp (arg2, "ac") || !str_cmp (arg2, "armour")
|| !str_cmp (arg2, "armor"))
&& !IS_SET (obj->value[1], ADV_AC))
{
SET_BIT (obj->value[1], ADV_AC);
point_cost += 35; // obj->points += 35;
}
else
if ((!str_cmp (arg2, "hr") || !str_cmp (arg2, "hit")
|| !str_cmp (arg2, "hitroll"))
&& !IS_SET (obj->value[1], ADV_HITROLL))
{
SET_BIT (obj->value[1], ADV_HITROLL);
point_cost += 50; // obj->points += 50;
}
else
if ((!str_cmp (arg2, "dr") || !str_cmp (arg2, "dam")
|| !str_cmp (arg2, "damroll"))
&& !IS_SET (obj->value[1], ADV_DAMROLL))
{
SET_BIT (obj->value[1], ADV_DAMROLL);
point_cost += 50; // obj->points += 50;
}
else
if ((!str_cmp (arg2, "save") || !str_cmp (arg2, "save.spell")
|| !str_cmp (arg2, "save_spell"))
&& !IS_SET (obj->value[1], ADV_SAVING_SPELL))
{
SET_BIT (obj->value[1], ADV_SAVING_SPELL);
point_cost += 35; // obj->points += 35;
}
else
{
SET_BIT (obj->spectype, ADV_FAILED);
return;
}
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "affect:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
if ((!str_cmp (arg2, "blind") || !str_cmp (arg2, "blindness"))
&& !IS_SET (obj->value[3], AFF_BLIND))
{
SET_BIT (obj->value[3], AFF_BLIND);
}
else
if ((!str_cmp (arg2, "invis") || !str_cmp (arg2, "invisible")
|| !str_cmp (arg2, "invisibility"))
&& !IS_SET (obj->value[3], AFF_INVISIBLE))
{
SET_BIT (obj->value[3], AFF_INVISIBLE);
}
else if (!str_cmp (arg2, "detect.evil")
&& !IS_SET (obj->value[3], AFF_DETECT_EVIL))
{
SET_BIT (obj->value[3], AFF_DETECT_EVIL);
}
else if ((!str_cmp (arg2, "detect.invis")
|| !str_cmp (arg2, "detect.invisible")
|| !str_cmp (arg2, "detect.invisibility"))
&& !IS_SET (obj->value[3], AFF_DETECT_INVIS))
{
SET_BIT (obj->value[3], AFF_DETECT_INVIS);
}
else if (!str_cmp (arg2, "detect.magic")
&& !IS_SET (obj->value[3], AFF_DETECT_MAGIC))
{
SET_BIT (obj->value[3], AFF_DETECT_MAGIC);
}
else if (!str_cmp (arg2, "detect.hidden")
&& !IS_SET (obj->value[3], AFF_DETECT_HIDDEN))
{
SET_BIT (obj->value[3], AFF_DETECT_HIDDEN);
}
else if ((!str_cmp (arg2, "shadowplane")
|| !str_cmp (arg2, "shadow.plane"))
&& !IS_SET (obj->value[3], AFF_SHADOWPLANE))
{
SET_BIT (obj->value[3], AFF_SHADOWPLANE);
}
else
if ((!str_cmp (arg2, "sanct") || !str_cmp (arg2, "sanctuary"))
&& !IS_SET (obj->value[3], AFF_SANCTUARY))
{
SET_BIT (obj->value[3], AFF_SANCTUARY);
}
else if (!str_cmp (arg2, "faerie.fire")
&& !IS_SET (obj->value[3], AFF_FAERIE_FIRE))
{
SET_BIT (obj->value[3], AFF_FAERIE_FIRE);
}
else if ((!str_cmp (arg2, "infravision")
|| !str_cmp (arg2, "infrared")
|| !str_cmp (arg2, "infra"))
&& !IS_SET (obj->value[3], AFF_INFRARED))
{
SET_BIT (obj->value[3], AFF_INFRARED);
}
else if (!str_cmp (arg2, "curse")
&& !IS_SET (obj->value[3], AFF_CURSE))
{
SET_BIT (obj->value[3], AFF_CURSE);
}
else
if ((!str_cmp (arg2, "flaming") || !str_cmp (arg2, "burning"))
&& !IS_SET (obj->value[3], AFF_FLAMING))
{
SET_BIT (obj->value[3], AFF_FLAMING);
}
else if (!str_cmp (arg2, "poison")
&& !IS_SET (obj->value[3], AFF_POISON))
{
SET_BIT (obj->value[3], AFF_POISON);
}
else if ((!str_cmp (arg2, "protect")
|| !str_cmp (arg2, "protection"))
&& !IS_SET (obj->value[3], AFF_PROTECT))
{
SET_BIT (obj->value[3], AFF_PROTECT);
}
else if (!str_cmp (arg2, "ethereal")
&& !IS_SET (obj->value[3], AFF_ETHEREAL))
{
SET_BIT (obj->value[3], AFF_ETHEREAL);
}
else if (!str_cmp (arg2, "sneak")
&& !IS_SET (obj->value[3], AFF_SNEAK))
{
SET_BIT (obj->value[3], AFF_SNEAK);
}
else if (!str_cmp (arg2, "hide")
&& !IS_SET (obj->value[3], AFF_HIDE))
{
SET_BIT (obj->value[3], AFF_HIDE);
}
else if (!str_cmp (arg2, "sleep")
&& !IS_SET (obj->value[3], AFF_SLEEP))
{
SET_BIT (obj->value[3], AFF_SLEEP);
}
else if (!str_cmp (arg2, "charm")
&& !IS_SET (obj->value[3], AFF_CHARM))
{
SET_BIT (obj->value[3], AFF_CHARM);
}
else if ((!str_cmp (arg2, "fly") || !str_cmp (arg2, "flying"))
&& !IS_SET (obj->value[3], AFF_FLYING))
{
SET_BIT (obj->value[3], AFF_FLYING);
}
else
if ((!str_cmp (arg2, "passdoor")
|| !str_cmp (arg2, "pass.door"))
&& !IS_SET (obj->value[3], AFF_PASS_DOOR))
{
SET_BIT (obj->value[3], AFF_PASS_DOOR);
}
else if ((!str_cmp (arg2, "shadowsight")
|| !str_cmp (arg2, "shadow.sight"))
&& !IS_SET (obj->value[3], AFF_SHADOWSIGHT))
{
SET_BIT (obj->value[3], AFF_SHADOWSIGHT);
}
else if ((!str_cmp (arg2, "web") || !str_cmp (arg2, "webbed"))
&& !IS_SET (obj->value[3], AFF_WEBBED))
{
SET_BIT (obj->value[3], AFF_WEBBED);
}
// new miscellaneous affects -- Serenity
else if (!str_cmp (arg2, "planar.shift"))
{
if (!IS_SET (obj->value[3], AFF_SHADOWPLANE))
SET_BIT (obj->value[3], AFF_SHADOWPLANE);
if (!IS_SET (obj->value[3], AFF_ETHEREAL))
SET_BIT (obj->value[3], AFF_ETHEREAL);
point_cost += 50; // obj->points += 50;
}
// new positive affects -- Serenity
else if (!str_cmp (arg2, "stealth"))
{
if (!IS_SET (obj->value[3], AFF_SNEAK))
SET_BIT (obj->value[3], AFF_SNEAK);
if (!IS_SET (obj->value[3], AFF_HIDE))
SET_BIT (obj->value[3], AFF_HIDE);
if (!IS_SET (obj->value[3], AFF_INVISIBLE))
SET_BIT (obj->value[3], AFF_INVISIBLE);
point_cost += 75; // obj->points += 75;
}
else if (!str_cmp (arg2, "true.sight"))
{
if (!IS_SET (obj->value[3], AFF_DETECT_EVIL))
SET_BIT (obj->value[3], AFF_DETECT_EVIL);
if (!IS_SET (obj->value[3], AFF_DETECT_INVIS))
SET_BIT (obj->value[3], AFF_DETECT_INVIS);
if (!IS_SET (obj->value[3], AFF_DETECT_MAGIC))
SET_BIT (obj->value[3], AFF_DETECT_MAGIC);
if (!IS_SET (obj->value[3], AFF_DETECT_HIDDEN))
SET_BIT (obj->value[3], AFF_DETECT_HIDDEN);
if (!IS_SET (obj->value[3], AFF_INFRARED))
SET_BIT (obj->value[3], AFF_INFRARED);
if (!IS_SET (obj->value[3], AFF_SHADOWSIGHT))
SET_BIT (obj->value[3], AFF_SHADOWSIGHT);
point_cost += 150; // obj->points += 150;
}
else if (!str_cmp (arg2, "survival"))
{
if (!IS_SET (obj->value[3], AFF_SANCTUARY))
SET_BIT (obj->value[3], AFF_SANCTUARY);
if (!IS_SET (obj->value[3], AFF_PROTECT))
SET_BIT (obj->value[3], AFF_PROTECT);
point_cost += 50; // obj->points += 50;
}
else if (!str_cmp (arg2, "freedom"))
{
if (!IS_SET (obj->value[3], AFF_FLYING))
SET_BIT (obj->value[3], AFF_FLYING);
if (!IS_SET (obj->value[3], AFF_PASS_DOOR))
SET_BIT (obj->value[3], AFF_PASS_DOOR);
point_cost += 50; // obj->points += 50;
}
// new negative affects -- Serenity
else if (!str_cmp (arg2, "cripple"))
{
if (!IS_SET (obj->value[3], AFF_BLIND))
SET_BIT (obj->value[3], AFF_BLIND);
if (!IS_SET (obj->value[3], AFF_CURSE))
SET_BIT (obj->value[3], AFF_CURSE);
point_cost += 75; // obj->points += 75;
}
else if (!str_cmp (arg2, "stagger"))
{
if (!IS_SET (obj->value[3], AFF_POISON))
SET_BIT (obj->value[3], AFF_POISON);
if (!IS_SET (obj->value[3], AFF_WEBBED))
SET_BIT (obj->value[3], AFF_WEBBED);
point_cost += 50; // obj->points += 50;
}
else if (!str_cmp (arg2, "pain"))
{
if (!IS_SET (obj->value[3], AFF_FLAMING))
SET_BIT (obj->value[3], AFF_FLAMING);
if (!IS_SET (obj->value[3], AFF_FAERIE_FIRE))
SET_BIT (obj->value[3], AFF_FAERIE_FIRE);
point_cost += 75; // obj->points += 75;
}
else if (!str_cmp (arg2, "darkness"))
{
if (!IS_SET (obj->value[3], AFF_DARKNESS))
SET_BIT (obj->value[3], AFF_DARKNESS);
point_cost += 50; // obj->points += 50;
}
else if (!str_cmp (arg2, "entrapment"))
{
if (!IS_SET (obj->value[3], AFF_WEBBED))
SET_BIT (obj->value[3], AFF_WEBBED);
point_cost += 50; // obj->points += 50;
}
else if (!str_cmp (arg2, "crippling.pain"))
{
if (!IS_SET (obj->value[3], AFF_BLIND))
SET_BIT (obj->value[3], AFF_BLIND);
if (!IS_SET (obj->value[3], AFF_CURSE))
SET_BIT (obj->value[3], AFF_CURSE);
if (!IS_SET (obj->value[3], AFF_FLAMING))
SET_BIT (obj->value[3], AFF_FLAMING);
if (!IS_SET (obj->value[3], AFF_FAERIE_FIRE))
SET_BIT (obj->value[3], AFF_FAERIE_FIRE);
point_cost += 150; // obj->points += 150;
}
else
{
SET_BIT (obj->spectype, ADV_FAILED);
return;
}
point_cost += 25; // obj->points += 25;
}
else if (!str_cmp (arg1, "bonus:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2) || atoi (arg2) < 0
|| atoi (arg2) > 100)
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
obj->value[2] = atoi (arg2);
point_cost += (atoi (arg2) * 15); // obj->points += (atoi (arg2) * 15);
}
}
else if (!str_cmp (arg1, "duration:")
&& IS_SET (obj->spectype, ADV_STARTED)
&& IS_SET (obj->spectype, ADV_AFFECT) && obj->level == 0
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0' || !is_number (arg2) || atoi (arg2) < 1
|| atoi (arg2) > 60)
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
obj->level = atoi (arg2);
point_cost += (atoi (arg2) * 10); // obj->points += (atoi (arg2) * 10);
}
}
else if ((!str_cmp (arg1, "message.one:")
|| !str_cmp (arg1, "message.1:"))
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_MESSAGE_1)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
SET_BIT (obj->spectype, ADV_MESSAGE_1);
free_string (obj->chpoweroff);
obj->chpoweroff = str_dup (arg2);
point_cost += strlen (arg2) / 2;
}
}
else if ((!str_cmp (arg1, "message.two:")
|| !str_cmp (arg1, "message.2:"))
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_MESSAGE_2)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
SET_BIT (obj->spectype, ADV_MESSAGE_2);
free_string (obj->victpoweron);
obj->victpoweron = str_dup (arg2);
point_cost += strlen (arg2) / 2;
}
}
else if ((!str_cmp (arg1, "message.three:")
|| !str_cmp (arg1, "message.3:"))
&& IS_SET (obj->spectype, ADV_STARTED)
&& !IS_SET (obj->spectype, ADV_MESSAGE_3)
&& !IS_SET (obj->spectype, ADV_FINISHED))
{
if (arg2[0] == '\0')
{
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
SET_BIT (obj->spectype, ADV_MESSAGE_3);
free_string (obj->victpoweroff);
obj->victpoweroff = str_dup (arg2);
point_cost += strlen (arg2) / 2;
}
}
else if (!IS_SET (obj->spectype, ADV_FINISHED))
{
SET_BIT (obj->spectype, ADV_FAILED);
}
}
}
else
{
return;
}
act (t_buf, ch, pen, NULL, TO_ROOM);
if (!IS_SET (obj->spectype, ADV_FAILED))
{
sprintf (t_buf,
"#wYou feel latent power surge forth from your script and you quickly bind it to the page. #y[ #g%d #cMana #y]#n\n\r",
point_cost);
obj->points += point_cost;
ch->mana -= point_cost * 10;
if (ch->mana < 0)
{
ch->mana = 0;
stc ("#wYou can feel latent power start to surge from your script but it warps and ruins the spell instead.#n\n\r", ch);
SET_BIT (obj->spectype, ADV_FAILED);
}
else
{
stc (t_buf, ch);
}
}
else
{
if (ch->level <= LEVEL_APPRENTICE)
stc ("Ok.\n\r", ch);
else if (ch->level == LEVEL_MAGE)
stc ("Ok...I think.\n\r", ch);
else if (ch->level >= LEVEL_ARCHMAGE)
send_to_char
("Something seems dreadfully wrong with this spell.\n\r", ch);
else
stc ("Ok.\n\r", ch);
}
return;
}
void do_leafwalk (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MSL];
char season[MSL];
if (IS_NPC (ch))
return;
argument = one_argument (argument, arg);
if (!WORN_ARTIFACT (ch, ARTI_GREENLEAF_CLOAK))
{
send_to_char ("Huh?\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char ("Not until your fight timer expires.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char ("Leafwalk to whom?\n\r", ch);
return;
}
if ((victim = get_char_world (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if ( ch->in_room != NULL && ( ch->in_room->sector_type == SECT_CITY ||
ch->in_room->sector_type == SECT_INSIDE ) )
{
send_to_char ("You call, but the plants can't reach you here!\n\r", ch);
return;
}
if ( victim->in_room != NULL && ( victim->in_room->sector_type == SECT_CITY ||
victim->in_room->sector_type == SECT_INSIDE ) )
{
send_to_char ("The plants try, but don't seem to be able to reach them.\n\r", ch);
return;
}
if (!IS_NPC (victim))
{
send_to_char ("The plants refuse your request!\n\r", ch);
return;
}
if (IS_SET (victim->in_room->room_flags, ROOM_CCHAMBER))
{
stc ("You failed.\n\r", ch);
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char ("But you're already there!\n\r", ch);
return;
}
switch (weather_info.season)
{
case SPRING:
sprintf( season, "Spring" );
break;
case SUMMER:
sprintf( season, "Summer" );
break;
case AUTUMN:
sprintf( season, "Autumn" );
break;
case WINTER:
strcpy( season, "Winter" );
break;
}
sprintf(buf,"You disappear in a swirl of %s leaves.", season);
act (buf, ch, NULL, NULL, TO_CHAR);
sprintf(buf,"$n disappears in a swirl of %s leaves.", season);
act (buf, ch, NULL, NULL, TO_ROOM);
char_from_room (ch);
char_to_room (ch, victim->in_room);
sprintf(buf,"You appear in a twirl of %s leaves in front of $N.", season);
act (buf, ch, NULL, victim, TO_CHAR);
sprintf(buf,"$n appears in a twirl of %s leaves in front of $N.", season);
act (buf, ch, NULL, victim, TO_NOTVICT);
sprintf(buf,"$n appears in a twirl of %s leaves in front of you.", season);
act (buf, ch, NULL, victim, TO_VICT);
do_look (ch, "auto");
return;
}
void do_moonhunt( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
bool okay = FALSE;
int x;
argument = one_argument( argument, arg );
if (!WORN_ARTIFACT (ch, ARTI_MAIDENS_BREATH))
{
do_rand_typo(ch);
return;
}
if ( arg[0] == '\0' )
{
if (strlen(ch->hunting) > 1)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
send_to_char( "You stop hunting your prey.\n\r", ch );
}
else send_to_char( "Who do you wish to hunt?\n\r", ch );
return;
}
if (!str_cmp(arg,ch->name))
{
send_to_char("How can you hunt yourself?\n\r",ch);
return;
}
if (weather_info.moonlight == MOON_DOWN)
{
send_to_char("You hunt by the light of the... nevermind.\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They are not online.\n\r", ch );
return;
}
for (x = 0; x < 6; x++)
{
if (strlen (ch->in_room->track[x]) < 2)
continue;
if (!str_cmp (ch->in_room->track[x], victim->name))
okay = TRUE;
}
if (!okay)
{
send_to_char("They have not set foot here.\n\r",ch);
return;
}
ch->hunting = str_dup(arg);
send_to_char( "Ok.\n\r", ch );
return;
}