/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "commands.h"
char * const dir_name [] =
{
"{Rn{rorth{x", "{Ge{gast{x", "{Cs{couth{x", "{Ww{west{x", "{Yu{yp{x", "{Md{mown{x"
};
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 ) );
extern const struct base_dam_cap damcap_type [ MAX_BASE_DAMCAP ];
void move_char( CHAR_DATA *ch, int door )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
CHAR_DATA *mount;
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;
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
in_room = ch->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->to_room ) == NULL )
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
if ( ( door == DIR_NORTH && ( ((obj=get_obj_list(ch,"walln",ch->in_room->contents)) != NULL) || (obj=get_obj_list(ch,"walls",to_room->contents)) != NULL))
|| ( door == DIR_SOUTH && ( ((obj=get_obj_list(ch,"walls",ch->in_room->contents)) != NULL) || (obj=get_obj_list(ch,"walln",to_room->contents)) != NULL))
|| ( door == DIR_EAST && ( ((obj=get_obj_list(ch,"walle",ch->in_room->contents)) != NULL) || (obj=get_obj_list(ch,"wallw",to_room->contents)) != NULL))
|| ( door == DIR_WEST && ( ((obj=get_obj_list(ch,"wallw",ch->in_room->contents)) != NULL) || (obj=get_obj_list(ch,"walle",to_room->contents)) != NULL))
|| ( door == DIR_UP && ( ((obj=get_obj_list(ch,"wallu",ch->in_room->contents)) != NULL) || (obj=get_obj_list(ch,"walld",to_room->contents)) != NULL))
|| ( door == DIR_DOWN && ( ((obj=get_obj_list(ch,"walld",ch->in_room->contents)) != NULL) || (obj=get_obj_list(ch,"wallu",to_room->contents)) != NULL)))
{
stc("You are unable to pass the wall of Blood.\n\r",ch);
return;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_AFFECTED(ch, AFF_PASS_DOOR)
&& !IS_AFFECTED(ch, AFF_ETHEREAL)
&& !IS_AFFECTED(ch, AFF_SHADOWPLANE) )
{
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) &&
ch->pcdata->powers[WPOWER_BOAR] > 0)
{
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
{
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_SET(pexit->exit_info, ITEM_WALL)
&& ch->pcdata->powers[VAM_THAN] < 2 )
{
send_to_char("A wall of blood blocks your way.\n\r", ch);
return;
}
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_DROW) ||
!IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))) &&
(!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 ( 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) && IS_CLASS(ch, CLASS_VAMPIRE))
{
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;
else
{
send_to_char( "You are unable to cross running water.\n\r", ch );
return;
}
}
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_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_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 (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
for ( d = descriptor_list; 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( ch, victim ) )
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 $T%s",ch->morph,leave,mount2);
act( poly, victim, NULL, dir_name[door], TO_CHAR );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
&& can_see(victim,ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
sprintf(poly,"$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);
act( poly, ch, NULL, victim, TO_VICT );
}
}
if( (is_affected( ch, gsn_sneak ) || IS_AFFECTED(ch,AFF_SNEAK) )
&& !IS_NPC(ch) )
stc("Sneaking..\n\r", ch );
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 = descriptor_list; 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( ch, victim ) )
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);
act( poly, 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, "$n %s in from %s%s",leave,buf,mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
}
do_look( ch, "auto" );
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( (mount = fch->mount) != NULL && mount == ch && IS_SET(fch->mounted,IS_MOUNT))
{
act( "$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 );
}
}
if( ch->in_room->affected )
{
ROOM_AFFECT_DATA * raf;
for( raf = ch->in_room->affected; raf; raf = raf->next )
if( room_aff_table[raf->type].msg_look )
send_to_char( room_aff_table[raf->type].msg_look, ch );
}
room_text(ch,">ENTER<");
if( ch->in_room->vnum == 30328 )
{
for( fch = ch->in_room->people; fch; fch = fch->next_in_room )
if( IS_NPC(fch)
&& fch->pIndexData->vnum == 30330 )
{
guardian_greet( ch, fch );
break;
}
}
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_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_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_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_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 )
{
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_memb(ch) ) return;
in_room = ch->in_room;
move_char( ch, DIR_UP );
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_memb(ch) ) return;
in_room = ch->in_room;
move_char( ch, DIR_DOWN );
return;
}
int find_door( CHAR_DATA *ch, char *arg )
{
EXIT_DATA *pexit;
int door;
if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1;
else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3;
else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4;
else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5;
else
{
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = ch->in_room->exit[door] ) != NULL
&& IS_SET(pexit->exit_info, EX_ISDOOR)
&& pexit->keyword != NULL
&& is_name( arg, pexit->keyword ) )
return door;
}
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( ( pexit = ch->in_room->exit[door] ) == NULL )
{
act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
{
send_to_char( "You can't do that.\n\r", ch );
return -1;
}
return door;
}
/* 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 ( arg[0] == '\0' )
{
send_to_char( "Enter what?\n\r", ch );
return;
}
if ( is_inarena(ch,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 )
{
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 insubstantual.\n\r", ch );
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_WGATE )
{
if ( obj->value[2] == 2 || obj->value[2] == 3 )
{
act( "It seems to be closed.", ch, NULL, arg, TO_CHAR );
return;
}
}
pRoomIndex = get_room_index(obj->value[0]);
location = ch->in_room;
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;
}
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 $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'lock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* lock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'unlock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
{
send_to_char( "You failed.\n\r", ch);
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'pick object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be picked.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* pick the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) )
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
send_to_char( "You wake and stand up.\n\r", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_RESTING:
case POS_SITTING:
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_MEDITATING:
send_to_char( "You uncross your legs and stand up.\n\r", ch );
act( "$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; }
if ( IS_AWAKE(victim) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED(victim, AFF_SLEEP) )
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
if (victim->position < POS_SLEEPING)
{ act( "$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 )
{
send_to_char( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
REMOVE_BIT(ch->affected_by, AFF_HIDE);
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
SET_BIT(ch->affected_by, AFF_HIDE);
return;
}
/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA *ch, char *argument )
{
affect_strip ( ch, gsn_invis );
affect_strip ( ch, gsn_mass_invis );
affect_strip ( ch, gsn_sneak );
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ch->affected_by, AFF_SNEAK );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_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 $s normal form.",ch,NULL,NULL,TO_ROOM);
send_to_char( "You resume your normal form.\n\r", ch );
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
if ( IS_SET(ch->flag2, AFF2_INARENA) )
{
stc("You cannot recall while in the arena.\n\r",ch);
return;
}
if (ch->fight_timer >0) {
send_to_char("Not until your fight timer expires.\n\r", ch );
return;}
act( "$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM );
act( "Your body flickers with green 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 ( ch->in_room == location )
return;
if ( 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 ( ( victim = ch->fighting ) != NULL )
{
if ( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 4 );
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 );
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) ||
IS_SET(ch->in_room->room_flags, ROOM_SAFE) )
{
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 ( 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_ESCAPE ) ) == NULL )
{
send_to_char( "You are completely lost.\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);
return;
}
/*
* Figure primal cost
*/
int figure_primal_cost( int primal, int amount )
{
int cost;
cost = (1+primal)*500;
while( --amount >= 0 )
{
primal++;
cost += (1+primal)*500;
}
return cost;
}
int train_stat( long stat, int amount )
{
long cost;
cost = stat * 2;
while( --amount > 0 )
{
stat++;
cost += stat * 2;
}
return cost;
}
/*
* Figure cost by Dreimas for base str, etc all the way to 100
*/
int figure_stat_cost( const int mStat, const int mBase )
{
int stat = mStat - mBase;
if( stat < 10 ) return 100;
else if( stat < 20 ) return 150;
else if( stat < 30 ) return 200;
else if( stat < 40 ) return 250;
else if( stat < 50 ) return 300;
else if( stat < 60 ) return 350;
else if( stat < 70 ) return 400;
else if( stat < 80 ) return 450;
else if( stat < 90 ) return 500;
else return 600;
return 700;
}
void do_train( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_STRING_LENGTH];
char arg2 [MAX_STRING_LENGTH];
char buf [MAX_STRING_LENGTH];
extern const int stat_train [ 6 ];
char *pOutput;
int magic;
int immcost;
int focus;
int gnosis;
int statcap;
int max_stat;
int primal;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
statcap = 300000;
max_stat = 100;
immcost = count_imms(ch);
primal = (1+ch->practice)*500;
magic = (1 + PC(ch,stats[DROW_MAGIC]) ) * 100;
focus = (1 + ch->focus[MAXIMUM] ) * 2500;
gnosis = (1 + ch->gnosis[GMAXIMUM] ) * 25000;
if ( IS_NPC(ch) )
return;
if ( IS_SET(ch->garou1, GAROU_WHELP2)
|| IS_SET(ch->garou1, GAROU_WHELP1) )
{
stc("You may not train while affected by Whelp's curse, dispel yourself.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
ch_printf( ch, "You have %d experience points and %d primal.\n\r",
ch->exp, ch->practice );
stc( "You can train the following:\n\r",ch );
ch_printf( ch,"Your damcap level is: %d - %dxp, %dcps, %dqps for the next level.\n\r",
PC(ch,basedamcap),
damcap_type[PC(ch,basedamcap)].exp,
damcap_type[PC(ch,basedamcap)].cps,
damcap_type[PC(ch,basedamcap)].qps );
stc( "Stats:", ch );
if ( PC(ch,perm_str) < max_stat )
ch_printf( ch, " Str(%dp)",
figure_stat_cost(PC(ch,perm_str),PC(ch,base_str)) );
if ( PC(ch,perm_int) < max_stat )
ch_printf( ch, " Int(%dp)",
figure_stat_cost(PC(ch,perm_int),PC(ch,base_int)));
if ( PC(ch,perm_wis) < max_stat )
ch_printf( ch, " Wis(%dp)",
figure_stat_cost(PC(ch,perm_wis),PC(ch,base_con)));
if ( PC(ch,perm_dex) < max_stat )
ch_printf( ch, " Dex(%dp)",
figure_stat_cost(PC(ch,perm_dex),PC(ch,base_con)));
if ( PC(ch,perm_con) < max_stat )
ch_printf( ch, " Con(%dp)",
figure_stat_cost(PC(ch,perm_con),PC(ch,base_con)));
if ( PC(ch,perm_str >= max_stat )
&& PC( ch,perm_wis >= max_stat )
&& PC( ch,perm_int >= max_stat )
&& PC( ch,perm_dex >= max_stat )
&& PC( ch,perm_con >= max_stat ) )
act( "You have nothing left to train, you $T!",
ch, NULL,
ch->sex == SEX_MALE ? "big stud" :
ch->sex == SEX_FEMALE ? "hot babe" :
"wild thing",
TO_CHAR );
else
stc( ".\n\r", ch );
if ( ch->level == 2 )
stc( "Become an avatar - 0 exp.\n\r",ch );
if ( ch->level == 3)
stc( "Become a mortal - 10mil exp.\n\r", ch );
if ( ch->max_hit < statcap )
ch_printf(ch, "Hp - %ld exp per point.\n\r",
ch->max_hit * 2 );
if ( ch->max_mana < statcap )
ch_printf(ch, "Mana - %ld exp per point.\n\r",
ch->max_mana *2 );
if ( ch->max_move < statcap )
ch_printf(ch, "Move - %ld exp per point.\n\r",
ch->max_move * 2 );
if ( ch->practice < 100 )
ch_printf(ch, "Primal - %d exp per point of primal energy.\n\r",
primal );
if ( ch->focus[MAXIMUM] < 100 && IS_CLASS(ch, CLASS_MONK))
ch_printf(ch, "Focus Points - %d exp per point of Focus.\n\r",
focus );
if ( IS_CLASS(ch, CLASS_DROW)
&& PC(ch,stats[DROW_MAGIC]) < 100 )
ch_printf( ch, "Magic resistance - %d drow points per point of magic.\n\r", magic );
if ( IS_CLASS(ch, CLASS_WEREWOLF) )
{
if( PC(ch,powers[WPOWER_SILVER]) < 100)
stc( "Silver: You need 2 million exp to train silver.\n\r",ch);
if ( ch->gnosis[GMAXIMUM] < 30 )
ch_printf(ch, "Gnosis Points - %d exp per point of Gnosis.\n\r",
gnosis);
}
if ( IS_CLASS(ch, CLASS_VAMPIRE) )
{
if( PC(ch,rank) != AGE_ANCILLA
&& PC(ch,rank) != AGE_ELDER
&& PC(ch,rank) != AGE_METHUSELAH )
stc( "Ancilla: You need 2 million exp to be an Ancilla.\n\r", ch);
if( PC(ch,rank) == AGE_ANCILLA
&& PC(ch,rank) != AGE_ELDER
&& PC(ch,rank) != AGE_METHUSELAH )
stc("Elder: You need 6 million exp to be an Elder.\n\r" ,ch);
if( PC(ch,rank) != AGE_ANCILLA
&& PC(ch,rank) == AGE_ELDER
&& PC(ch,rank) != AGE_METHUSELAH )
stc( "Methuselah: You need 10 million exp to be an Methuselah.\n\r",ch );
}
ch_printf( ch, "Natural resistances and immunities - %d exp each.\n\r", immcost );
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 );
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_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))
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
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 ( !str_cmp(arg1, "damcap" ) )
{
int bc = PC(ch,basedamcap);
if( ++bc > MAX_BASE_DAMCAP )
{
stc( "You cannot train your damage cap that high.\n\r", ch);
return;
}
bc--;
if( damcap_type[bc].exp > ch->exp )
{
ch_printf(ch,"You need atleast %d exp to train your damcap that high.", damcap_type[bc].exp );
return;
}
if( damcap_type[bc].cps > PC(ch,stats)[DEMON_CURRENT] )
{
ch_printf(ch,"You need atleast %d cps to train your damcap that high.", damcap_type[bc].cps);
return;
}
if( damcap_type[bc].qps > PC(ch,quest) )
{
ch_printf(ch,"You need atleast %d qps to train your damcap that high.", damcap_type[bc].qps);
return;
}
PC(ch,basedamcap)++;
ch->exp -= damcap_type[bc].exp;
PC(ch,stats)[DEMON_CURRENT] -= damcap_type[bc].cps;
PC(ch,quest) -= damcap_type[bc].qps;
stc("Done.\n\r", ch);
return;
}
if ( !str_cmp(arg1, "mortal") )
{
OBJ_DATA *obj;
if( PC(ch,bounty) > 0 )
{
stc( "You cannot train mortal with a bounty on you.\n\r", ch );
return;
}
if( ch->race > 0 )
{
stc("You cannot train mortal with status on your head.\n\r",ch);
return;
}
for( obj = ch->carrying; obj; obj = obj->next_content )
if( IS_SET(obj->quest, QUEST_ARTIFACT) )
{
stc("You cannot train mortal with artifacts on you.\n\r", ch );
return;
}
if( ch->exp < 10000000 )
{
stc( "You do not have enough experience.\n\r", ch );
return;
}
ch->exp -= 10000000;
act( "You become a mortal!", ch, NULL, NULL, TO_CHAR );
sprintf( buf, "%s has become a mortal!",ch->name );
do_info(ch,buf);
ch->level = 2;
ch->trust = 0;
do_clearstats(ch,"");
return;
}
if ( !str_cmp(arg1, "avatar" ) )
{
/* if( ch->exp < 0 )
{
stc( "You do not have enough experience to train avatar.\n\r", ch );
return;
}
if( ch->max_mana < 4000
&& ch->max_hit < 4000
&& ch->max_move < 4000 )
{
stc( "You need atleast 4k H/M/V to avatar.\n\r", ch );
return;
}*/
act( "You become an avatar!", ch, NULL, NULL, TO_CHAR );
sprintf( buf, "%s has become an avatar!",ch->name );
do_info(ch,buf);
do_sset(ch,"self all 100");
if (IS_CLASS(ch, CLASS_DEMON))
ch->alignment = -1000;
ch->trust = 0;
ch->level = 3;
if (IS_CLASS(ch, CLASS_MAGE)) ch->level = 6;
if (IS_CLASS(ch, CLASS_MAGE)) ch->trust = 6;
if (IS_CLASS(ch, CLASS_MONK))
{
ch->level = LEVEL_MONK;
ch->trust = LEVEL_MONK;
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_MORTAL))
do_mortalvamp(ch,"");
return;
}
if ( !str_cmp(arg1, "hp") )
{
int cap;
int amount;
long cost;
cap = statcap;
pOutput = "hitpoints";
cost = ch->max_hit *2;
if( ch->max_hit >= cap )
{
ch_printf( ch, "You have reached your %s cap.\n\r", pOutput);
return;
}
if ( ch->max_hit < 1 )
{
ch_printf(ch,"You're %s are under 1, you cannot do this.\n\r",
pOutput );
return;
}
if( !is_number( arg2 ) )
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
if (amount > 1)
cost = train_stat( ch->max_hit, amount );
if( cost > ch->exp )
{
stc( "You do not have enough experience.\n\r", ch );
return;
}
ch->exp -= cost;
ch->max_hit += amount;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
if ( !str_cmp(arg1, "mana") )
{
int cap;
int amount;
int cost;
cap = statcap;
pOutput = "mana";
cost = ch->max_mana * 2;
if( ch->max_mana >= cap )
{
ch_printf( ch, "You have reached your %s cap.\n\r", pOutput);
return;
}
if ( ch->max_mana < 1 )
{
ch_printf(ch,"You're %s are under 1, you cannot do this.\n\r",
pOutput );
return;
}
if( !is_number( arg2 ) )
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
if (amount > 1)
cost = train_stat( ch->max_mana, amount );
if( cost > ch->exp )
{
stc( "You do not have enough experience.\n\r", ch );
return;
}
ch->exp -= cost;
ch->max_mana += amount;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
if ( !str_cmp(arg1, "move") )
{
int cap;
int amount;
int cost;
cap = statcap;
pOutput = "move";
cost = ch->max_move * 2;
if( ch->max_move >= cap )
{
ch_printf( ch, "You have reached your %s cap.\n\r", pOutput);
return;
}
if ( ch->max_move < 1 )
{
ch_printf(ch,"You're %s are under 1, you cannot do this.\n\r",
pOutput );
return;
}
if( !is_number( arg2 ) )
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
if (amount > 1)
cost = train_stat( ch->max_move, amount );
if( cost > ch->exp )
{
stc( "You do not have enough experience.\n\r", ch );
return;
}
ch->exp -= cost;
ch->max_move += amount;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
if ( !str_cmp( arg1, "str" ) )
{
int cost;
pOutput = "strength";
cost = figure_stat_cost( PC(ch,perm_str), PC(ch,base_str));
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
if( PC(ch,perm_str) > stat_train[ ch->race / 5 ] )
{
ch_printf( ch, "With %d status, you may only train up to %d %s.\n\r",
ch->race, stat_train[ ch->race / 5 ], pOutput );
return;
}
PC(ch,perm_str)++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
else if ( !str_cmp( arg1, "int" ) )
{
int cost;
pOutput = "intelligence";
cost = figure_stat_cost( PC(ch,perm_int), PC(ch,base_int));
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
if( PC(ch,perm_int) > stat_train[ ch->race / 5 ] )
{
ch_printf( ch, "With %d status, you may only train up to %d %s.\n\r",
ch->race, stat_train[ ch->race / 5 ], pOutput );
return;
}
PC(ch,perm_int)++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
else if ( !str_cmp( arg1, "wis" ) )
{
int cost;
pOutput = "wisdom";
cost = figure_stat_cost( PC(ch,perm_wis),PC(ch,base_wis));
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
if( PC(ch,perm_wis) > stat_train[ ch->race / 5 ] )
{
ch_printf( ch, "With %d status, you may only train up to %d %s.\n\r",
ch->race, stat_train[ ch->race / 5 ], pOutput );
return;
}
PC(ch,perm_wis)++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
else if ( !str_cmp( arg1, "dex" ) )
{
int cost;
pOutput = "dexterity";
cost = figure_stat_cost( PC(ch,perm_dex), PC(ch,base_dex));
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
if( PC(ch,perm_dex) > stat_train[ ch->race / 5 ] )
{
ch_printf( ch, "With %d status, you may only train up to %d %s.\n\r",
ch->race, stat_train[ ch->race / 5 ], pOutput );
return;
}
PC(ch,perm_dex)++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
else if ( !str_cmp( arg1, "con" ) )
{
int cost;
pOutput = "constitution";
cost = figure_stat_cost( PC(ch,perm_con), PC(ch,base_con));
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
if( PC(ch,perm_con) > stat_train[ ch->race / 5 ] )
{
ch_printf( ch, "With %d status, you may only train up to %d %s.\n\r",
ch->race, stat_train[ ch->race / 5 ], pOutput );
return;
}
PC(ch,perm_con)++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
if( !str_cmp( arg1, "primal" ) )
{
int amount;
int cap;
int cost;
sh_int *stat;
stat = &ch->practice;
cap = 500;
pOutput = "primal";
cost = primal;
if( ch->practice >= cap )
{
ch_printf( ch, "You have reached your %s cap.\n\r", pOutput);
return;
}
if ( ch->practice < 0 )
{
ch_printf(ch,"You're %s is under 0, you cannot do this.\n\r",
pOutput );
return;
}
if( !is_number( arg2 ) )
{
send_to_char("Please enter a value between 1 and 500.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 500)
{
send_to_char("Please enter a value between 1 and 500.\n\r",ch);
return;
}
if (amount > 1)
cost = figure_primal_cost( ch->practice, amount );
if ( cost > ch->exp )
{
ch_printf( ch, "It costs %d experience to train that %d primal.\n\r",
cost, amount );
return;
}
ch->practice += amount;
ch->exp -= cost;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
if (!str_cmp(arg1,"focus") && IS_CLASS(ch, CLASS_MONK) )
{
int amount = 0;
if( ch->focus[MAXIMUM] > 100 )
{
stc( "Your focus is already at maximum.\n\r", ch );
return;
}
if (!is_number(arg2))
{
send_to_char("Please enter a numeric value.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
if (amount > 1)
{
sprintf(buf,"%s %d",arg1,amount-1);
do_train(ch,buf);
}
if( ch->exp >= focus )
{
ch->focus[CURRENT]++;
ch->focus[MAXIMUM]++;
ch->exp -= focus;
}
return;
}
if (!str_cmp(arg1,"gnosis") && IS_WEREWOLF(ch) )
{
int amount = 0;
if( ch->gnosis[GMAXIMUM] > 30 )
{
stc( "Your gnosis is already at maximum.\n\r", ch );
return;
}
if (!is_number(arg2))
{
send_to_char("Please enter a numeric value.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
if (amount > 1)
{
sprintf(buf,"%s %d",arg1,amount-1);
do_train(ch,buf);
}
if( ch->exp >= gnosis )
{
ch->gnosis[GCURRENT]++;
ch->gnosis[GMAXIMUM]++;
ch->exp -= gnosis;
}
return;
}
if (!str_cmp(arg1,"magic") && IS_DROW(ch) )
{
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 > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r",ch);
return;
}
if (amount > 1)
{
sprintf(buf,"%s %d",arg1,amount-1);
do_train(ch,buf);
}
if( PC(ch,stats[DEMON_CURRENT]) >= magic )
{
PC(ch,stats[DROW_MAGIC]) += 1;
PC(ch,stats[DEMON_CURRENT]) -= magic;
}
return;
}
if ( !str_cmp( arg1, "ancilla") && IS_VAMPIRE(ch)
&& PC(ch,rank) != AGE_ANCILLA
&& PC(ch,rank) != AGE_ELDER
&& PC(ch,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;
PC(ch,rank) = AGE_ANCILLA;
send_to_char( "You are now an Ancilla.\n\r", ch );
return;
}
if ( !str_cmp( arg1, "elder") && IS_VAMPIRE(ch)
&& PC(ch,rank) == AGE_ANCILLA
&& PC(ch,rank) != AGE_ELDER
&& PC(ch,rank) != AGE_METHUSELAH )
{
if (ch->exp < 6000000)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - 2000000;
PC(ch,rank) = AGE_ELDER;
send_to_char( "You are now an Elder.\n\r", ch );
return;
}
if ( !str_cmp( arg1, "methuselah") && IS_VAMPIRE(ch)
&& PC(ch,rank) != AGE_ANCILLA
&& PC(ch,rank) == AGE_ELDER
&& PC(ch,rank) != AGE_METHUSELAH )
{
if (ch->exp < 10000000)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - 2000000;
PC(ch,rank) = AGE_METHUSELAH;
send_to_char( "You are now an METHUSELAH.\n\r", ch );
return;
}
if (!str_cmp(arg1,"silver") && !IS_WEREWOLF(ch) )
{
if( PC(ch,powers[WPOWER_SILVER]) )
{
stc( "Your silver tolerance is already at maximium.\n\r", ch );
return;
}
if( ch->exp < 2000000)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp -= 2000000;
PC(ch,powers[WPOWER_SILVER])++;
ch_printf( ch, "Your silver is now at %d.\n\r",PC(ch,powers[WPOWER_SILVER]) );
return;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
do_train( ch, "" );
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];
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_EXTRA(victim,TIED_UP))
{
send_to_char( "But they are already tied up!\n\r", ch );
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);
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 (!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 (!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 (!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 * 10000 ) + 10000 );
}
void do_track(CHAR_DATA *ch, char *argument)
{
bool found = FALSE;
if( IS_NPC(ch ))
return;
if (IS_SET(sysdata.world, 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 (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_DEMON)
&& !IS_CLASS(ch, CLASS_NINJA) )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( arg[0] == '\0' ) /*SAGE*/
{
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 )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They are not online.\n\r", ch );
return;
}
free_string( ch->hunting );
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)
&& 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 (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 ) ) )
{
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->hunting[0] == '\0' )
return;
if ( ( victim = get_char_room( ch, ch->hunting ) ) )
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( "" );
}
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 <= 4; loop++)
{
if (ch->in_room->track[loop]
&& !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
{
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;
}
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( strlen( ch->hunting ) > 2 )
{
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;
}
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_SET(ch->special,SPC_CHAMPION))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!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 )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",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) && !IS_SET(ch->special,SPC_CHAMPION))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!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 )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",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;
}