/***************************************************************************
* 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 "player.h"
COMMAND( do_look )
void do_guide( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int ch_age = years_old(ch);
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Guide whom?\n\r", ch );
return;
}
if ( ch_age < 50 )
{
send_to_char("They must be 50 to become a monk!\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_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortals's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot guide yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MONK))
{
send_to_char( "They are already guided.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only guide avatars.\n\r", ch );
return;
}
if ( victim->class != 0 )
{
stc("They are already classed.\n\r",ch);
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot guide an unwilling person.\n\r", ch );
return;
}
if (ch->exp < 50000)
{
send_to_char("You cannot afford the 50000 exp required to guide them.\n\r",ch);
return;
}
if (victim->exp < 50000)
{
send_to_char("They cannot afford the 50000 exp required to be guided from you.\n\r",ch);
return;
}
ch->exp -= 50000;
victim->exp -= 50000;
act("You guide $N in the ways of god.", ch, NULL, victim, TO_CHAR);
act("$n guide $N in the ways of god.", ch, NULL, victim, TO_NOTVICT);
act("$n guide you in the way of god.", ch, NULL, victim, TO_VICT);
send_to_char( "You are now a monk.\n\r", victim );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
victim->class = CLASS_MONK;
save_char_obj(ch);
save_char_obj(victim);
return;
}
/*
* Awareness
* 1 - nightsight
* 2 - shadowsight
* 3 - truesight
* 4 - scry
*
* Code for these are included in clan.c
*/
/*
* Body
* 1 - Adamantium hands
* 2 - Flaming hands
* 3 - Chaos hands
* 4 - ?
*/
void do_adamantium( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->monkab[BODY] < 1)
{
send_to_char("You have not learned this ability yet.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKADAM))
{
REMOVE_BIT(ch->newbits, NEW_MONKADAM);
send_to_char("Your hands resume their normal toughness.\n\r",ch);
act("$n's hands resume their normal toughness.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKADAM))
{
SET_BIT(ch->newbits, NEW_MONKADAM);
send_to_char("Your hands turn as hard as adamantium!\n\r",ch);
act("$n's hands turn as hard as adamantium!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_flaminghands( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->monkab[BODY] < 2)
{
send_to_char("You require 2 body to use Flaming Hands.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are no longer engulfed by flames.\n\r",ch);
act("$n's hands are no longer engulfed by flames.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKFLAME))
{
SET_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are engulfed by flames!\n\r",ch);
act("$n's hands are engulfed by flames!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_chands(CHAR_DATA *ch, char *argument )
{
if(IS_NPC(ch)) return;
if(!IS_CLASS(ch, CLASS_MONK))
{
stc("Huh?\n\r", ch);
return;
}
if ( ch->monkab[BODY] < 3 )
{
stc("You need 3 body for Chaos hands.\n\r", ch);
return;
}
if(IS_ITEMAFF(ch, ITEMA_CHAOSHANDS))
{
if(IS_ITEMAFF(ch, ITEMA_FIRESHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
if(IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
if(IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
if(IS_ITEMAFF(ch, ITEMA_ICESHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
if(IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSHANDS);
act("The swirling colors around your hands disappear.",ch,NULL,NULL,TO_CHAR);
act("The swirling colors around $n's hands disappear.",ch,NULL,NULL,TO_ROOM);
return;
}
else
{
if(!IS_ITEMAFF(ch, ITEMA_FIRESHIELD))
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
if(!IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
if(!IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
if(!IS_ITEMAFF(ch, ITEMA_ICESHIELD))
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
if(!IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))
SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
SET_BIT(ch->itemaffect, ITEMA_CHAOSHANDS);
act("Swirling colors appear around your hands bringing up shields.",ch,NULL,NULL,TO_CHAR);
act("Swirling colors appear around $n's hands.",ch,NULL,NULL,TO_ROOM);
return;
}
}
/*
* Spirit
* 1 - healingtouch
* 2 - Spiritpower
* 3 - godbless
* 4 - darktouch
*/
void do_healingtouch( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_MONK) )
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->monkab[SPIRIT] < 1 )
{
stc("You need to obtain level 1 spirit to use Healing touch.\n\r",ch);
return;
}
if( arg[0] == '\0' )
victim = ch;
else if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
WAIT_STATE(ch, 12);
if ( victim == ch )
{
stc("You focus your energy, and magical sparks leap out of your body.\n\r", ch );
act("$n concentrates, and magical sparks leap out of $s body.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->monkstuff, MONK_HEAL);
return;
}
act("You place your hands on $N's head and focus your energy on $M.",ch,NULL,victim,TO_CHAR);
act("$n places $s hands on your head and you feel warmer.",ch,NULL,victim,TO_VICT);
act("$n places $s hands on $N's head and concentrates.",ch,NULL,victim,TO_ROOM);
SET_BIT(victim->monkstuff, MONK_HEAL);
return;
}
void do_spiritpower( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_MONK) )
{
stc("Huh?\n\r",ch);
return;
}
if( ch->monkab[SPIRIT] < 2 )
{
stc("You require spirit 3 for spirit power.\n\r", ch );
return;
}
if ( IS_SET(ch->newbits, NEW_POWER) )
{
stc("Your spiritual power fades.\n\r",ch);
REMOVE_BIT(ch->newbits, NEW_POWER);
return;
}
if ( ch->move < 100 )
{
stc("You are too exhausted.\n\r",ch);
return;
}
SET_BIT(ch->newbits, NEW_POWER);
ch->move -= 50;
stc("Your body pulses with spiritual energy.\n\r",ch);
return;
return;
}
void do_godsbless( CHAR_DATA *ch, char *argument )
{
int sn;
AFFECT_DATA af;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( ch->monkab[SPIRIT] < 3 )
{
send_to_char("You need atleast 3 spirit to use Almighty Favor\n\r", ch);
return;
}
if (ch->mana < 3000)
{
send_to_char("You don't have enough mana.\n\r", ch );
return;
}
sn = skill_lookup( "godbless" );
if ( is_affected( ch, sn ) )
{
send_to_char("You are already affected by godbless", ch );
return;
}
af.type = sn;
af.duration = 150;
af.location = APPLY_HITROLL;
af.modifier = 100;
af.bitvector = 0;
affect_to_char( ch, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - 150;
affect_to_char( ch, &af );
af.location = APPLY_DAMROLL;
af.modifier = 100;
affect_to_char( ch, &af );
act( "$n is filled with God's Blessing.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You are filled with God's Blessing.\n\r", ch);
WAIT_STATE( ch, 12 );
ch->mana = ch->mana - 3000;
return;
}
void do_deathtouch( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_MONK) )
{
stc("Huh?\n\r", ch );
return;
}
if ( ch->monkab[SPIRIT] < 4 )
{
stc("You need to obtain level 4 spirit to use Death touch.\n\r",ch);
return;
}
if ( ch->focus[CURRENT] < 20 )
{
stc("You need atleast 20 focus points to use th is power.\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
if( victim == ch )
{
stc("You cannot do that to yourself.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
WAIT_STATE(ch, 12);
act("You place your hands on $N's head and channel negative energy into $m.",ch,NULL,victim,TO_CHAR);
act("$n places $s hands on your head, and you scream in utter pain.",ch,NULL,victim,TO_VICT);
act("$n places $s hands on $N's head and $N screams in pain.",ch,NULL,victim,TO_ROOM);
SET_BIT(victim->monkstuff, MONK_DEATH);
update_pos(victim);
ch->focus[CURRENT] -= 20;
return;
}
/*
* Combat
* 1 - Blinding
* 2 - Steelskin
* 3 - ?
* 4 - Godshold
*/
void do_blinding( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_MONK))
{
stc("Huh?\n\r",ch);
return;
}
if ( ch->monkab[COMBAT] < 1 )
{
stc("You need a level one mastery of the combat to use Blinding Agony.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
stc("Who do you wish to use Blinding Agony on?\n\r",ch);
return;
}
if ( ch->move < 200 )
{
stc("You are far too exhausted to use Blinding Agony.\n\r",ch);
stc("Try getting 200 movement points.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They are not here.\n\r",ch);
return;
}
if ( is_safe(ch,victim) ) return;
if ( IS_SET(victim->affected_by, AFF_TOTALBLIND) )
{
act("You hurl a ball of blinding light at $N.",ch,NULL,victim,TO_CHAR);
act("$n hurls a ball of blinding light at you.",ch,NULL,victim,TO_VICT);
act("$n hurls a ball of blinding light at $N.",ch,NULL,victim,TO_ROOM);
stc("Nothing happens.\n\r",ch);
ch->move -= 100;
return;
}
else
{
act("You hurl a ball of blinding light at $N.",ch,NULL,victim,TO_CHAR);
act("$n hurls a ball of blinding light at you.",ch,NULL,victim,TO_VICT);
act("$n hurls a ball of blinding light at $N.",ch,NULL,victim,TO_ROOM);
spell_totalblind( gsn_totalblind, ch->spl[TAR_CHAR_OFFENSIVE], ch, victim );
ch->move -= 200;
stc("The searing heat of the ball blinds you.\n\r",victim);
return;
}
return;
}
void do_steelskin( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->monkab[SPIRIT] < 2 )
{
send_to_char("You need 2 spirit to use the skin of steel.\n\r", ch);
return;
}
if ( IS_AFFECTED(ch, AFF_STEELSHIELD))
{
REMOVE_BIT(ch->affected_by, AFF_STEELSHIELD);
send_to_char( "Your steel shield disappears.\n\r", ch );
}
else
{
SET_BIT(ch->affected_by, AFF_STEELSHIELD);
send_to_char( "You are surrounded by a steel shield\n\r", ch );
}
return;
}
void do_ghold( CHAR_DATA *ch,char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->monkab[COMBAT] < 4 )
{
send_to_char("You need combat 4 to use gods hold.\n\r",ch);
return;
}
if (!IS_SET(ch->newbits, NEW_COIL))
{
send_to_char("God joins you at your side to hold your foe.\n\r",ch);
SET_BIT(ch->newbits, NEW_COIL);
return;
}
else if (IS_SET(ch->newbits, NEW_COIL))
{
send_to_char("God leaves your side.\n\r",ch);
REMOVE_BIT(ch->newbits,NEW_COIL);
return;
}
}