/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
/* Cyborg Class by Zaphonite
Modified by Vladd
Modified by Jobo for use as Spider Droids
*/
#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 "interp.h"
void do_implant(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
xprintf(buf,
"#BCurrent implant levels#R: #wFace: #R%d#w, Legs: #R%d#w, Body: #R%d#w.#n\n\r\n\r",
UMIN(ch->pcdata->powers[CYBORG_FACE], 5),
UMIN(ch->pcdata->powers[CYBORG_LIMBS], 5),
UMIN(ch->pcdata->powers[CYBORG_BODY], 6));
send_to_char(buf, ch);
do_implant(ch, "face");
do_implant(ch, "legs");
do_implant(ch, "body");
send_to_char
("\n\r#BSyntax: #wimplant #0(#wplace#D) #wimprove.#n\n\r",
ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1, "face"))
{
send_to_char("#0Current Facial Implants:#n\n\r", ch);
if (ch->pcdata->powers[CYBORG_FACE] < 1)
send_to_char("None.\n\r", ch);
if (ch->pcdata->powers[CYBORG_FACE] > 0)
{
if (ch->pcdata->powers[CYBORG_FACE] > 3)
{
send_to_char
("Your have bio-mechanical eyes blessed by Lloth.\n\r",
ch);
send_to_char
("Your aura is shielded.\n\r",
ch);
send_to_char
("Your senses are improved, allowing you to see the stats and location of others.\n\r",
ch);
return;
}
else if ((ch->pcdata->powers[CYBORG_FACE] ==
2))
send_to_char
("You can see in the night and shadows.\n\r",
ch);
else if ((ch->pcdata->powers[CYBORG_FACE] ==
1))
send_to_char
("You can see in the night.\n\r",
ch);
}
return;
}
else if (!str_cmp(arg1, "legs"))
{
send_to_char("#0Current Leg Implants:#n\n\r", ch);
if (ch->pcdata->powers[CYBORG_LIMBS] < 1)
send_to_char("#wNone#n.\n\r", ch);
if (ch->pcdata->powers[CYBORG_LIMBS] > 0)
send_to_char
("#wYour human legs have been replaced with stronger mechanical ones.#n\n\r",
ch);
if (ch->pcdata->powers[CYBORG_LIMBS] > 1)
send_to_char
("#wDoctors have blessed you with superior speed.#n\n\r",
ch);
if (ch->pcdata->powers[CYBORG_LIMBS] > 2)
send_to_char
("#wYour are one of futures champions.#n\n\r",
ch);
if (ch->pcdata->powers[CYBORG_LIMBS] > 3)
send_to_char
("#wYou are a true cyborg warrior, you have supreme fighting skills.#n\n\r",
ch);
if (ch->pcdata->powers[CYBORG_LIMBS] > 4)
send_to_char
("#wYour spit is now pure corrosive poison.#n\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "body"))
{
send_to_char("#0Current Body Implants:#n\n\r", ch);
if (ch->pcdata->powers[CYBORG_BODY] < 1)
send_to_char("None.\n\r", ch);
if (ch->pcdata->powers[CYBORG_BODY] > 0)
send_to_char
("Your body's armor has been increased greatly.\n\r",
ch);
if (ch->pcdata->powers[CYBORG_BODY] > 1)
send_to_char
("Your body can absorb certain attacks.\n\r",
ch);
if (ch->pcdata->powers[CYBORG_BODY] > 2)
send_to_char
("You body slam your enemy when you have first attack.\n\r",
ch);
if (ch->pcdata->powers[CYBORG_BODY] > 3)
send_to_char
("You have the power to cloak yourself and become invisible.\n\r",
ch);
if (ch->pcdata->powers[CYBORG_BODY] > 4)
send_to_char
("You have poisoned stingers that shoot at your enemies from your body.\n\r",
ch);
if (ch->pcdata->powers[CYBORG_BODY] > 5)
send_to_char("You regenerate very fast.\n\r",
ch);
return;
}
xprintf(buf,
"#BCurrent implant levels#w: #wFace: #R%d#w, Legs: #R%d#w, Body: #R%d#w.#x\n\r\n\r",
UMIN(ch->pcdata->powers[CYBORG_FACE], 5),
UMIN(ch->pcdata->powers[CYBORG_LIMBS], 5),
UMIN(ch->pcdata->powers[CYBORG_BODY], 6));
send_to_char(buf, ch);
return;
}
if (!str_cmp(arg2, "improve"))
{
int implant;
int cost;
int max;
if (!str_cmp(arg1, "face"))
{
implant = CYBORG_FACE;
max = 5;
}
else if (!str_cmp(arg1, "legs"))
{
implant = CYBORG_LIMBS;
max = 5;
}
else if (!str_cmp(arg1, "body"))
{
implant = CYBORG_BODY;
max = 6;
}
else
{
send_to_char("Implants are face, legs, and body.\n\r",
ch);
return;
}
if ((ch->pcdata->powers[implant] == 1))
cost = 25000;
else if ((ch->pcdata->powers[implant] == 2))
cost = 50000;
else if ((ch->pcdata->powers[implant] == 3))
cost = 100000;
else if ((ch->pcdata->powers[implant] == 4))
cost = 200000;
else if ((ch->pcdata->powers[implant] == 5))
cost = 400000;
else if ((ch->pcdata->powers[implant] == 6))
cost = 800000;
else
cost = 12500;
arg1[0] = UPPER(arg1[0]);
if ((ch->pcdata->powers[implant] >= max))
{
xprintf(buf,
"You already have all implants on your %s.\n\r",
arg1);
send_to_char(buf, ch);
return;
}
if (!str_cmp(arg1, "face"))
{
if ((ch->pcdata->powers[CYBORG_FACE] == 4 &&
ch->pcdata->powers[CYBORG_BODY] < 4))
{
send_to_char
("You need the 4th body implant first.\n\r",
ch);
return;
}
}
if (!str_cmp(arg1, "body"))
{
if (ch->pcdata->powers[CYBORG_LIMBS] < 1)
{
send_to_char
("You need at least 1 leg implant before you can get any body implants.\n\r",
ch);
return;
}
}
if (cost > ch->pcdata->stats[CYBORG_POWER])
{
xprintf(buf,
"Your bionic power must be greater than %d before you can improve your %s implants.\n\r",
cost, arg1);
send_to_char(buf, ch);
return;
}
ch->pcdata->powers[implant] += 1;
ch->pcdata->stats[CYBORG_POWER] -= cost;
xprintf(buf, "You add an implant to your %s.\n\r", arg1);
send_to_char(buf, ch);
return;
}
else
send_to_char("Syntax: implant (place) improve.\n\r", ch);
return;
}
void do_stuntubes(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[CYBORG_BODY] < 5
|| ch->pcdata->powers[CYBORG_LIMBS] < 5)
{
send_to_char
("You need level 5 implants on your legs and body to use this.\n\r",
ch);
return;
}
if (ch->move < 1000)
{
stc("You need 1000 move to do that.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 12);
ch->move -= 1000;
one_hit(ch, victim, gsn_stuntubes, 1);
one_hit(ch, victim, gsn_stuntubes, 1);
one_hit(ch, victim, gsn_stuntubes, 1);
one_hit(ch, victim, gsn_stuntubes, 1);
if (!IS_AFFECTED(victim, AFF_POISON))
SET_BIT(victim->affected_by, AFF_POISON);
if (!IS_AFFECTED(victim, AFF_FLAMING))
SET_BIT(victim->affected_by, AFF_FLAMING);
return;
}
void do_cubeform(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[CYBORG_BODY] < 5)
{
send_to_char("You must have level 5 body.\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_CUBEFORM))
{
REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act("$n returns to a normal man.", ch, NULL, NULL, TO_ROOM);
send_to_char("You turn into your normal form.\n\r", ch);
ch->damroll -= 250;
ch->hitroll -= 250;
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
if (ch->move < 2000 || ch->mana < 2000)
{
send_to_char
("You need 2000 mana and 2000 move to make yourself an avatar of Lloth.\n\r",
ch);
return;
}
else
{
act("$n eyes glow with red light as a bloodlust fills them.",
ch, NULL, NULL, TO_ROOM);
send_to_char("You become a true TERMINATOR!.\n\r", ch);
SET_BIT(ch->newbits, NEW_CUBEFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "%s the Terminator", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->move -= 2000;
ch->mana -= 2000;
ch->damroll += 250;
ch->hitroll += 250;
return;
}
return;
}
void do_infravision(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[CYBORG_FACE] < 1)
{
send_to_char
("You need at least 1 implant on your face to use your unholy sight.\n\r",
ch);
return;
}
if (ch->pcdata->powers[CYBORG_FACE] > 2)
{
if (IS_SET(ch->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("You turn off your unholy sight.\n\r",
ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("You turn on your unholy sight.\n\r",
ch);
}
}
else if (ch->pcdata->powers[CYBORG_FACE] == 2)
{
if (IS_SET(ch->affected_by, AFF_SHADOWSIGHT)
&& IS_SET(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF],
VAM_NIGHTSIGHT);
send_to_char("You turn off your unholy sight.\n\r",
ch);
}
else
{
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
send_to_char("You turn on your unholy sight.\n\r",
ch);
}
}
else if ((ch->pcdata->powers[CYBORG_FACE] == 1))
{
if (IS_SET(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF],
VAM_NIGHTSIGHT);
send_to_char("You turn off your unholy sight.\n\r",
ch);
}
else
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
send_to_char("You turn on your unholy sight.\n\r",
ch);
}
}
return;
}
void do_cyborgeq(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Please specify which piece of cyborg armor you wish to make: whip ring "
"collar armor helmet leggings boots gloves sleeves cloak belt bracer mask.\n\r",
ch);
return;
}
if (!str_cmp(arg, "whip"))
vnum = 33140;
else if (!str_cmp(arg, "ring"))
vnum = 33141;
else if (!str_cmp(arg, "collar"))
vnum = 33142;
else if (!str_cmp(arg, "armor"))
vnum = 33143;
else if (!str_cmp(arg, "helmet"))
vnum = 33144;
else if (!str_cmp(arg, "leggings"))
vnum = 33145;
else if (!str_cmp(arg, "boots"))
vnum = 33146;
else if (!str_cmp(arg, "gloves"))
vnum = 33147;
else if (!str_cmp(arg, "sleeves"))
vnum = 33148;
else if (!str_cmp(arg, "cloak"))
vnum = 33149;
else if (!str_cmp(arg, "belt"))
vnum = 33150;
else if (!str_cmp(arg, "bracer"))
vnum = 33151;
else if (!str_cmp(arg, "mask"))
vnum = 33152;
else
{
do_cyborgeq(ch, "");
return;
}
if (ch->practice < 100)
{
send_to_char
("It costs 100 primal to create a piece of cyborg armour.\n\r",
ch);
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform Dracknuur.\n\r",
ch);
return;
}
ch->practice -= 100;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("$p appears in your hands in a blast of flames.", ch, obj, NULL,
TO_CHAR);
act("$p appears in $n's hands in a blast of flames.", ch, obj, NULL,
TO_ROOM);
return;
}