/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
/*
* Local functions.
*/
void do_lloth(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char("Huh?\n\r", ch);
return;
}
send_to_char("#p -*- The Church of Lloth -*-#n\n\r", ch);
send_to_char
("#7[#pName #7] [#p Hp #7] [#p Mana #7] [#p Move #7] [#p Gen #7 ]#n\n\r",
ch);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch))
continue;
if (!IS_CLASS(gch, CLASS_DROW)
&& !IS_CLASS(gch, CLASS_CYBORG))
continue;
xprintf(buf, "#7[%-20s] [%-7d] [%-7d] [%-7d] [%-7d]#n\n\r",
capitalize(gch->name), gch->hit, gch->mana, gch->move,
gch->generation);
send_to_char(buf, ch);
}
return;
}
void do_grant(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int inpart = 0;
int cost = 0;
smash_tilde(argument);
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: Grant <person> <power>\n\r", ch);
send_to_char
("#pDrowfire #0(#r2500#0)#n, #pDarkness #0(#r7500#0)#n, #pDrowpoison #0(#r2500#0)#n.\n\r",
ch);
send_to_char
("#pDrowsight #0(#r5000#0)#n, #pDrowshield #0(#r5000#0)#n, #pLevitation #0(#r1000#0)#n.\n\r",
ch);
send_to_char
("#pShadowwalk #0(#r10000#0)#n, #pGarotte #0(#r5000#0)#n, #pSpiderarms #0(#r25000#0)#n.\n\r",
ch);
send_to_char
("#pDrowhate #0(#r20000#0)#n, #pSpiderform #0(#r25000#0)#n, #pWeb #0(#r5000#0)#n.\n\r",
ch);
send_to_char
("#pDgarotte #0(#r2500#0)#n, #pConfuse #0(#r2500#0)#n, #pGlamour #0(#r5000#0)#n.\n\r",
ch);
send_to_char
("#pEarthshatter #0(#r7500#0)#n, #pSpeed #0(#r7500#0)#n, #pToughskin #0(#r7500#0)#n.\n\r",
ch);
send_to_char
("#pDarktendrils #0(#r25000#0)#n., #pFightdance#0 (#r10000#0)#n\n\r",
ch);
send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg1)) == NULL)
{
send_to_char("Nobody by that name.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (!IS_CLASS(victim, CLASS_DROW))
{
send_to_char("Only on drows.\n\r", ch);
return;
}
if (!str_cmp(arg2, "mage") || !str_cmp(arg2, "warrior")
|| !str_cmp(arg2, "cleric"))
{
if (victim->generation < 3)
{
send_to_char("Not on them!\n\r", ch);
return;
}
if ((IS_SET(victim->special, SPC_DROW_WAR) ||
IS_SET(victim->special, SPC_DROW_MAG) ||
IS_SET(victim->special, SPC_DROW_CLE)) && ch->level < 6
&& ch->generation > 2)
{
send_to_char("They already have a profession.\n\r",
ch);
return;
}
if (!str_cmp(arg2, "mage"))
SET_BIT(victim->special, SPC_DROW_MAG);
else if (!str_cmp(arg2, "cleric"))
SET_BIT(victim->special, SPC_DROW_CLE);
else if (!str_cmp(arg2, "warrior"))
SET_BIT(victim->special, SPC_DROW_WAR);
send_to_char("You give them a profession.\n\r", ch);
send_to_char("You have been given a profession.\n\r", victim);
save_char_obj(victim);
return;
}
if (!str_cmp(arg2, "drowfire"))
{
inpart = DPOWER_DROWFIRE;
cost = 2500;
}
else if (!str_cmp(arg2, "darkness"))
{
inpart = DPOWER_DARKNESS;
cost = 7500;
}
else if (!str_cmp(arg2, "drowsight"))
{
inpart = DPOWER_DROWSIGHT;
cost = 5000;
}
else if (!str_cmp(arg2, "spiderarms"))
{
inpart = DPOWER_ARMS;
cost = 25000;
}
else if (!str_cmp(arg2, "web"))
{
inpart = DPOWER_WEB;
cost = 5000;
}
else if (!str_cmp(arg2, "spiderform"))
{
inpart = DPOWER_SPIDERFORM;
cost = 25000;
}
else if (!str_cmp(arg2, "drowhate"))
{
inpart = DPOWER_DROWHATE;
cost = 20000;
}
else if (!str_cmp(arg2, "drowshield"))
{
inpart = DPOWER_DROWSHIELD;
cost = 5000;
}
else if (!str_cmp(arg2, "levitation"))
{
inpart = DPOWER_LEVITATION;
cost = 1000;
}
else if (!str_cmp(arg2, "shadowwalk"))
{
inpart = DPOWER_SHADOWWALK;
cost = 10000;
}
else if (!str_cmp(arg2, "garotte"))
{
inpart = DPOWER_GAROTTE;
cost = 5000;
}
else if (!str_cmp(arg2, "dgarotte"))
{
inpart = DPOWER_DGAROTTE;
cost = 2500;
}
else if (!str_cmp(arg2, "drowpoison"))
{
inpart = DPOWER_DROWPOISON;
cost = 2500;
}
else if (!str_cmp(arg2, "glamour"))
{
inpart = DPOWER_GLAMOUR;
cost = 5000;
}
else if (!str_cmp(arg2, "confuse"))
{
inpart = DPOWER_CONFUSE;
cost = 2500;
}
else if (!str_cmp(arg2, "earthshatter"))
{
inpart = DPOWER_EARTHSHATTER;
cost = 7500;
}
else if (!str_cmp(arg2, "speed"))
{
inpart = DPOWER_SPEED;
cost = 7500;
}
else if (!str_cmp(arg2, "toughskin"))
{
inpart = DPOWER_TOUGHSKIN;
cost = 7500;
}
else if (!str_cmp(arg2, "darktendrils"))
{
inpart = DPOWER_DARKTENDRILS;
cost = 25000;
}
else if (!str_cmp(arg2, "fightdance"))
{
inpart = DPOWER_FIGHTDANCE;
cost = 10000;
}
else
{
send_to_char("Syntax: Grant <person> <power>\n\r", ch);
send_to_char
("#pDrowfire #0(#r2500#0)#n, #pDarkness #0(#r7500#0)#n, #pDrowpoison #0(#r2500#0)#n.\n\r",
ch);
send_to_char
("#pDrowsight #0(#r5000#0)#n, #pDrowshield #0(#r5000#0)#n, #pLevitation #0(#r1000#0)#n.\n\r",
ch);
send_to_char
("#pShadowwalk #0(#r10000#0)#n, #pGarotte #0(#r5000#0)#n, #pSpiderarms #0(#r25000#0)#n.\n\r",
ch);
send_to_char
("#pDrowhate #0(#r20000#0)#n, #pSpiderform #0(#r25000#0)#n, #pWeb #0(#r5000#0)#n.\n\r",
ch);
send_to_char
("#pDgarotte #0(#r2500#0)#n, #pConfuse #0(#r2500#0)#n, #pGlamour #0(#r5000#0)#n.\n\r",
ch);
send_to_char
("#pEarthshatter #0(#r7500#0)#n, #pSpeed #0(#r7500#0)#n, #pToughskin #0(#r7500#0)#n.\n\r",
ch);
send_to_char
("#pDarktendrils #0(#r25000#0)#n., #pFightdance#0 (#r10000#0)#n\n\r",
ch);
send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch);
return;
}
if (!(ch == victim))
cost *= 5;
if (IS_SET(victim->pcdata->powers[1], inpart))
{
send_to_char("They have already got that power.\n\r", ch);
return;
}
if (!IS_CLASS(victim, CLASS_DROW))
{
stc("You can not grant powers to Non Drows.\n\r", ch);
return;
}
if (ch->pcdata->stats[DROW_POWER] < cost)
{
send_to_char
("You have insufficient power to grant that gift.\n\r",
ch);
return;
}
SET_BIT(victim->pcdata->powers[1], inpart);
ch->pcdata->stats[DROW_POWER] -= cost;
if (victim != ch)
send_to_char
("You have been granted a gift from your matron!\n\r",
victim);
send_to_char("Ok.\n\r", ch);
if (victim != ch)
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_chaosblast(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special,
SPC_DROW_MAG)
&& ch->generation > 2))
{
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
if ((victim = ch->fighting) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch->mana < 750)
{
send_to_char("You don't have enough mana.\n\r", ch);
return;
}
if ((sn = skill_lookup("chaos blast")) < 0)
return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] / 3;
act("You concentrate your power on $N.", ch, NULL, victim, TO_CHAR);
act("$n concentrates $s power on you.", ch, NULL, victim, TO_VICT);
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 12);
ch->mana = ch->mana - 750;
return;
}
void do_drowcreate(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Please specify what kind of equipment you want to create.\n\r",
ch);
send_to_char("Whip, Dagger, Ring, Amulet, Armor, Helmet,\n\r",
ch);
send_to_char("Leggings, Boots, Gauntlets, Sleeves,\n\r", ch);
send_to_char("Belt, Bracer, Mask, Cloak.\n\r", ch);
return;
}
if (!str_cmp(arg, "whip"))
vnum = 33061;
else if (!str_cmp(arg, "cloak"))
vnum = 33070;
else if (!str_cmp(arg, "armor"))
vnum = 33073;
else if (!str_cmp(arg, "boots"))
vnum = 33067;
else if (!str_cmp(arg, "gauntlets"))
vnum = 33068;
else if (!str_cmp(arg, "sleeves"))
vnum = 33069;
else if (!str_cmp(arg, "belt"))
vnum = 33062;
else if (!str_cmp(arg, "helmet"))
vnum = 33065;
else if (!str_cmp(arg, "leggings"))
vnum = 33066;
else if (!str_cmp(arg, "mask"))
vnum = 33072;
else if (!str_cmp(arg, "bracer"))
vnum = 33071;
else if (!str_cmp(arg, "dagger"))
vnum = 33060;
else if (!str_cmp(arg, "ring"))
vnum = 33063;
else if (!str_cmp(arg, "amulet"))
vnum = 33064;
else
{
send_to_char("That is an invalid type.\n\r", ch);
return;
}
if (ch->practice < 100)
{
send_to_char
("It costs 100 points of primal to create a piece of drow armour.\n\r",
ch);
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform Jobo.\n\r", ch);
return;
}
ch->practice -= 100;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
return;
}
void do_drowfire(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW) ||
!IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("Not on yourself.\n\r", ch);
return;
}
if (ch->mana < 4000)
{
send_to_char("You don't have 4000 mana.\n\r", ch);
return;
}
if ((sn = skill_lookup("drowfire")) < 0)
return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 9.5;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 10);
ch->mana -= 4000;
return;
}
void do_heal(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->special, SPC_DROW_CLE))
{
if (ch->generation > 2)
{
stc("You must be either a cleric or weaponsmaster to use heal.\n\r",ch);
return;
}
}
if (ch->mana < 750)
{
send_to_char("You don't have enough mana.\n\r", ch);
return;
}
ch->mana = ch->mana - 750;
ch->hit = ch->hit + ch->spl[BLUE_MAGIC] * 5;
if (IS_SET(ch->special, SPC_DROW_CLE))
ch->hit = ch->hit + ch->spl[BLUE_MAGIC] * 3;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
send_to_char("Lloth heals you.\n\r", ch);
act("$n is healed by Lloth.", ch, NULL, NULL, TO_ROOM);
WAIT_STATE(ch, 12);
return;
}
void do_shadowwalk(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_CYBORG)
&& !IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHADOWWALK)
&& IS_CLASS(ch, CLASS_SHADOW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
if (IS_CLASS(ch, CLASS_CYBORG))
send_to_char("upload yourself to whom?\n\r", ch);
else
send_to_char("Shadowwalk to whom?\n\r", ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
// if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
{
send_to_char("I don't think they want you to do that.\n\r",
ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
location = victim->in_room;
if (ch->move < 250)
{
send_to_char("You are too tired to go.\n\r", ch);
return;
}
/* if (!IS_NPC(victim)) {
send_to_char("You failed.\n\r", ch );
return;}
if (!IS_SET(victim->in_room->room_flags, ROOM_DARK)) {
send_to_char("You failed.\n\r", ch );
return;}*/
if (IS_CLASS(ch, CLASS_CYBORG))
{
act("You become line noise and move at lightspeed.", ch, NULL,
NULL, TO_CHAR);
act("$n becomes line noise and moves at lightspeed.", ch,
NULL, NULL, TO_ROOM);
}
else
{
act("You walk into the shadows.", ch, NULL, NULL, TO_CHAR);
act("$n walks into the shadows.", ch, NULL, NULL, TO_ROOM);
}
ch->move -= 250;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
/*
* fix for cyborgs
*/
act("You walk out of the shadows.", ch, NULL, NULL, TO_CHAR);
act("$n walks out of the shadows.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_drowhate(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
{
send_to_char("You must first be granted the power of drowhate.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_DROWHATE))
{
send_to_char("You calm your hatred.\n\r", ch);
REMOVE_BIT(ch->newbits, NEW_DROWHATE);
}
else
{
send_to_char("You invoke your hatred for others.\n\r", ch);
SET_BIT(ch->newbits, NEW_DROWHATE);
}
return;
}
void do_darktendrils(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_DARKTENDRILS))
{
send_to_char("Your tendrils of darkness disappear.\n\r", ch);
REMOVE_BIT(ch->newbits, NEW_DARKTENDRILS);
}
else
{
send_to_char
("You call forth dark tendrils to attack your foes.\n\r",
ch);
SET_BIT(ch->newbits, NEW_DARKTENDRILS);
}
return;
}
void do_fightdance(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_FIGHTDANCE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_FIGHTDANCE))
{
send_to_char
("You will no longer dance The Dance of Lloth.\n\r",
ch);
REMOVE_BIT(ch->newbits, NEW_FIGHTDANCE);
}
else
{
send_to_char
("You will start dancing The Dance of Lloth while fighting.\n\r",
ch);
SET_BIT(ch->newbits, NEW_FIGHTDANCE);
}
return;
}
void do_spiderform(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You can't spiderform while changed.\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_DFORM))
{
xprintf(buf, "$n morphs back into %s.", GET_PROPER_NAME(ch));
act(buf, ch, NULL, NULL, TO_ROOM);
stc("You return to your normal form.\n\r", ch);
free_string(ch->morph);
ch->morph = str_dup("");
ch->hitroll -= 400;
ch->damroll -= 400;
ch->armor += 1000;
REMOVE_BIT(ch->newbits, NEW_DFORM);
REMOVE_BIT(ch->newbits, THIRD_HAND);
REMOVE_BIT(ch->newbits, FOURTH_HAND);
WAIT_STATE(ch, 7);
return;
}
else if (!IS_SET(ch->newbits, NEW_DFORM))
{
act("You mutate into a giant spider.", ch, NULL, NULL,
TO_CHAR);
act("$n mutates into a giant spider.", ch, NULL, NULL,
TO_ROOM);
xprintf(buf, "%s the giant mylochar", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->hitroll += 400;
ch->damroll += 400;
ch->armor -= 1000;
SET_BIT(ch->newbits, NEW_DFORM);
SET_BIT(ch->newbits, THIRD_HAND);
SET_BIT(ch->newbits, FOURTH_HAND);
return;
}
return;
}
void do_drowsight(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_SET(ch->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char("Your senses return to normal.\n\r", ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char
("Your senses increase to incredible proportions.\n\r",
ch);
}
return;
}
void do_drowshield(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_IMMUNE(ch, IMM_SHIELDED))
{
send_to_char
("You shield your aura from those around you.\n\r",
ch);
SET_BIT(ch->immune, IMM_SHIELDED);
return;
}
send_to_char("You stop shielding your aura.\n\r", ch);
REMOVE_BIT(ch->immune, IMM_SHIELDED);
return;
}
void do_drowpowers(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW))
{
send_to_char("Huh?\n\r", ch);
return;
}
send_to_char("#CThe powers Lloth has bestowed upon you...#n\n\r", ch);
send_to_char("#B-----------------------------------------#n\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED))
send_to_char("You move quite quickly.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_TOUGHSKIN))
send_to_char("Your skin has been toughened.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE))
send_to_char("You can call Drowfire upon your enemies.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS))
send_to_char("You can summon a globe of darkness.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT))
send_to_char("You can use enhanced sight.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))
send_to_char("You can levitate in the air.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
send_to_char("You can shield your aura.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
send_to_char("You have control over deadly poisons.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
send_to_char("You can walk through the shadows.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE))
send_to_char("You have mastered the art of garotte.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
send_to_char("You have dark-enhanced garotte.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_ARMS))
send_to_char("You have extra spidery arms.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
send_to_char("You can invoke the hatred of the Drow.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
send_to_char("You can mutate into a large spider.\n\r", ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
send_to_char("You can shoot a spidery web at opponents.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR))
send_to_char
("You can glamourosly change the appearance of items.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE))
send_to_char
("You can confuse your enemies during battle.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER))
send_to_char("You can shatter the earth under your feet.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS))
send_to_char
("You call forth Tendrils of Darkness to aid battle.\n\r",
ch);
if (IS_SET(ch->pcdata->powers[1], DPOWER_FIGHTDANCE))
send_to_char
("You will fight The Dance of Lloth when engaged in battle.\n\r",
ch);
send_to_char("\n\r", ch);
if (IS_SET(ch->special, SPC_DROW_WAR))
send_to_char("You are a Drow Warrior.\n\r", ch);
if (IS_SET(ch->special, SPC_DROW_MAG))
send_to_char("You are a Drow Mage.\n\r", ch);
if (IS_SET(ch->special, SPC_DROW_CLE))
send_to_char("You are a Drow Cleric.\n\r", ch);
xprintf(buf, "You have %d drow power points!.\n\r",
ch->pcdata->stats[DROW_POWER]);
send_to_char(buf, ch);
xprintf(buf, "You have %d points of magic resistance.\n\r",
ch->pcdata->stats[DROW_MAGIC]);
send_to_char(buf, ch);
if (weather_info.sunlight == SUN_DARK)
send_to_char("You feel strong in the night.\n\r", ch);
send_to_char("\n\r", ch);
return;
}
void do_darkness(CHAR_DATA * ch, char *argument)
{
bool blah = FALSE;
if (IS_NPC(ch))
return;
if ((!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_CYBORG))
|| (!IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)
&& !IS_CLASS(ch, CLASS_CYBORG)))
{
do_vampdarkness(ch, argument);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not until your fighttimer expires.\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
send_to_char("You banish your globe of darkness.\n\r", ch);
act("The globe of darkness around $n disappears.", ch, NULL,
NULL, TO_ROOM);
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
if (ch->in_room != NULL)
if (IS_SET
(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
REMOVE_BIT(ch->in_room->room_flags,
ROOM_TOTAL_DARKNESS);
return;
}
if (ch->mana < 1000)
{
send_to_char
("You don't have enough mana to summon the darkness.\n\r",
ch);
return;
}
send_to_char("You summon a globe of darkness.\n\r", ch);
act("$n summons a globe of darkness.", ch, NULL, NULL, TO_ROOM);
ch->mana -= 1000;
if (IS_SET(ch->extra, TIED_UP))
{
REMOVE_BIT(ch->extra, TIED_UP);
blah = TRUE;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
blah = TRUE;
}
if (blah)
send_to_char("The darkness sets you free.\n\r", ch);
SET_BIT(ch->newbits, NEW_DARKNESS);
if (!IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
return;
}
void do_glamour(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char arg3[MAX_STRING_LENGTH];
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_FAE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_DROW)
&& !IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 10)
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You dont have that item.\n\r", ch);
return;
}
if (!(!str_cmp(arg2, "short") || !str_cmp(arg2, "name")))
{
send_to_char
("syntax : glamour <item> <short/name> <newname>.\n\r",
ch);
return;
}
if (strlen(arg3) > 60 || strlen(arg3) < 3)
{
send_to_char("From 3 to 60 characters please.\n\r", ch);
return;
}
if (has_bad_chars(ch, arg3))
{
send_to_char("Illegal chars, please retry.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT)
|| IS_SET(obj->quest, QUEST_PRIZE))
{
send_to_char("Not on artifacts and prizes.\n\r", ch);
return;
}
if (!str_cmp(arg2, "name"))
{
free_string(obj->name);
obj->name = str_dup(arg3);
obj->questmaker = str_dup(ch->name);
}
if (!str_cmp(arg2, "short"))
{
free_string(obj->short_descr);
obj->short_descr = str_dup(arg3);
obj->questmaker = str_dup(ch->name);
}
send_to_char("Ok.\n\r", ch);
return;
}
void do_confuse(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You are not fighting anyone.\n\r", ch);
return;
}
if (ch->move < 75)
{
send_to_char("You need 75 move to confuse your opponent.\n\r",
ch);
return;
}
act("$n attempts to confuse you.", ch, NULL, victim, TO_VICT);
act("You attempt to confuse $N.", ch, NULL, victim, TO_CHAR);
act("$n attempts to confuse $N.", ch, NULL, victim, TO_NOTVICT);
ch->move -= 75;
if (number_percent() > 25)
{
send_to_char("You failed.\n\r", ch);
return;
}
else
{
do_flee(victim, "");
WAIT_STATE(ch, 16);
return;
}
return;
}
void do_earthshatter(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int level;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_DROW)
|| !IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->mana < 1150)
{
send_to_char("You need more mana.\n\r", ch);
return;
}
level = ch->spl[PURPLE_MAGIC];
ch->mana -= 1150;
send_to_char
("You summon the power of the underworld, shattering the earth.\n\r",
ch);
act("$n causes the earth to shatter", ch, NULL, NULL, TO_ROOM);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch == ch)
continue;
if (vch->trust > 6)
continue;
dam = dice(level, 40);
if (saves_spell(level, vch))
dam /= 2;
damage(ch, vch, dam, skill_lookup("earthquake"));
}
WAIT_STATE(ch, 9);
return;
}