/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
char * const dir_name [] =
{
"north", "east", "south", "west", "up", "down"
};
const sh_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 ) );
void move_char( CHAR_DATA *ch, int door )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
char buf [MAX_INPUT_LENGTH];
char poly [MAX_INPUT_LENGTH];
char mount [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 ( (ch->mount != NULL) &&
(IS_SET(ch->mounted, IS_RIDING)) &&
(ch->mount->position < POS_FIGHTING) )
{
send_to_char( "Your mount is unable to move right now.\n\r", ch );
return;
}
if(IS_SET(pexit->exit_info, EX_CLOSED))
{
if(!IS_AFFECTED(ch, AFF_PASS_DOOR))
{
act("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR);
return;
}
if(IS_SET(pexit->exit_info, EX_PASSPROOF))
{
act("You are unable to pass through the $d.", ch, NULL, pexit->keyword, TO_CHAR);
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) )
{
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) && 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 ) && ch->level <= LEVEL_JUSTICAR )
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
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 need at least one free arm to drag yourself with.\n\r", ch );
return;
}
if ( !IS_NPC(ch) )
{
int iClass;
int move;
for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
if ( iClass != ch->class
&& to_room->vnum == class_table[iClass].guild )
{
send_to_char( "You aren't allowed in there.\n\r", ch );
return;
}
}
if ( IS_SET(ch->act, PLR_VAMPIRE)
&& IS_SET(to_room->room_flags, ROOM_SACRED)
&& ch->level <= LEVEL_JUSTICAR )
{
send_to_char( "You cannot walk on sacred ground.\n\r", ch);
return;
}
if( IS_AFFECTED(ch, AFF_SHADOWPLANE)
&& IS_SET(to_room->room_flags, ROOM_NO_SHADOWPLANE))
{
send_to_char( "That room has no shadows for you to slip into.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_ETHEREAL)
&& IS_SET(to_room->room_flags, ROOM_NO_MIST))
{
send_to_char ("You are too insubstantial to go that way.\n\r",ch);
return;
}
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED(ch, AFF_FLYING) &&
(!IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_FLYING))
&& !(ch->mount != NULL && IS_SET(ch->mounted,IS_RIDING) &&
IS_AFFECTED(ch->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_SET(ch->act,PLR_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 (ch->mount != NULL && IS_SET(ch->mounted, IS_RIDING) &&
IS_AFFECTED(ch->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;
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;
}
}
}
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 < move || ch->move <= 0 )
{
send_to_char( "You are too exhausted.\n\r", ch );
return;
}
WAIT_STATE( ch, 1 );
ch->move -= move;
}
/* Check for mount message - KaVir */
if ( ch->mount != NULL && ch->mounted == IS_RIDING )
{
if (IS_NPC(ch->mount))
snprintf(mount, MAX_INPUT_LENGTH, " on %s.",ch->mount->short_descr);
else
snprintf(mount, MAX_INPUT_LENGTH, " on %s.",ch->mount->name);
}
else
snprintf(mount, MAX_INPUT_LENGTH, ".");
if ( IS_HEAD(ch,LOST_HEAD) )
snprintf(leave, 20, "rolls");
else if ( IS_BODY(ch,BROKEN_SPINE) )
snprintf(leave, 20, "drags $mself");
else if ( IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG) )
snprintf(leave, 20, "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)) )
snprintf(leave, 20, "crawls");
else if ( ch->hit < (ch->max_hit/4) )
snprintf(leave, 20, "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)) )
snprintf(leave, 20, "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)) )
snprintf(leave, 20, "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)) )
snprintf(leave, 20, "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)) )
snprintf(leave, 20, "limps");
else if ( ch->hit < (ch->max_hit/3) )
snprintf(leave, 20, "limps");
else if ( ch->hit < (ch->max_hit/2) )
snprintf(leave, 20, "staggers");
else
snprintf(leave, 20, "walks");
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ))
{
if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
snprintf(poly, MAX_INPUT_LENGTH, "%s flies $T%s",ch->morph,mount);
else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
snprintf(poly, MAX_INPUT_LENGTH, "%s rides $T%s",ch->morph,mount);
else
snprintf(poly, MAX_INPUT_LENGTH, "%s %s $T%s",ch->morph,leave,mount);
act( poly, ch, NULL, dir_name[door], TO_ROOM );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
{
if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
snprintf(poly, MAX_INPUT_LENGTH, "$n flies $T%s",mount);
else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
snprintf(poly, MAX_INPUT_LENGTH, "$n rides $T%s",mount);
else
snprintf(poly, MAX_INPUT_LENGTH, "$n %s $T%s",leave,mount);
act( poly, ch, NULL, dir_name[door], TO_ROOM );
}
char_from_room( ch );
char_to_room( ch, to_room );
if ( door == 0 ) {revdoor = 2;snprintf(buf, MAX_INPUT_LENGTH, "the south");}
else if ( door == 1 ) {revdoor = 3;snprintf(buf, MAX_INPUT_LENGTH, "the west");}
else if ( door == 2 ) {revdoor = 0;snprintf(buf, MAX_INPUT_LENGTH, "the north");}
else if ( door == 3 ) {revdoor = 1;snprintf(buf, MAX_INPUT_LENGTH, "the east");}
else if ( door == 4 ) {revdoor = 5;snprintf(buf, MAX_INPUT_LENGTH, "below");}
else {revdoor = 4;snprintf(buf, MAX_INPUT_LENGTH, "above");}
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ))
{
if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
snprintf(poly, MAX_INPUT_LENGTH, "%s flies in from %s%s",ch->morph,buf,mount);
else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
snprintf(poly, MAX_INPUT_LENGTH, "%s rides in from %s%s",ch->morph,buf,mount);
else
snprintf(poly, MAX_INPUT_LENGTH, "%s %s in from %s%s",ch->morph,leave,buf,mount);
act( poly, ch, NULL, NULL, TO_ROOM );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
{
if ((ch->mount != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
snprintf( poly, MAX_INPUT_LENGTH, "$n flies in from %s%s",buf,mount);
else if ( ch->mount != NULL && ch->mounted == IS_RIDING )
snprintf(poly, MAX_INPUT_LENGTH, "$n rides in from %s%s",buf,mount);
else
snprintf( poly, MAX_INPUT_LENGTH, "$n %s in from %s%s",leave,buf,mount);
act( poly, ch, NULL, NULL, TO_ROOM );
}
do_look( ch, "auto" );
if(!IS_NPC(ch) && IS_AFFECTED(ch, AFF_TRACKING))
{
if(ch->pcdata->hunting != NULL)
do_hunt( ch, ch->pcdata->hunting);
}
if( (ch->in_room->bomb > 0) && !IS_NPC(ch))
{
int bombsave;
int bombpercent;
bombpercent = 0;
bombsave = 0;
bombsave = (ch->spl[0] + ch->spl[1] + ch->spl[2] +
ch->spl[3] + ch->spl[4]) / 50;
bombpercent = number_range(0,100);
/* BOMBS added by the MAD MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT ... hehe Joker ;> */
if( ch->in_room->bomb > 0 && bombpercent > bombsave)
{
char bombinfo[MAX_INPUT_LENGTH];
int bombdam;
int temparmour;
temparmour = 0;
bombdam = 0;
if(ch->level >= LEVEL_ORACLE)
{
snprintf(bombinfo, MAX_INPUT_LENGTH, "There is a nice little bomb in this room, Mr God type person!\n\r");
ADD_COLOUR(ch, bombinfo, L_CYAN, MAX_INPUT_LENGTH);
send_to_char( bombinfo ,ch);
}
temparmour = GET_AC(ch);
if((ch->in_room->bomb >= ((ch->hit + 10) - temparmour)) && (ch->level > 2) && (ch->level < LEVEL_SEER))
{
ch->hit = -10;
ch->in_room->bomb = 0;
snprintf(bombinfo, MAX_INPUT_LENGTH, "The MAD MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT has just struck!!\n\r");
ADD_COLOUR(ch, bombinfo, L_RED, MAX_INPUT_LENGTH);
send_to_char( bombinfo, ch);
act("There is a HUGE explosion", ch, NULL, NULL, TO_ROOM);
update_pos( ch );
}
else if ((ch->level >2) && (ch->level < LEVEL_SEER))
{
bombdam = ch->in_room->bomb + temparmour;
if(bombdam <= 0)
{
send_to_char("Your armour saves you.\n\r",ch);
bombdam = 0;
}
ch->hit = ch->hit - bombdam;
ch->in_room->bomb = 0;
snprintf(bombinfo, MAX_INPUT_LENGTH, "The MAD MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT has just struck!!\n\r");
ADD_COLOUR(ch, bombinfo, L_RED, MAX_INPUT_LENGTH);
send_to_char( bombinfo, ch);
act("There is a HUGE explosion\n\r", ch, NULL, NULL, TO_ROOM);
update_pos( ch );
}
}
}
/* Joker - end of Bomb bits */
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( fch->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,get_room_index(ch->in_room->vnum));
/*
move_char( fch, door );
*/
}
if ( fch->master == ch && fch->position == POS_STANDING )
{
/* act( "You follow $N.", fch, NULL, ch, TO_CHAR ); */
if( in_room != to_room)
{
act( "You follow $N.", fch, NULL, ch, TO_CHAR );
move_char( fch, door );
}
}
}
room_text(ch,">ENTER<");
return;
}
void do_north( CHAR_DATA *ch, char *argument )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
move_char( ch, DIR_NORTH );
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
move_char( ch, DIR_EAST );
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
move_char( ch, DIR_SOUTH );
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
move_char( ch, DIR_WEST );
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
move_char( ch, DIR_UP );
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
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, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Enter what?\n\r", 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 )
{
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->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 = get_room_index(ch->in_room->vnum);
if ( pRoomIndex == NULL )
{
act( "You are unable to enter.", 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) )
snprintf(poly, MAX_INPUT_LENGTH, "%s steps into $p.",ch->morph);
else
snprintf(poly, MAX_INPUT_LENGTH, "$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) )
snprintf(poly, MAX_INPUT_LENGTH, "%s steps out of $p.",ch->morph);
else
snprintf(poly, MAX_INPUT_LENGTH, "$n steps out of $p.");
act( poly, ch, obj, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,location);
/* Leave this out for now, as it doesn't seem to work properly. KaVir
if ((obj->value[2] == 1) && (CAN_WEAR(obj,ITEM_TAKE)))
{
obj->value[2] = 2;
REMOVE_BIT(obj->wear_flags, ITEM_TAKE);
}
*/
if (obj->value[1] != 0)
{
obj->value[1] = obj->value[1] - 1;
if (obj->value[1] < 1)
{
act( "$p vanishes.", ch, obj, NULL, TO_CHAR );
act( "$p vanishes.", ch, obj, NULL, TO_ROOM );
extract_obj(obj);
}
}
char_from_room(ch);
char_to_room(ch,pRoomIndex);
found = FALSE;
for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
{
portal_next = portal->next_content;
if ( ( obj->value[0] == portal->value[3] )
&& (obj->value[3] == portal->value[0]) )
{
found = TRUE;
/* Leave this out for now, as it doesn't seem to work properly. KaVir
if ((portal->value[2] == 2) && (!CAN_WEAR(obj,ITEM_TAKE)))
{
portal->value[2] = 1;
SET_BIT(obj->wear_flags, ITEM_TAKE);
}
*/
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
!IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
if (portal->value[1] != 0)
{
portal->value[1] = portal->value[1] - 1;
if (portal->value[1] < 1)
{
act( "$p vanishes.", ch, portal, NULL, TO_CHAR );
act( "$p vanishes.", ch, portal, NULL, TO_ROOM );
extract_obj(portal);
}
}
}
}
do_look(ch,"auto");
if ( ( mount = ch->mount ) == NULL ) return;
char_from_room( mount );
char_to_room( mount, get_room_index(ch->in_room->vnum) );
return;
}
void do_open( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Open what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'open object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's already open.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) )
{ send_to_char( "You can't do that.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's locked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_CLOSED);
send_to_char( "Ok.\n\r", ch );
act( "$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 $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_close( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Close what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'close object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's already closed.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) )
{ send_to_char( "You can't do that.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_CLOSED);
send_to_char( "Ok.\n\r", ch );
act( "$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 $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'lock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$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 $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* lock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'unlock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$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 $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$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:
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char( "You are already standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_rest( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_STANDING:
send_to_char( "You rest.\n\r", ch );
act( "$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_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_RESTING:
case POS_STANDING:
send_to_char( "You sleep.\n\r", ch );
act( "$n sleeps.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{ do_stand( ch, argument ); return; }
if ( !IS_AWAKE(ch) )
{ send_to_char( "You are asleep yourself!\n\r", ch ); return; }
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{ send_to_char( "They aren't here.\n\r", ch ); return; }
if ( IS_AWAKE(victim) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED(victim, AFF_SLEEP) )
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
if (victim->position < 4)
{ act( "$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_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
if IS_NPC(ch) return;
act( "$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM );
act( "Your body flickers with green energy.", ch, NULL, NULL, TO_CHAR );
if ( ( location = get_room_index( ch->home ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char( "You are unable to recall.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
if ( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 4 );
snprintf( buf, MAX_STRING_LENGTH, "You failed!\n\r" );
send_to_char( buf, ch );
return;
}
snprintf( buf, MAX_STRING_LENGTH, "You recall from combat!\n\r");
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
if ( ( mount = ch->mount ) == NULL ) return;
char_from_room( mount );
char_to_room( mount, get_room_index(ch->in_room->vnum) );
return;
}
void do_home( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( IS_NPC(ch) ) return;
if ( arg[0] == '\0' || str_cmp(arg,"here") )
{
send_to_char( "If you wish this to be your room, you must type 'home here'.\n\r", ch );
return;
}
if ( ch->in_room->vnum == ch->home )
{
send_to_char( "But this is already your home!\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
IS_SET(ch->in_room->room_flags, ROOM_SAFE) ||
IS_SET(ch->in_room->room_flags, ROOM_NO_HOME) ||
ch->in_room->area_number == 111 ||
ch->in_room->area_number == 112 ||
ch->in_room->area_number == 113 ||
ch->in_room->area_number == 114)
{
send_to_char( "You are unable to make this room your home.\n\r", ch );
return;
}
ch->home = ch->in_room->vnum;
send_to_char( "This room is now your home.\n\r", ch );
return;
}
void do_escape( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) || !IS_HERO(ch))
return;
if ( ch->position >= POS_INCAP )
{
send_to_char( "You can only do this if you are dying.\n\r", ch );
return;
}
if ( (ch->in_room!=NULL) && IS_SET(ch->in_room->room_flags, ROOM_NO_ESCAPE) )
{
send_to_char( "You cannot escape from this room.\n\r", ch );
return;
}
if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
ch->move = 0;
ch->mana = 0;
act( "$n fades out of existance.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
if ( ch->pcdata->condition[COND_THIRST] < 75 ) ch->pcdata->condition[COND_THIRST] = 75;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");
act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
snprintf(buf, MAX_STRING_LENGTH, "%s has escaped defenceless from a fight.",ch->name);
do_info(ch,buf);
WAIT_STATE( ch, 24);
return;
}
void do_train( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
sh_int *pAbility;
char *pOutput;
int cost;
int immcost;
int primal;
int increase=0;
int tempcost=0;
int tempmax=0;
int amount=0;
argument = one_argument( argument, arg1, MAX_STRING_LENGTH);
argument = one_argument( argument, arg2, MAX_STRING_LENGTH);
if ( IS_NPC(ch) )
return;
if ( arg1[0] == '\0' )
{
snprintf( buf, MAX_STRING_LENGTH, "You have %ld experience points.\n\r", ch->exp );
send_to_char( buf, ch );
strncpy( arg1, "foo", MAX_STRING_LENGTH);
}
if (is_number(arg2))
{
amount = 0;
amount = atoi(arg2);
if(amount < 1 || amount > 100)
{
send_to_char("Please enter a value between 1 and 100.\n\r", ch);
return;
}
}
cost = 200;
immcost = count_imms(ch);
primal = (1+ch->practice)*500;
increase = 1;
if ( !str_cmp( arg1, "str" ) )
{
pAbility = &ch->pcdata->perm_str;
pOutput = "strength";
}
else if ( !str_cmp( arg1, "int" ) )
{
pAbility = &ch->pcdata->perm_int;
pOutput = "intelligence";
}
else if ( !str_cmp( arg1, "wis" ) )
{
pAbility = &ch->pcdata->perm_wis;
pOutput = "wisdom";
}
else if ( !str_cmp( arg1, "dex" ) )
{
pAbility = &ch->pcdata->perm_dex;
pOutput = "dexterity";
}
else if ( !str_cmp( arg1, "con" ) )
{
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
else if ( !str_cmp( arg1, "avatar") && ch->level == 2)
{
if(get_age(ch) < 20 )
{
send_to_char("It would be wiser and safer to wait until you are 20 years of age before training avatar.\n\r", ch);
return;
}
cost = 0;
if ( ch->race < 5)
{
cost = 1000;
}
pAbility = &ch->level;
pOutput = "level";
}
else if ( !str_cmp( arg1, "hp") && !str_cmp(arg2, "all") && ch->max_hit < 25000 && ch->max_hit > 0)
{
cost = (ch->max_hit - ch->pcdata->perm_con);
pAbility = &ch->max_hit;
tempcost = cost;
tempmax = ch->max_hit;
while( tempmax < 25000 && cost <= ch->exp )
{
cost = tempcost + cost;
tempmax = tempmax + 1;
tempcost = (tempmax - ch->pcdata->perm_con);
increase = increase+1;
}
if( cost > ch->exp && increase != 1)
{
cost = cost - (tempcost-1);
increase = increase - 1;
}
pOutput = "hp";
}
else if ( !str_cmp( arg1, "hp") && ch->max_hit < 25000 && ch->max_hit > 0)
{
if( amount > 1)
{
cost = amount*(ch->max_hit - ch->pcdata->perm_con) + amount*(amount-1)/2;
increase = amount;
pAbility = &ch->max_hit;
pOutput = "hp";
}
else
{
cost = (ch->max_hit - ch->pcdata->perm_con);
pAbility = &ch->max_hit;
pOutput = "hp";
}
}
else if ( !str_cmp( arg1, "mana") && !str_cmp( arg2, "all") && ch->max_mana < 25000 && ch->max_hit > 0)
{
cost = (ch->max_mana - ch->pcdata->perm_wis);
pAbility = &ch->max_mana;
tempcost = cost;
tempmax = ch->max_mana;
while( tempmax < 25000 && cost <= ch->exp )
{
cost = tempcost + cost;
tempmax = tempmax + 1;
tempcost = (tempmax - ch->pcdata->perm_wis);
increase = increase+1;
}
if( cost > ch->exp && increase != 1)
{
cost = cost - (tempcost-1);
increase = increase - 1;
}
pOutput = "mana";
}
else if ( !str_cmp( arg1, "mana") && ch->max_mana < 25000 && ch->max_mana > 0 )
{
if( amount > 1)
{
cost = amount*(ch->max_mana - ch->pcdata->perm_wis) + amount*(amount-1)/2;
increase = amount;
pAbility = &ch->max_mana;
pOutput = "mana";
}
else
{
cost = (ch->max_mana - ch->pcdata->perm_wis);
pAbility = &ch->max_mana;
pOutput = "mana";
}
}
else if ( !str_cmp( arg1, "move") && !str_cmp(arg2, "all") && ch->max_move < 25000 && ch->max_mana > 0 )
{
cost = (ch->max_move - ch->pcdata->perm_con);
pAbility = &ch->max_move;
tempcost = cost;
tempmax = ch->max_move;
while( tempmax < 25000 && cost <= ch->exp )
{
cost = tempcost + cost;
tempmax = tempmax + 1;
tempcost = (tempmax - ch->pcdata->perm_con);
increase = increase+1;
}
if( cost > ch->exp && increase != 1)
{
cost = cost - (tempcost-1);
increase = increase - 1;
}
pOutput = "move";
}
else if ( !str_cmp( arg1, "move") && ch->max_move < 25000 && ch->max_move > 0)
{
if( amount > 1)
{
cost = amount*(ch->max_move - ch->pcdata->perm_con) + amount*(amount-1)/2;
increase = amount;
pAbility = &ch->max_move;
pOutput = "move";
}
else
{
cost = (ch->max_move - ch->pcdata->perm_con);
pAbility = &ch->max_move;
pOutput = "move";
}
}
else if ( !str_cmp( arg1, "primal") && ch->practice < 100)
{
cost = primal;
pAbility = &ch->practice;
pOutput = "primal";
}
else if ( !str_cmp( arg1, "slash") && !IS_IMMUNE(ch,IMM_SLASH) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SLASH);
send_to_char( "You are now more resistant to slashing and slicing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "stab") && !IS_IMMUNE(ch,IMM_STAB) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STAB);
send_to_char( "You are now more resistant to stabbing and piercing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "smash") && !IS_IMMUNE(ch,IMM_SMASH) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SMASH);
send_to_char( "You are now more resistant to blasting, pounding and crushing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "beast") && !IS_IMMUNE(ch,IMM_ANIMAL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ANIMAL);
send_to_char( "You are now more resistant to claw and bite attacks.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "grab") && !IS_IMMUNE(ch,IMM_MISC) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_MISC);
send_to_char( "You are now more resistant to grepping, sucking and whipping weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "charm") && !IS_IMMUNE(ch,IMM_CHARM) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_CHARM);
send_to_char( "You are now immune to charm spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "heat") && !IS_IMMUNE(ch,IMM_HEAT) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HEAT);
send_to_char( "You are now immune to heat and fire spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "cold") && !IS_IMMUNE(ch,IMM_COLD) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_COLD);
send_to_char( "You are now immune to cold spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "lightning") && !IS_IMMUNE(ch,IMM_LIGHTNING) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_LIGHTNING);
send_to_char( "You are now immune to lightning and electrical spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "acid") && !IS_IMMUNE(ch,IMM_ACID) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ACID);
send_to_char( "You are now immune to acid spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "sleep") && !IS_IMMUNE(ch,IMM_SLEEP) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SLEEP);
send_to_char( "You are now immune to the sleep spell.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "voodoo") && !IS_IMMUNE(ch,IMM_VOODOO) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_VOODOO);
send_to_char( "You are now immune to voodoo magic.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "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 energy drain.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "hurl") && !IS_IMMUNE(ch,IMM_HURL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HURL);
send_to_char( "You are now immune to being hurled.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "backstab") && !IS_IMMUNE(ch,IMM_BACKSTAB) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_BACKSTAB);
send_to_char( "You are now immune to being backstabbed.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "kick") && !IS_IMMUNE(ch,IMM_KICK) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_KICK);
send_to_char( "You are now immune to being kicked.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "disarm") && !IS_IMMUNE(ch,IMM_DISARM) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DISARM);
send_to_char( "You are now immune to being disarmed.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "steal") && !IS_IMMUNE(ch,IMM_STEAL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STEAL);
send_to_char( "You are now immune to being stolen from.\n\r", ch );
return;
}
else
{
snprintf( buf, MAX_STRING_LENGTH, "You can train the following:\n\r" );
send_to_char( buf, ch );
send_to_char_formatted( "Stats:", ch );
if ( ch->pcdata->perm_str < 18 ) send_to_char_formatted( " Str", ch );
if ( ch->pcdata->perm_int < 18 ) send_to_char_formatted( " Int", ch );
if ( ch->pcdata->perm_wis < 18 ) send_to_char_formatted( " Wis", ch );
if ( ch->pcdata->perm_dex < 18 ) send_to_char_formatted( " Dex", ch );
if ( ch->pcdata->perm_con < 18 ) send_to_char_formatted( " Con", ch );
if ( ( ch->pcdata->perm_str >= 18 )
&& ( ch->pcdata->perm_wis >= 18 )
&& ( ch->pcdata->perm_int >= 18 )
&& ( ch->pcdata->perm_dex >= 18 )
&& ( ch->pcdata->perm_con >= 18 ) )
send_to_char_formatted( " None left to train.\n\r", ch );
else
send_to_char_formatted( ".\n\r", ch );
if ( ch->level == 2 )
{
snprintf( buf, MAX_STRING_LENGTH, "Become an avatar - %d exp.\n\r", (ch->race < 5) ? 1000 : 0);
send_to_char_formatted( buf, ch );
}
if ( ch->max_hit < 30000 )
{
if (ch->max_hit < 20)
{
snprintf( buf, MAX_STRING_LENGTH, "hp - 20 exp per point.\n\r");
send_to_char_formatted( buf, ch );
}
else
{
snprintf( buf, MAX_STRING_LENGTH, "hp - %d exp per point.\n\r",(ch->max_hit - ch->pcdata->perm_con) );
send_to_char_formatted( buf, ch );
}
}
if ( ch->max_mana < 30000 )
{
if (ch->max_mana < 20)
{
snprintf( buf, MAX_STRING_LENGTH, "mana - 20 exp per point.\n\r");
send_to_char_formatted( buf, ch );
}
else
{
snprintf( buf, MAX_STRING_LENGTH, "mana - %d exp per point.\n\r",(ch->max_mana - ch->pcdata->perm_wis) );
send_to_char_formatted( buf, ch );
}
}
if ( ch->max_move < 30000 )
{
if (ch->max_move < 100)
{
snprintf( buf, MAX_STRING_LENGTH, "move - 100 exp per point.\n\r");
send_to_char_formatted( buf, ch );
}
else
{
snprintf( buf, MAX_STRING_LENGTH, "move - %d exp per point.\n\r",(ch->max_move - ch->pcdata->perm_con) );
send_to_char_formatted( buf, ch );
}
}
if ( ch->practice < 100 )
{
snprintf( buf, MAX_STRING_LENGTH, "primal - %d exp per point of primal energy.\n\r", primal );
send_to_char_formatted( buf, ch );
}
snprintf( buf, MAX_STRING_LENGTH, "Natural resistances and immunities - %d exp each.\n\r", immcost );
send_to_char( buf, ch );
/* Weapon resistance affects */
send_to_char( "Weapon resistances:", ch );
if ( !IS_IMMUNE(ch, IMM_SLASH) ) send_to_char( " Slash", ch );
if ( !IS_IMMUNE(ch, IMM_STAB) ) send_to_char( " Stab", ch );
if ( !IS_IMMUNE(ch, IMM_SMASH) ) send_to_char( " Smash", ch );
if ( !IS_IMMUNE(ch, IMM_ANIMAL) ) send_to_char( " Beast", ch );
if ( !IS_IMMUNE(ch, IMM_MISC) ) send_to_char( " Grab", ch );
if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) &&
IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) &&
IS_IMMUNE(ch, IMM_MISC) )
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
/* Spell immunity affects */
send_to_char( "Magical immunities:", ch );
if ( !IS_IMMUNE(ch, IMM_CHARM) ) send_to_char( " Charm", ch );
if ( !IS_IMMUNE(ch, IMM_HEAT) ) send_to_char( " Heat", ch );
if ( !IS_IMMUNE(ch, IMM_COLD) ) send_to_char( " Cold", ch );
if ( !IS_IMMUNE(ch, IMM_LIGHTNING) ) send_to_char( " Lightning", ch );
if ( !IS_IMMUNE(ch, IMM_ACID) ) send_to_char( " Acid", ch );
if ( !IS_IMMUNE(ch, IMM_SLEEP) ) send_to_char( " Sleep", ch );
if ( !IS_IMMUNE(ch, IMM_VOODOO) ) send_to_char( " Voodoo", 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) && IS_IMMUNE(ch, IMM_VOODOO) )
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
/* Skill immunity affects */
send_to_char( "Skill immunities:", ch );
if ( !IS_IMMUNE(ch, IMM_HURL) ) send_to_char( " Hurl", ch );
if ( !IS_IMMUNE(ch, IMM_BACKSTAB) ) send_to_char( " Backstab", ch );
if ( !IS_IMMUNE(ch, IMM_KICK) ) send_to_char( " Kick", ch );
if ( !IS_IMMUNE(ch, IMM_DISARM) ) send_to_char( " Disarm", ch );
if ( !IS_IMMUNE(ch, IMM_STEAL) ) send_to_char( " Steal", ch );
if ( IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) &&
IS_IMMUNE(ch, IMM_KICK) && IS_IMMUNE(ch, IMM_DISARM) &&
IS_IMMUNE(ch, IMM_STEAL) )
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
return;
}
if ( (*pAbility >= 18) && (!str_cmp( arg1, "str")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 18) && (!str_cmp( arg1, "int")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 18) && (!str_cmp( arg1, "wis")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 18) && (!str_cmp( arg1, "dex")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 18) && (!str_cmp( arg1, "con")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 30000) && (!str_cmp( arg1, "hp")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 30000) && (!str_cmp( arg1, "mana")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 30000) && (!str_cmp( arg1, "move")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 100) && (!str_cmp( arg1, "primal")))
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( cost > ch->exp )
{
snprintf( buf, MAX_STRING_LENGTH, "You don't have enough exp.\n\r" );
send_to_char( buf , ch );
return;
}
ch->exp -= cost;
*pAbility += increase;
if ( !str_cmp( arg1, "avatar") )
{
act( "You become an avatar!", ch, NULL, NULL, TO_CHAR );
snprintf( buf, MAX_STRING_LENGTH, "%s has become an avatar!\n\r",ch->name );
do_info(ch,buf);
if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_MORTAL))
do_mortalvamp(ch,"");
}
else
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
return;
}
void do_mount( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( arg[0] == '\0' )
{
send_to_char( "Mount what?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r",ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot ride on your own back!\n\r",ch );
return;
}
if ( ch->mounted > 0 )
{
send_to_char( "You are already riding.\n\r",ch );
return;
}
if ( !IS_NPC(victim) || victim->mounted > 0 || (IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) ) )
{
send_to_char( "You cannot mount them.\n\r",ch );
return;
}
if ( victim->position < POS_STANDING )
{
if ( victim->position < POS_SLEEPING )
act( "$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_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;
}
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 $N's back.", ch, NULL, victim, TO_ROOM );
ch->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
ch->mount = NULL;
victim->mount = NULL;
return;
}
void do_struggle( CHAR_DATA *ch, char *argument )
{
if (IS_BODY(ch,TIED_UP))
{
act("You struggle against your bindings.",ch,NULL,NULL,TO_CHAR);
act("$n struggles against their bindings.",ch,NULL,NULL,TO_ROOM);
if( number_percent () > 95 )
{
send_to_char("You break free of your bonds!\n\r",ch);
REMOVE_BIT(ch->loc_hp[1],TIED_UP);
}
else
{
send_to_char("You failed to break free of your bonds!\n\r",ch);
}
}
return;
}
void do_tie( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
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_BODY(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->loc_hp[1],TIED_UP);
return;
}
void do_untie( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_BODY(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->loc_hp[1],TIED_UP);
return;
}
void do_gag( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch && !IS_BODY(victim,GAGGED) && IS_BODY(victim,TIED_UP))
{
send_to_char( "You cannot gag yourself!\n\r", ch );
return;
}
if (!IS_BODY(victim,TIED_UP) && !IS_BODY(victim,GAGGED))
{
send_to_char( "You can only gag someone who is tied up!\n\r", ch );
return;
}
if (!IS_BODY(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->loc_hp[1],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->loc_hp[1],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->loc_hp[1],GAGGED);
return;
}
void do_blindfold( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg, MAX_INPUT_LENGTH );
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch && !IS_BODY(victim,BLINDFOLDED) && IS_BODY(victim,TIED_UP))
{
send_to_char( "You cannot blindfold yourself!\n\r", ch );
return;
}
if (!IS_BODY(victim,TIED_UP) && !IS_BODY(victim,BLINDFOLDED))
{
send_to_char( "You can only blindfold someone who is tied up!\n\r", ch );
return;
}
if (!IS_BODY(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->loc_hp[1],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->loc_hp[1],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->loc_hp[1],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 )
{
AFFECT_DATA af;
char arg[MAX_INPUT_LENGTH];
char* jok;
jok = one_argument(argument, arg, MAX_INPUT_LENGTH);
if(IS_NPC(ch))
{
send_to_char( "NPC's cannot hunt as yet!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Track what?\n\r", ch );
return;
}
/* send_to_char( "You attempt to track!\n\r", ch ); */
affect_strip( ch, gsn_hunt );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hunt] )
{
af.type = gsn_hunt;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_TRACKING;
affect_to_char( ch, &af );
}
do_hunt(ch, argument);
return;
}