/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#include "include.h"
/* command procedures needed */
DECLARE_DO_FUN(do_wear);
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_cb );
DECLARE_DO_FUN(do_recall );
DECLARE_DO_FUN(do_stand );
DECLARE_DO_FUN(do_camp );
DECLARE_DO_FUN(do_animal_call );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_slay );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_murder );
DECLARE_DO_FUN(do_chameleon );
DECLARE_DO_FUN(do_goto );
DECLARE_DO_FUN(do_acadian_track );
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 ) );
void check_guardian args( (CHAR_DATA *ch,int in_room) );
void enforcer_entry_trigger args(( CHAR_DATA *ch) );
void enforcer_key_trigger args((CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key));
void outlaw_key_trigger args((CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key));
void rager_entry_trigger args((CHAR_DATA *ch));
void knight_entry_trigger args((CHAR_DATA *ch));
void outlaw_entry_trigger args((CHAR_DATA *ch));
void ancient_entry_trigger args((CHAR_DATA *ch));
void sylvan_entry_trigger args((CHAR_DATA *ch));
void arcana_entry_trigger args((CHAR_DATA *ch));
void empire_entry_trigger args((CHAR_DATA *ch));
void murder_entry_trigger args((CHAR_DATA *ch));
void move_prog_hydra args((CHAR_DATA *ch));
void move_prog_bones args((CHAR_DATA *ch));
void mob_entry_wraith args((CHAR_DATA *ch));
bool check_slick args((CHAR_DATA *ch));
bool pay_howmuch args((CHAR_DATA *ch));
void move_char( CHAR_DATA *ch, int door, bool follow )
{
CHAR_DATA *fch, *fch_next, *tch, *tch_next, *snaremaker, *wch, *mount;
ROOM_INDEX_DATA *in_room, *to_room;
EXIT_DATA *pexit;
AFFECT_DATA snareaf;
ROOM_AFFECT_DATA *snareaffect;
bool snaretripped;
int odir, centcount, c, invnum;
char buf[MAX_STRING_LENGTH], buf2[MSL];
snaremaker=NULL;
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
if(!ch->in_room)
return;
invnum = ch->in_room->vnum;
if (is_centurion(ch))
return;
if (!IS_NPC(ch))
{
if(is_affected(ch,gsn_chameleon))
affect_strip(ch,gsn_chameleon);
if (is_affected(ch, gsn_confuse))
{
if (is_affected(ch, gsn_confuse))
{
act("You are so confused.. not to mention kind of lost..",
ch,NULL,NULL,TO_CHAR);
act("$n looks so confused.. not to mention kind of lost..",
ch,NULL,NULL,TO_ROOM);
door = number_range(0,5);
}
else
{
act("You feel very confuse..",ch,NULL,NULL,TO_CHAR);
act("$n looks very confuse..",ch,NULL,NULL,TO_ROOM);
}
}
}
/*
* Exit trigger, if activated, bail out. Only PCs are triggered.
*/
if ( !IS_NPC(ch) && mp_exit_trigger( ch, door ) )
return;
/* in_room = ch->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
*/
in_room = ch->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| pexit->u1.vnum == 0
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
if (IS_ROOM_AFFECTED(in_room,AFF_ROOM_RANDOMIZER))
{
int d0;
int i;
for(i=0; i< 1000; i++)
{
d0 = number_range(0,5);
if ( ( pexit = in_room->exit[d0] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
continue;
door = d0;
break;
}
}
/* Centurions! */
if ((centcount = room_centurions(ch)) > 0) {
if (!IS_IMMORTAL(ch) && !isNewbie(ch)) {
if (!IS_NPC(ch) && ch->ghost == 0) {
for (c = 0; c < centcount; c++) {
/*if (ch->pcdata->empire == EMPIRE_ANATH) {
act("An Imperial Centurion is infuriated and blocks your path!",ch,NULL,NULL,TO_CHAR);
act("An Imperial Centurion is infuriated and blocks $n's path!",ch,NULL,NULL,TO_ROOM);
return;
}*/
if (ch->pcdata->empire >= EMPIRE_BLOOD ||
(ch->pcdata->empire < EMPIRE_BLOOD && ch->pcdata->empire_pay >= pay_howmuch(ch)))
{
act("An Imperial Centurion steps aside and allows you to pass.",ch,NULL,NULL,TO_CHAR);
act("An Imperial Centurion steps aside and allows $n to pass.",ch,NULL,NULL,TO_ROOM);
break;
} else {
if (ch->pcdata->empire_prev && ch->ghost==0) {
odir = ch->pcdata->empire_prev;
if (odir == ch->in_room->exit[door]->u1.to_room->vnum)
{
act("You turn away from the Centurion and return the way you came.",ch,NULL,NULL,TO_CHAR);
act("$n turns away from the Centurion and returns the way $e came.",ch,NULL,NULL,TO_ROOM);
break;
} else {
act("An Imperial Centurion blocks the way.",ch,NULL,NULL,TO_CHAR);
return;
}
}
}
}
ch->pcdata->empire_pay = 0;
}
}
}
if (IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
&& !IS_TRUSTED(ch,ANGEL))
{
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_room_owner(ch,to_room) && room_is_private( to_room ) )
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
if ( to_room->guild != 0 && ((to_room->guild - 1) != ch->class))
{
if (!IS_NPC(ch))
{
send_to_char("You aren't allowed in there.\n\r",ch);
return;
}
}
if ( to_room->guild !=0 && ch->pause > 0
&& ch->in_room->guild != to_room->guild)
{
send_to_char("You feel to bloody to go in there.\n\r",ch);
return;
}
if ( !IS_NPC(ch) )
{
int iClass, iGuild;
int move;
for ( iClass = 0; iClass < MAX_CLASS; iClass++ )
{
for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++)
{
if ( iClass != ch->class
&& to_room->vnum == class_table[iClass].guild[iGuild] )
{
send_to_char( "You aren't allowed in there.\n\r", ch );
return;
}
}
}
for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++)
{
if ( ch->pause > 0 && to_room->vnum == class_table[iClass].guild[iGuild] )
{
send_to_char( "You feel too bloody to go in there.\n\r", ch );
return;
}
}
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch))
{
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 )
&& (!IS_AFFECTED(ch,AFF_FLYING) && !IS_AFFECTED(ch,AFF_SWIM)) )
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if (IS_IMMORTAL(ch))
found = TRUE;
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)]
;
move /= 2; /* i.e. the average */
/* conditional effects */
if ( (get_skill(ch,gsn_trek) > 0)
|| (ch->level < skill_table[gsn_trek].skill_level[ch->class]) )
move /= 2;
if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE))
move /= 2;
if (IS_AFFECTED(ch,AFF_SLOW))
move *= 2;
if ( ch->move < move )
{
send_to_char( "You are too exhausted.\n\r", ch );
return;
}
WAIT_STATE( ch, 1 );
if (IS_SET(ch->comm, COMM_MOUNTED))
{
;
}else{
ch->move -= move;
}
}
if (is_affected(ch,gsn_forest_blending))
un_forest_blend(ch);
if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) && !is_affected(ch,gsn_creep))
{
un_camouflage(ch, NULL);
}
un_earthfade(ch,NULL);
if ( IS_AFFECTED(ch, AFF_HIDE) && to_room->sector_type != SECT_CITY && to_room->sector_type != SECT_INSIDE && !is_affected(ch,gsn_creep))
{
un_hide(ch,NULL);
}
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO
&& !is_affected(ch,gsn_creep))
{
un_hide(ch, NULL);
if (IS_SET(ch->comm, COMM_MOUNTED))
act( "$n leaves $T on $s mount.", ch, NULL, dir_name[door], TO_ROOM );
else if (is_affected(ch,gsn_door_bash))
act("$n goes crashing through the door $T.",ch,0,dir_name[door],TO_ROOM);
else
act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM );
} else {
act( "IMM: $n sneaks $T.", ch, NULL, dir_name[door], TO_IMMINROOM );
}
if ( (to_room->sector_type != SECT_FOREST) && (to_room->sector_type != SECT_MOUNTAIN) && (to_room->sector_type != SECT_HILLS ) )
{
un_camouflage(ch, NULL);
}
/* tracking stuff...very inefficient tracking method but basic. */
if (!IS_NPC(ch))
{
ch->pcdata->track_dir[ch->in_room->vnum] = door + 1;
if (ch->in_room)
ch->pcdata->empire_prev = ch->in_room->vnum;
}
char_from_room( ch );
char_to_room( ch, to_room );
snaretripped=FALSE;
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO
&& !is_affected(ch,gsn_creep))
{
if (IS_SET(ch->comm, COMM_MOUNTED))
act( "$n has arrived on $s mount.", ch, NULL, NULL, TO_ROOM );
else if (is_affected(ch,gsn_door_bash))
act("The $T door bursts open and $n comes crashing in!",ch,0,dir_name[door],TO_ROOM);
else
act( "$n has arrived.", ch, NULL, NULL, TO_ROOM );
} else {
act( "IMM: $n sneaks in.", ch, NULL, NULL, TO_IMMINROOM );
}
do_look( ch, "auto" );
if (is_affected_room(to_room, gsn_snare) && !IS_NPC(ch))
{
for(snareaffect = to_room->affected; snareaffect!=NULL; snareaffect = snareaffect->next)
if(snareaffect->type == gsn_snare)
break;
snaremaker = snareaffect->owner;
if(snareaffect && snaremaker!=NULL && snaremaker!=ch && !is_safe(snaremaker,ch) && !is_same_group(ch,snaremaker) &&
!is_same_cabal(ch,snaremaker) && (!IS_IMMORTAL(ch) || IS_IMMORTAL(snaremaker)))
{
act("A tangled mass of vines descends upon you, entangling you and rendering you immobile!",ch,0,0,TO_CHAR);
act("A tangled mass of vines descends upon $n, entangling $m and rendering $m immobile!",ch,0,0,TO_ROOM);
init_affect(&snareaf);
snareaf.where = TO_CHAR;
snareaf.type = gsn_snare;
snareaf.aftype = AFT_SKILL;
snareaf.level = ch->level;
snareaf.duration = 1;
snareaf.location = APPLY_NONE;
snareaf.modifier = 0;
snareaf.bitvector = 0;
affect_to_char( ch, &snareaf );
snaretripped = TRUE;
sprintf(buf2,"%sYou hear a loud cracking noise as %s stumbles into your snares.%s\n\r",
get_char_color(snaremaker,"green"),ch->name,END_COLOR(snaremaker));
send_to_char(buf2,snaremaker);
}
}
if (IS_ROOM_AFFECTED(ch->in_room, AFF_ROOM_ICE_SLICK))
send_to_char("The ground is very icy!\n\r",ch);
if (IS_ROOM_AFFECTED(ch->in_room, AFF_ROOM_BLIZZARD))
send_to_char("A blizzard rages on here!\n\r",ch);
if (IS_ROOM_AFFECTED(ch->in_room, AFF_ROOM_ELECTRIC_STORM))
send_to_char("A lightning storm rages overhead!\n\r",ch);
if (IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_VACUME))
send_to_char("You can't breathe here!\n\r",ch);
if (is_affected(ch,gsn_trip_wire))
{
send_to_char("Your trip wire snaps back in your face!\n\r",ch);
WAIT_STATE(ch,24);
affect_strip(ch,gsn_trip_wire);
}
if (!IS_NPC(ch))
{
for (wch = to_room->people;wch != NULL;wch = wch->next_in_room)
{
CHAR_DATA *victim;
victim = ch;
if (ch == wch)
continue;
if ( !IS_NPC(wch) && is_affected(wch,gsn_trip_wire) && wch->fighting == NULL && IS_AWAKE(wch)
&& !(IS_AFFECTED(victim,AFF_FLYING) && !(!IS_NPC(victim) && victim->position > POS_SITTING)))
{
AFFECT_DATA naf;
if (number_percent() < get_skill(wch,gsn_trip_wire))
{
sprintf(buf,"Help! I was tripped by %s's trip wire!",PERS(wch,victim));
do_myell(victim,buf);
if (number_percent() < get_skill(victim, gsn_balance)/2 && victim->mana > 0)
{
act("You trip $N with your wire but $E keeps $S balance!",wch,NULL,victim,TO_CHAR);
act("$n trips $N with $s wire but $N keeps $S balance!",wch,NULL,victim,TO_NOTVICT);
act("$n trips you with $s wire but you manage to stay balanced!",wch,NULL,victim,TO_VICT);
victim->mana -= URANGE(0,25,victim->mana);
}
else
{
act("Your trip wire sends $N to the ground!",wch,NULL,victim,TO_CHAR);
act("$n's trip wire sends $N to the ground!",wch,NULL,victim,TO_NOTVICT);
act("$n's trip wire sends you to the ground!",wch,NULL,victim,TO_VICT);
victim->position = POS_RESTING;
WAIT_STATE(victim,48);
}
}
else
{
act("Your trip wire snaps back in your face!",wch,NULL,NULL,TO_CHAR);
act("$n's trip wire snaps back in $s face!",wch,NULL,NULL,TO_ROOM);
wch->position = POS_RESTING;
WAIT_STATE(wch,24);
}
init_affect(&naf);
affect_strip(wch,gsn_trip_wire);
naf.where = TO_AFFECTS;
naf.type = gsn_wire_delay;
naf.aftype = AFT_SKILL;
naf.level = wch->level;
naf.duration = 15 - (wch->level/10);
naf.location = 0;
naf.modifier = 0;
naf.bitvector = 0;
affect_to_char(wch,&naf);
break;
}
}
}
if (ch->cabal == CABAL_BRIAR)
{
if (IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_WALL_THORNS))
send_to_char("{yYou step through a hole in the wall of thorns.{x\n\r",ch);
}
if (in_room == to_room) /* no circular follows */
return;
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM)
&& fch->position < POS_STANDING)
do_stand(fch,"");
if ( fch->master == ch && fch->position == POS_STANDING
&& can_see_room(fch,to_room))
{
if (IS_SET(ch->in_room->room_flags,ROOM_LAW)
&& (IS_NPC(fch) && IS_SET(fch->act,ACT_AGGRESSIVE)))
{
act("You can't bring $N into the city.",
ch,NULL,fch,TO_CHAR);
act("You aren't allowed in the city.",
fch,NULL,NULL,TO_CHAR);
continue;
}
act( "You follow $N.", fch, NULL, ch, TO_CHAR );
move_char( fch, door, TRUE );
}
}
// Can't have people runnin around mounted without the steed
mount = ch->in_room->people;
if ( (!IS_NPC(ch))
&& (IS_SET(ch->comm, COMM_MOUNTED)) )
{
if (mount->master == ch)
{
if ( (mount->pIndexData->vnum == MOB_VNUM_BLACK_STEED)
|| (mount->pIndexData->vnum == MOB_VNUM_RED_STEED)
|| (mount->pIndexData->vnum == MOB_VNUM_BLUE_STEED)
|| (mount->pIndexData->vnum == MOB_VNUM_GREEN_STEED) )
{
send_to_char("You arrive on your steed.\n\r",ch);
}
else
{
send_to_char("You seem to have misplaced your steed and are forced to walk.\n\r" , ch);
REMOVE_BIT(ch->comm, COMM_MOUNTED);
}
}
else
{
send_to_char("You seem to have misplaced your steed and are forced to walk.\n\r" , ch);
REMOVE_BIT(ch->comm, COMM_MOUNTED);
}
}
if(is_affected_room(to_room,gsn_snare) && snaretripped)
affect_strip_room(to_room,gsn_snare);
if (!IS_NPC(ch))
ch->pcdata->track_dir[ch->in_room->vnum] = 0;
if (is_affected(ch, gsn_target))
{
do_acadian_track(ch, ch->pcdata->target);
}
check_guardian(ch,ch->in_room->vnum);
for (tch = char_list; tch != NULL; tch = tch_next)
{
tch_next = tch->next;
/* gas_chance = 0;
if (is_affected(ch,gsn_gaseous_form))
{
gas_chance = get_skill(ch,gsn_gaseous_form)/2;
gas_chance += (ch->level - tch->level)*2;
if (gas_chance > 75)
gas_chance = 75;
}
if (number_percent() < gas_chance)
continue;
if (IS_NPC(tch) && tch->last_fought == ch && can_see(tch,ch)
&& (ch->in_room == tch->in_room) && (tch->fighting == NULL)
&& (tch->position != POS_FIGHTING))
{
if (is_affected(ch,gsn_gaseous_form))
{
act("$N manages to intercept you and forces you out of gaseous form.",ch,0,tch,TO_CHAR);
un_gaseous(ch);
}
sprintf(buf, "%s, now you die!",ch->name);
do_yell(tch,buf);
multi_hit(tch,ch,TYPE_UNDEFINED);
}*/
}
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
murder_entry_trigger(ch); /* For the OFF_MURDER flag */
mob_entry_wraith(ch); /* For the drannor forest. Remove if not using the drannor areas */
for (tch = char_list; tch != NULL; tch = tch->next)
{
if (IS_NPC(ch))
continue;
if (tch->alarm == NULL)
continue;
if (tch->alarm != ch->in_room)
continue;
sprintf(buf,"%s has entered %s.\n\r",PERS(ch,tch),ch->in_room->name);
send_to_char(buf,tch);
tch->alarm = NULL;
}
if ( IS_NPC( ch ) && HAS_TRIGGER( ch, TRIG_ENTRY ) && ch->last_fought == NULL )
mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_ENTRY );
if (is_affected(ch,gsn_gaseous_form) && number_percent() < 70)
return;
if ( !IS_NPC( ch ) )
{
mp_greet_trigger( ch );
move_prog_bones(ch);
move_prog_hydra(ch);
}
if (is_affected(ch,gsn_parting_blow)) {
affect_strip(ch,gsn_parting_blow);
}
return;
}
bool check_ice_slick(CHAR_DATA *ch)
{
int chance;
if (!IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_ICE_SLICK))
return FALSE;
chance = number_range(80,100);
chance -= (get_curr_stat(ch,STAT_DEX) * 3.25);
chance += get_carry_weight(ch) / 20;
if (IS_AFFECTED(ch,AFF_HASTE))
chance += 20;
if (IS_AFFECTED(ch,AFF_SLOW))
chance -= 15;
chance = UMIN(chance, 90);
//well flying things don't slip on the ground
if (IS_AFFECTED(ch,AFF_FLYING))
return FALSE;
if (is_affected(ch,gsn_shield_of_frost))
return FALSE;
if (number_percent() > chance)
return FALSE; //they don't slip
//they slip
act("$n slips on the ice and falls to the ground!",ch,NULL,NULL,TO_ROOM);
act("You slip on the ice and fall to the ground!",ch,NULL,NULL,TO_CHAR);
damage_old(ch,ch,number_range(20,40),skill_lookup("ice slick"),DAM_BASH, TRUE);
WAIT_STATE(ch, 1 * PULSE_VIOLENCE);
return TRUE;
}
bool check_wall_thorns(CHAR_DATA *ch)
{
//int chance;
if (ch->cabal == CABAL_BRIAR)
return FALSE;
if (!IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_WALL_THORNS))
return FALSE;
/*chance = number_range(80,100);
chance -= (get_curr_stat(ch,STAT_DEX) * 3.25);
chance += get_carry_weight(ch) / 20;
chance = UMIN(chance, 90); */
if (number_percent() < 25)
return FALSE;
act("A wall of thorns entraps $n, shredding it unprotected skin!",ch,NULL,NULL,TO_ROOM);
act("A wall of thorns entraps you, shredding any unprotected skin!",ch,NULL,NULL,TO_CHAR);
damage_old(ch,ch,number_range(20,40),skill_lookup("wall of thorns"),DAM_BASH,TRUE);
WAIT_STATE(ch, 1 * PULSE_VIOLENCE);
return TRUE;
}
bool check_bloody(CHAR_DATA *ch)
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
return TRUE;
}
void do_north( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *original_room;
original_room = ch->in_room;
if (check_ice_slick(ch))
return;
if (check_wall_thorns(ch))
return;
if (is_affected(ch,gsn_bloody_shackles))
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
}
move_char( ch, DIR_NORTH, FALSE );
if (ch->in_room != original_room)
if (check_ice_slick(ch))
return;
if (ch->in_room != original_room)
if (check_wall_thorns(ch))
return;
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *original_room;
original_room = ch->in_room;
if (check_ice_slick(ch))
return;
if (check_wall_thorns(ch))
return;
if (is_affected(ch,gsn_bloody_shackles))
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
}
move_char( ch, DIR_EAST, FALSE );
if (ch->in_room != original_room)
if (check_ice_slick(ch))
return;
if (ch->in_room != original_room)
if (check_wall_thorns(ch))
return;
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *original_room;
original_room = ch->in_room;
if (check_ice_slick(ch))
return;
if (check_wall_thorns(ch))
return;
if (is_affected(ch,gsn_bloody_shackles))
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
}
move_char( ch, DIR_SOUTH, FALSE );
if (ch->in_room != original_room)
if ( check_ice_slick(ch))
return;
if (ch->in_room != original_room)
if (check_wall_thorns(ch))
return;
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *original_room;
original_room = ch->in_room;
if (check_ice_slick(ch))
return;
if (check_wall_thorns(ch))
return;
if (is_affected(ch,gsn_bloody_shackles))
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
}
move_char( ch, DIR_WEST, FALSE );
if (ch->in_room != original_room)
if (check_ice_slick(ch))
return;
if (ch->in_room != original_room)
if (check_wall_thorns(ch))
return;
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *original_room;
original_room = ch->in_room;
if (check_ice_slick(ch))
return;
if (check_wall_thorns(ch))
return;
if (is_affected(ch,gsn_bloody_shackles))
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
}
move_char( ch, DIR_UP, FALSE );
if (ch->in_room != original_room)
if (check_ice_slick(ch))
return;
if (ch->in_room != original_room)
if (check_wall_thorns(ch))
return;
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *original_room;
original_room = ch->in_room;
if (check_ice_slick(ch))
return;
if (check_wall_thorns(ch))
return;
if (is_affected(ch,gsn_bloody_shackles))
{
damage_old(ch,ch,number_range(140,160),skill_lookup("bloody shackles"),DAM_BASH,TRUE);
}
move_char( ch, DIR_DOWN, FALSE );
if (ch->in_room != original_room)
if (check_ice_slick(ch))
return;
if (ch->in_room != original_room)
if (check_wall_thorns(ch))
return;
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;
}
void do_open( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Open what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* open portal */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1], EX_ISDOOR))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1], EX_CLOSED))
{
send_to_char("It's already open.\n\r",ch);
return;
}
if (IS_SET(obj->value[1], EX_LOCKED))
{
send_to_char("It's locked.\n\r",ch);
return;
}
REMOVE_BIT(obj->value[1], EX_CLOSED);
act("You open $p.",ch,obj,NULL,TO_CHAR);
act("$n opens $p.",ch,obj,NULL,TO_ROOM);
return;
}
/* '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);
act("You open $p.",ch,obj,NULL,TO_CHAR);
act( "$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->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.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;
}
return;
}
void do_close( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Close what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR)
|| IS_SET(obj->value[1],EX_NOCLOSE))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("It's already closed.\n\r",ch);
return;
}
SET_BIT(obj->value[1],EX_CLOSED);
act("You close $p.",ch,obj,NULL,TO_CHAR);
act("$n closes $p.",ch,obj,NULL,TO_ROOM);
return;
}
/* '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);
act("You close $p.",ch,obj,NULL,TO_CHAR);
act( "$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->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->u1.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;
}
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR)
|| IS_SET(obj->value[1],EX_NOCLOSE))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (obj->value[4] < 0 || IS_SET(obj->value[1],EX_NOLOCK))
{
send_to_char("It can't be locked.\n\r",ch);
return;
}
if (!has_key(ch,obj->value[4]))
{
send_to_char("You lack the key.\n\r",ch);
return;
}
if (IS_SET(obj->value[1],EX_LOCKED))
{
send_to_char("It's already locked.\n\r",ch);
return;
}
SET_BIT(obj->value[1],EX_LOCKED);
act("You lock $p.",ch,obj,NULL,TO_CHAR);
act("$n locks $p.",ch,obj,NULL,TO_ROOM);
return;
}
/* '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);
act("You lock $p.",ch,obj,NULL,TO_CHAR);
act( "$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->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->u1.to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (obj->value[4] < 0)
{
send_to_char("It can't be unlocked.\n\r",ch);
return;
}
if (!has_key(ch,obj->value[4]))
{
send_to_char("You lack the key.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_LOCKED))
{
send_to_char("It's already unlocked.\n\r",ch);
return;
}
REMOVE_BIT(obj->value[1],EX_LOCKED);
act("You unlock $p.",ch,obj,NULL,TO_CHAR);
act("$n unlocks $p.",ch,obj,NULL,TO_ROOM);
return;
}
/* '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);
act("You unlock $p.",ch,obj,NULL,TO_CHAR);
act( "$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 $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,gsn_pick_lock))
{
send_to_char( "You failed.\n\r", ch);
check_improve(ch,gsn_pick_lock,FALSE,2);
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* portal stuff */
if (obj->item_type == ITEM_PORTAL)
{
if (!IS_SET(obj->value[1],EX_ISDOOR))
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (!IS_SET(obj->value[1],EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (obj->value[4] < 0)
{
send_to_char("It can't be unlocked.\n\r",ch);
return;
}
if (IS_SET(obj->value[1],EX_PICKPROOF))
{
send_to_char("You failed.\n\r",ch);
return;
}
REMOVE_BIT(obj->value[1],EX_LOCKED);
act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR);
act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM);
check_improve(ch,gsn_pick_lock,TRUE,2);
return;
}
/* '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);
act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR);
act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM);
check_improve(ch,gsn_pick_lock,TRUE,2);
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch))
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 && !IS_IMMORTAL(ch))
{ send_to_char( "It can't be picked.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch))
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
check_improve(ch,gsn_pick_lock,TRUE,2);
/* pick the other side */
if ( ( to_room = pexit->u1.to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
if (argument[0] != '\0')
{
if (ch->position == POS_FIGHTING)
{
send_to_char("Maybe you should finish fighting first?\n\r",ch);
return;
}
obj = get_obj_list(ch,argument,ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET(obj->value[2],STAND_AT)
&& !IS_SET(obj->value[2],STAND_ON)
&& !IS_SET(obj->value[2],STAND_IN)))
{
send_to_char("You can't seem to find a place to stand.\n\r",ch);
return;
}
if (ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no room to stand on $p.",
ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) || is_affected(ch,gsn_blackjack) ||
is_affected(ch,gsn_stun))
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
if (obj == NULL)
{
if (is_affected(ch,gsn_camp))
{
send_to_char("You break camp feeling more refreshed.\n\r",ch);
affect_strip(ch,gsn_camp);
}
send_to_char( "You wake and stand up.\n\r", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if (IS_SET(obj->value[2],STAND_AT))
{
act_new("You wake and stand at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and stands at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],STAND_ON))
{
act_new("You wake and stand on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act_new("You wake and stand in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_STANDING;
break;
case POS_RESTING: case POS_SITTING:
if (obj == NULL)
{
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->on = NULL;
}
else if (IS_SET(obj->value[2],STAND_AT))
{
act("You stand at $p.",ch,obj,NULL,TO_CHAR);
act("$n stands at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],STAND_ON))
{
act("You stand on $p.",ch,obj,NULL,TO_CHAR);
act("$n stands on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You stand in $p.",ch,obj,NULL,TO_CHAR);
act("$n stands on $p.",ch,obj,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 )
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
send_to_char("You are already fighting!\n\r",ch);
return;
}
if (is_affected(ch, gsn_bloodthirst))
{
send_to_char("No way! You are still bloodthirsty!\n\r",ch);
return;
}
/* okay, now that we know we can rest, find an object to rest on */
if (argument[0] != '\0')
{
obj = get_obj_list(ch,argument,ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
}
else obj = ch->on;
if (obj != NULL)
{
if (!IS_SET(obj->item_type,ITEM_FURNITURE)
|| (!IS_SET(obj->value[2],REST_ON)
&& !IS_SET(obj->value[2],REST_IN)
&& !IS_SET(obj->value[2],REST_AT)))
{
send_to_char("You can't rest on that.\n\r",ch);
return;
}
if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
if (obj->pIndexData->vnum == OBJ_VNUM_EMPERORTHRONE) {
if (!IS_NPC(ch) && ch->pcdata->empire !=EMPIRE_EMPEROR)
{
act("$n is rejected by $p!",ch,obj,NULL,TO_ROOM);
damage( ch, ch, ((ch->level)*200), TYPE_HIT, DAM_OTHER, TRUE );
return;
}
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack) ||
is_affected(ch,gsn_stun))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
if (is_affected(ch,gsn_camp))
{
send_to_char("You break camp feeling more refreshed.\n\r",ch);
affect_strip(ch,gsn_camp);
}
send_to_char( "You wake up and start resting.\n\r", ch );
act ("$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_AT))
{
act_new("You wake up and rest at $p.",
ch,obj,NULL,TO_CHAR,POS_SLEEPING);
act("$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_ON))
{
act_new("You wake up and rest on $p.",
ch,obj,NULL,TO_CHAR,POS_SLEEPING);
act("$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act_new("You wake up and rest in $p.",
ch,obj,NULL,TO_CHAR,POS_SLEEPING);
act("$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char( "You rest.\n\r", ch );
act( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM );
}
else if (IS_SET(obj->value[2],REST_AT))
{
act("You sit down at $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits down at $p and rests.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_ON))
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You rest in $p.",ch,obj,NULL,TO_CHAR);
act("$n rests in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_RESTING;
break;
case POS_SITTING:
if (obj == NULL)
{
send_to_char("You rest.\n\r",ch);
act("$n rests.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_AT))
{
act("You rest at $p.",ch,obj,NULL,TO_CHAR);
act("$n rests at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],REST_ON))
{
act("You rest on $p.",ch,obj,NULL,TO_CHAR);
act("$n rests on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You rest in $p.",ch,obj,NULL,TO_CHAR);
act("$n rests in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_RESTING;
break;
}
return;
}
void do_sit (CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
if (ch->position == POS_FIGHTING)
{
send_to_char("Maybe you should finish this fight first?\n\r",ch);
return;
}
if (is_affected(ch, gsn_bloodthirst))
{
send_to_char("No way! You are still bloodthirsty!\n\r",ch);
return;
}
/* okay, now that we know we can sit, find an object to sit on */
if (argument[0] != '\0')
{
obj = get_obj_list(ch,argument,ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
}
else obj = ch->on;
if (obj != NULL)
{
if (!IS_SET(obj->item_type,ITEM_FURNITURE)
|| (!IS_SET(obj->value[2],SIT_ON)
&& !IS_SET(obj->value[2],SIT_IN)
&& !IS_SET(obj->value[2],SIT_AT)))
{
send_to_char("You can't sit on that.\n\r",ch);
return;
}
if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
if (obj->pIndexData->vnum == OBJ_VNUM_EMPERORTHRONE) {
if (!IS_NPC(ch) && (ch->pcdata->empire == 0 || ch->pcdata->empire !=EMPIRE_EMPEROR))
{
act("$n is rejected by $p!",ch,obj,NULL,TO_ROOM);
damage( ch, ch, ((ch->level)*200), TYPE_HIT, DAM_OTHER, TRUE );
return;
}
}
ch->on = obj;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack) || is_affected(ch,gsn_stun))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
send_to_char( "You wake and sit up.\n\r", ch );
act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM );
}
else if (IS_SET(obj->value[2],SIT_AT))
{
act_new("You wake and sit at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_ON))
{
if (obj->pIndexData->vnum == 27)
{
if ((is_name("Graelik",ch->name)) || (is_name("Graelik",ch->original_name)))
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n wakes and sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
else
{
act("The mere touch of $p burns you to a crisp.",ch,obj,NULL,TO_CHAR);
act("$n wakes and tries to sit on $p, but merely touching it burns them to a crisp.",ch,obj,NULL,TO_ROOM);
raw_kill(ch,ch);
}
}
else
{
act_new("You wake and sit in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and sits in $p.",ch,obj,NULL,TO_ROOM);
}
}
ch->position = POS_SITTING;
break;
case POS_RESTING:
if (obj == NULL)
send_to_char("You stop resting.\n\r",ch);
else if (IS_SET(obj->value[2],SIT_AT))
{
act("You sit at $p.",ch,obj,NULL,TO_CHAR);
act("$n sits at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_ON))
{
if (obj->pIndexData->vnum == 27)
{
if ((is_name("Graelik",ch->name)) || (is_name("Graelik",ch->original_name)))
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
else
{
act("The mere touch of $p burns you to a crisp.",ch,obj,NULL,TO_CHAR);
act("$n tries to sit on $p, but merely touching it burns them to a crisp.",ch,obj,NULL,TO_ROOM);
raw_kill(ch,ch);
}
}
else
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
send_to_char("You are already sitting down.\n\r",ch);
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char("You sit down.\n\r",ch);
act("$n sits down on the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_AT))
{
act("You sit down at $p.",ch,obj,NULL,TO_CHAR);
act("$n sits down at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SIT_ON))
{
if (obj->pIndexData->vnum == 27)
{
if ((is_name("Graelik",ch->name)) || (is_name("Graelik",ch->original_name)))
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
else
{
act("The mere touch of $p burns you to a crisp.",ch,obj,NULL,TO_CHAR);
act("$n tries to sit on $p, but merely touching it burns them to a crisp.",ch,obj,NULL,TO_ROOM);
raw_kill(ch,ch);
}
}
else
{
act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM);
}
}
else
{
act("You sit down in $p.",ch,obj,NULL,TO_CHAR);
act("$n sits down in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if (is_affected(ch, gsn_bloodthirst))
{
send_to_char("No way! You are still bloodthirsty!\n\r",ch);
return;
}
if (argument[0] == '\0' && ch->on == NULL)
{
send_to_char( "You go to sleep.\n\r", ch );
act( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
}
else /* find an object and sleep on it */
{
if (argument[0] == '\0')
obj = ch->on;
else
obj = get_obj_list( ch, argument, ch->in_room->contents );
if (obj == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (obj->item_type != ITEM_FURNITURE
|| (!IS_SET(obj->value[2],SLEEP_ON)
&& !IS_SET(obj->value[2],SLEEP_IN)
&& !IS_SET(obj->value[2],SLEEP_AT)))
{
send_to_char("You can't sleep on that!\n\r",ch);
return;
}
if (ch->on != obj && count_users(obj) >= obj->value[0])
{
act_new("There is no room on $p for you.",
ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
if (IS_SET(obj->value[2],SLEEP_AT))
{
act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR);
act("$n goes to sleep at $p.",ch,obj,NULL,TO_ROOM);
}
else if (IS_SET(obj->value[2],SLEEP_ON))
{
act("You go to sleep on $p.",ch,obj,NULL,TO_CHAR);
act("$n goes to sleep on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You go to sleep in $p.",ch,obj,NULL,TO_CHAR);
act("$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SLEEPING;
}
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ do_stand( ch, argument ); return; }
if ( !IS_AWAKE(ch) )
{ send_to_char( "You are asleep yourself!\n\r", ch ); return; }
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{ send_to_char( "They aren't here.\n\r", ch ); return; }
if ( IS_AWAKE(victim) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED(victim, AFF_SLEEP) || is_affected(ch,gsn_blackjack))
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING );
do_stand(victim,"");
return;
}
void do_sneak( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire) || is_affected(ch,gsn_incandescense))
{
send_to_char("You can't hide while glowing.\n\r",ch);
return;
}
send_to_char( "You attempt to move silently.\n\r", ch );
if (IS_AFFECTED(ch,AFF_SNEAK))
return;
if ( number_percent( ) < get_skill(ch,gsn_sneak))
{
check_improve(ch,gsn_sneak,TRUE,3);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_sneak;
af.aftype = AFT_SKILL;
af.level = ch->level;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
send_to_char( "You begin sneaking.\n\r", ch);
}
else
check_improve(ch,gsn_sneak,FALSE,3);
return;
}
void do_cloak( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
argument = one_argument(argument,arg);
if (is_affected(ch,gsn_cloak_form))
{
if(is_affected(ch, gsn_cloak_form))
{
affect_strip(ch,gsn_cloak_form);
}
if(ch->original_name)
{
free_string(ch->name);
ch->name=str_dup(ch->original_name);
free_string(ch->original_name);
ch->original_name=NULL;
}
if(is_affected(ch, gsn_eye_of_the_predator)) {
affect_strip(ch,gsn_eye_of_the_predator);
}
if (str_cmp(arg,"auto") )
send_to_char("You throw your cloak to the side, exposing yourself.\n\r",ch);
return;
}
if (number_percent() < get_skill(ch,gsn_cloak_form))
{
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = gsn_cloak_form;
af.level = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
af.duration = -1;
affect_to_char( ch, &af );
if(!(ch->original_name)) {
free_string(ch->original_name);
ch->original_name=str_dup(ch->name);
free_string(ch->name);
sprintf(buf, "cloaked figure");
ch->name=str_dup(buf);
}
af.location = APPLY_HIT;
af.modifier = ch->level*4;
affect_to_char(ch,&af);
af.location = APPLY_HITROLL;
af.modifier = (ch->level)/6;
affect_to_char(ch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(ch,&af);
af.location = APPLY_MOVE;
af.modifier = ch->level*2;
affect_to_char(ch,&af);
check_improve(ch,gsn_cloak_form,TRUE,6);
send_to_char("You cloak your presence.\n\r",ch);
return;
}
else
{
check_improve(ch,gsn_cloak_form, FALSE,3);
send_to_char("You fail to cloak yourself.\n\r",ch);
return;
}
}
void do_acute_vision( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
if (get_skill(ch,gsn_acute_vision) == 0
|| ch->level < skill_table[gsn_acute_vision].skill_level[ch->class])
{
send_to_char("You don't know which bushes to look at.\n\r",ch);
return;
}
if (is_affected(ch,gsn_acute_vision) )
{
send_to_char("Your eyes are already as sharp as they'll get.\n\r", ch);
return;
}
if (ch->mana < 25)
{
send_to_char("You don't have the mana.\n\r", ch);
return;
}
if (number_percent() > get_skill(ch,gsn_acute_vision))
{
send_to_char("Your vision sharpens but then dulls.\n\r",ch);
check_improve(ch,gsn_acute_vision,FALSE,1);
ch->mana -= 12;
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_acute_vision;
af.aftype = AFT_SKILL;
af.location = 0;
af.modifier = 0;
af.level = ch->level;
af.duration = ch->level;
af.bitvector = 0;
affect_to_char(ch, &af);
ch->mana -= 25;
send_to_char( "Your vision sharpens.\n\r", ch);
return;
check_improve(ch,gsn_acute_vision,TRUE,1);
}
void do_camp(CHAR_DATA *ch, char *argument)
{
AFFECT_DATA af;
if ( (get_skill(ch,gsn_camp) == 0) || ch->level < skill_table[gsn_camp].skill_level[ch->class] )
{
send_to_char("You don't know how to effectively camp.\n\r",ch);
return;
}
if (ch->position == POS_SLEEPING )
{
send_to_char("You are already asleep.",ch);
return;
}
if ((ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN) )
{
send_to_char("This land is not wild enough for you to camp out in.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.location = 0;
af.duration = -1;
af.modifier = 0;
af.level = ch->level;
af.type = gsn_camp;
af.aftype = AFT_SKILL;
af.bitvector = 0;
affect_to_char(ch,&af);
act("$n settles down and sets up camp.",ch,NULL,NULL,TO_ROOM);
send_to_char("You settle down and set up camp.\n\r",ch);
do_sleep(ch,"");
return;
}
void do_camouflage( CHAR_DATA *ch, char *argument )
{
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire) || is_affected(ch, gsn_incandescense) || is_affected(ch,gsn_dew))
{
send_to_char("You can't camouflage while revealed.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_MOUNTAIN) && (ch->in_room->sector_type != SECT_HILLS ) )
{
send_to_char("There is no cover here.\n\r", ch);
act("$n tries to cover $mself on the single leaf on the ground.", ch, NULL, NULL, TO_ROOM);
return;
}
send_to_char("You attempt to blend in with your surroundings.\n\r", ch);
if ( number_percent( ) < get_skill(ch,gsn_camouflage) )
{
SET_BIT(ch->affected_by, AFF_CAMOUFLAGE);
check_improve(ch, gsn_camouflage,TRUE,2);
//WAIT_STATE(ch,8);
}
else
{
check_improve(ch,gsn_camouflage,FALSE,2);
REMOVE_BIT(ch->affected_by,AFF_CAMOUFLAGE);
//WAIT_STATE(ch,8);
}
return;
}
/* Creep - Camo sneak -- Dioxide */
void do_creep(CHAR_DATA *ch, char *argument)
{
int direction=0, chance, wait;
AFFECT_DATA af;
if ((chance = get_skill(ch,gsn_creep)) == 0)
{
send_to_char("Creeping? What's that?\n\r",ch);
return;
}
if (!IS_AFFECTED(ch,AFF_CAMOUFLAGE))
{
send_to_char("You must be blended in with your surroundings to creep.\n\r",ch);
return;
}
if (argument[0] == '\0') {
send_to_char("Creep in which direction?\n\r",ch);
return;
}
if ( !str_cmp( argument, "n" ) || !str_cmp( argument, "north" ) ) {
direction = 0;
} else if ( !str_cmp( argument, "e" ) || !str_cmp( argument, "east" ) ) {
direction = 1;
} else if ( !str_cmp( argument, "s" ) || !str_cmp( argument, "south" ) ) {
direction = 2;
} else if ( !str_cmp( argument, "w" ) || !str_cmp( argument, "west" ) ) {
direction = 3;
} else if ( !str_cmp( argument, "u" ) || !str_cmp( argument, "up" ) ) {
direction = 4;
} else if ( !str_cmp( argument, "d" ) || !str_cmp( argument, "down" ) ) {
direction = 5;
} else {
act("You can't creep there.", ch, NULL, 0, TO_CHAR );
}
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_creep;
af.aftype = AFT_SKILL;
af.bitvector = 0;
af.modifier = 0;
af.location = 0;
af.duration = 1;
af.level = ch->level;
affect_join(ch, &af);
move_char(ch, direction, FALSE);
affect_strip(ch,gsn_creep);
check_improve(ch, gsn_creep,TRUE,2);
wait = 100 - chance;
WAIT_STATE(ch,wait);
}
void do_hide( CHAR_DATA *ch, char *argument )
{
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire) || is_affected(ch, gsn_incandescense) || is_affected(ch,gsn_dew))
{
send_to_char("You can't hide while revealed.\n\r",ch);
return;
}
if ((ch->in_room->sector_type != SECT_CITY) && (ch->in_room->sector_type != SECT_INSIDE))
{
send_to_char("The shadows here are too natural to blend with.", ch);
return;
}
send_to_char( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
return;
if ( number_percent( ) < get_skill(ch,gsn_hide))
{
SET_BIT(ch->affected_by, AFF_HIDE);
check_improve(ch,gsn_hide,TRUE,3);
}
else
check_improve(ch,gsn_hide,FALSE,3);
return;
}
void un_camouflage( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) )
{
REMOVE_BIT( ch->affected_by, AFF_CAMOUFLAGE );
act("$n steps out from their cover.",ch,NULL,NULL,TO_ROOM);
send_to_char("You step out from your cover.\n\r",ch);
}
return;
}
void un_blackjack( CHAR_DATA *ch, char *argument )
{
if ( is_affected(ch, gsn_blackjack) )
affect_strip( ch, gsn_blackjack );
return;
}
void un_strangle( CHAR_DATA *ch, char *argument )
{
if ( is_affected(ch, gsn_strangle) )
affect_strip( ch, gsn_strangle );
return;
}
void un_hide( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
act("$n steps out of the shadows.", ch, NULL, NULL, TO_ROOM);
send_to_char("You step out of the shadows.\n\r", ch);
}
return;
}
void un_invis( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED(ch, AFF_INVISIBLE))
{
affect_strip ( ch, gsn_invis);
affect_strip ( ch, gsn_mass_invis);
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
act("$n fades into existence.\n\r", ch, NULL, NULL, TO_ROOM);
send_to_char("You fade into existence.\n\r", ch);
}
return;
}
void un_sneak( CHAR_DATA *ch, char *argument )
{
if ( ch->race == 3 || ch->race == 4 || ch->race == 5 )
return;
if ( IS_AFFECTED(ch, AFF_SNEAK))
{
affect_strip ( ch, gsn_sneak);
REMOVE_BIT ( ch->affected_by, AFF_SNEAK );
send_to_char("You trample around loudly again.\n\r", ch);
}
return;
}
void un_earthfade(CHAR_DATA *ch,char *argument)
{
if (is_affected(ch,gsn_earthfade)) {
affect_strip(ch,gsn_earthfade);
act("$n slowly emerges from the ground.",ch,0,0,TO_ROOM);
send_to_char("You slowly emerge from the ground.\n\r",ch);
WAIT_STATE(ch,8);
}
return;
}
void un_duo(CHAR_DATA *ch,char *argument)
{
if (is_affected(ch,gsn_duo))
{
affect_strip(ch,gsn_duo);
act("$n pops back into existence.",ch,0,0,TO_ROOM);
send_to_char("You step back into three dimensions.\n\r",ch);
WAIT_STATE(ch,2);
}
return;
}
void do_visible( CHAR_DATA *ch, char *argument )
{
un_earthfade(ch,NULL);
un_camouflage(ch, NULL);
un_hide(ch, NULL);
un_invis(ch, NULL);
un_sneak(ch, NULL);
un_duo(ch,NULL);
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
AFFECT_DATA af;
if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET))
{
send_to_char("Only players can recall.\n\r",ch);
return;
}
if (ch->level > 10 && ch->cabal != 4)
{
send_to_char("Those over level 10 cannot recall.\n\r",ch);
return;
}
if (ch->level > 10 && ch->cabal == CABAL_RAVAGER)
{
if (is_affected(ch,gsn_recall))
{
send_to_char("You have already been granted recall by your Immortal recently.\n\r",ch);
return;
}
if (ch->fighting != NULL || ch->position == POS_FIGHTING)
{
send_to_char("You are a Rager..you don't ask to be taken from battles!\n\r",ch);
return;
}
send_to_char("You pray to the Immortals of Ragers for recall!\n\r",ch);
WAIT_STATE( ch, 5 );
if (cabal_down(ch,CABAL_RAVAGER))
{
if ( number_percent() > 20)
{
sprintf( buf, "You try to recall but lack of power cases you to fail.\n\r");
send_to_char( buf, ch );
return;
}
else
{
send_to_char("Head is stolen but your desperation is rewarded.\n\r",ch);
}
}
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE))
{
send_to_char( "The gods have forsaken you.\n\r", ch );
return;
}
act("$n calls to $s Immortal leader and vanishes!",ch,0,0,TO_ROOM);
location=get_room_index(TEMPLE_MIDGAARD);
if (location == NULL)
location = get_room_index(ROOM_VNUM_TEMPLE);
if (location == NULL)
{
send_to_char("Your temple has been destroyed..pray to the Gods for help!\n\r",ch);
return;
}
char_from_room(ch);
char_to_room(ch,location);
do_look(ch,"auto");
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_recall;
af.aftype = AFT_POWER;
af.duration = 36;
af.modifier = 0;
af.bitvector = 0;
af.location = 0;
af.level=ch->level;
affect_to_char(ch,&af);
return;
}
act( "$n prays for transportation!", ch, 0, 0, TO_ROOM );
location = get_room_index(ch->temple);
if (location == NULL)
location = get_room_index(ROOM_VNUM_TEMPLE);
/*
if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
*/
if (location == 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( "The gods have forsaken you.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
int lose,skill;
skill = get_skill(ch,gsn_recall);
if ( number_percent() < 80 * skill / 100 )
{
check_improve(ch,gsn_recall,FALSE,6);
WAIT_STATE( ch, 4 );
sprintf( buf, "You failed!.\n\r");
send_to_char( buf, ch );
return;
}
lose = (ch->desc != NULL) ? 25 : 50;
gain_exp( ch, 0 - lose );
check_improve(ch,gsn_recall,TRUE,4);
sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move /= 2;
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 (ch->pet != NULL)
do_recall(ch->pet,"");
return;
}
void do_train( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mob;
sh_int stat = - 1;
char *pOutput = NULL;
int cost;
if ( IS_NPC(ch) )
return;
/*
* Check for trainer.
*/
for ( mob = ch->in_room->people; mob; mob = mob->next_in_room )
{
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) )
break;
}
if ( mob == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
sprintf( buf, "You have %d training sessions.\n\r", ch->train );
send_to_char( buf, ch );
argument = "foo";
}
cost = 1;
if ( !str_cmp( argument, "str" ) )
{
stat = STAT_STR;
pOutput = "strength";
}
else if ( !str_cmp( argument, "int" ) )
{
stat = STAT_INT;
pOutput = "intelligence";
}
else if ( !str_cmp( argument, "wis" ) )
{
stat = STAT_WIS;
pOutput = "wisdom";
}
else if ( !str_cmp( argument, "dex" ) )
{
stat = STAT_DEX;
pOutput = "dexterity";
}
else if ( !str_cmp( argument, "con" ) )
{
stat = STAT_CON;
pOutput = "constitution";
}
else if ( !str_cmp( argument, "chr" ) )
{
stat = STAT_CHR;
pOutput = "charisma";
}
else if ( !str_cmp(argument, "hp" ) )
cost = 1;
else if ( !str_cmp(argument, "mana" ) )
cost = 1;
else
{
strcpy( buf, "You can train:" );
if ( ch->perm_stat[STAT_STR] < get_max_train(ch,STAT_STR))
strcat( buf, " str" );
if ( ch->perm_stat[STAT_INT] < get_max_train(ch,STAT_INT))
strcat( buf, " int" );
if ( ch->perm_stat[STAT_WIS] < get_max_train(ch,STAT_WIS))
strcat( buf, " wis" );
if ( ch->perm_stat[STAT_DEX] < get_max_train(ch,STAT_DEX))
strcat( buf, " dex" );
if ( ch->perm_stat[STAT_CON] < get_max_train(ch,STAT_CON))
strcat( buf, " con" );
if ( ch->perm_stat[STAT_CHR] < get_max_train(ch,STAT_CHR))
strcat( buf, " chr" );
strcat( buf, " hp mana");
if ( buf[strlen(buf)-1] != ':' )
{
strcat( buf, ".\n\r" );
send_to_char( buf, ch );
}
else
{
/*
* This message dedicated to Jordan ... you big stud!
*/
act( "You have nothing left to train, you $T!",
ch, NULL,
ch->sex == SEX_MALE ? "big stud" :
ch->sex == SEX_FEMALE ? "hot babe" :
"wild thing",
TO_CHAR );
}
return;
}
if (!str_cmp("hp",argument))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_hit += 10;
ch->max_hit += 10;
ch->hit +=10;
act( "Your durability increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM);
return;
}
if (!str_cmp("mana",argument))
{
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->pcdata->perm_mana += 10;
ch->max_mana += 10;
ch->mana += 10;
act( "Your power increases!",ch,NULL,NULL,TO_CHAR);
act( "$n's power increases!",ch,NULL,NULL,TO_ROOM);
return;
}
if ( ch->perm_stat[stat] >= get_max_train(ch,stat) )
{
act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( cost > ch->train )
{
send_to_char( "You don't have enough training sessions.\n\r", ch );
return;
}
ch->train -= cost;
ch->perm_stat[stat] += 1;
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
void do_shadowgate(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
one_argument(argument,arg1);
if ( (get_skill(ch,gsn_shadowgate) == 0)
|| (ch->level < skill_table[gsn_shadowgate].skill_level[ch->class]) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (cabal_down(ch,CABAL_ACADIAN))
return;
if (is_affected(ch,gsn_insect_swarm))
{
send_to_char("You can't concentrate with all these insects swarming you.\n\r",ch);
return;
}
if (ch->mana < 70)
{
send_to_char("You do not have the mana.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_shadowgate])
{
send_to_char("You fail to pass through the shadowplanes.\n\r",ch);
check_improve(ch,gsn_shadowgate,FALSE,1);
ch->mana -= 35;
return;
}
if ( ((victim = get_char_world(ch,arg1)) == NULL)
|| victim == ch
|| IS_SET(victim->in_room->room_flags,ROOM_NO_GATE)
|| victim->in_room == NULL
|| victim->in_room->guild != 0
|| (victim->in_room->cabal != 0 && victim->in_room->cabal != CABAL_ACADIAN)
|| (!IS_NPC(victim) && victim->level >= 52)
|| (!IS_NPC(victim) && !can_pk(ch,victim))
|| (saves_spell(ch->level - 1,victim, DAM_OTHER) && number_percent() > 25)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) )
{
ch->mana -= 35;
send_to_char("You failed.\n\r",ch);
WAIT_STATE(ch,12);
return;
}
ch->mana -= 70;
if (ch->in_room->vnum == 1212) /* No shadowgating from realm of dead */
{
send_to_char("You failed.\n\r",ch);
return;
}
act("$n becomes enshrouded in darkness and disappears!",ch,0,0,TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
send_to_char("You step into the shadowplane and vanish.\n\r",ch);
act("A vortex of shadows blasts into the room and $n step forth!",ch,0,0,TO_ROOM);
do_look(ch,"auto");
WAIT_STATE(ch,12);
return;
}
void do_bear_call( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *animal;
AFFECT_DATA af;
int a_level;
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *check;
bool found = FALSE;
int count;
one_argument(argument,arg1);
if ( (get_skill(ch,gsn_bear_call) == 0)
|| (ch->level < skill_table[gsn_bear_call].skill_level[ch->class]) )
{
send_to_char("You don't know how to call bears?\n\r",ch);
return;
}
if (is_affected(ch,gsn_bear_call))
{
send_to_char("You can't call more bears yet.\n\r",ch);
return;
}
if (ch->mana <= 70)
{
send_to_char("You do not have the mana.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if ( (check->master == ch)
&& check->pIndexData->vnum == MOB_VNUM_BEAR )
found = TRUE;
}
if (found)
{
send_to_char("You already have bears to care for.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type != SECT_FOREST)
&& (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN) )
{
act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM);
send_to_char("You call a bear call but nothing responds.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_bear_call])
{
send_to_char("You call out for bears but none respond.\n\r",ch);
check_improve(ch,gsn_bear_call,FALSE,1);
ch->mana -= 35;
return;
}
ch->mana -= 70;
a_level = ch->level;
act("$n calls out to the wild and is heard!.",ch,0,0,TO_ROOM);
send_to_char("Your call to the wild is heard!\n\r",ch);
for (count = 0; count < 2; count++)
{
animal = create_mobile(get_mob_index(MOB_VNUM_BEAR) );
animal->level = a_level;
animal->max_hit = ch->max_hit + dice(a_level, 5);
animal->damroll += a_level*3/4;
animal->hitroll += a_level/3;
animal->alignment = ch->alignment;
char_to_room(animal,ch->in_room);
add_follower(animal,ch);
animal->leader = ch;
SET_BIT(animal->affected_by,AFF_CHARM);
act("$n arrives to journey with $N.",animal,NULL,ch,TO_NOTVICT);
animal->hit = animal->max_hit;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.level = ch->level;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.location = 0;
af.type = gsn_bear_call;
affect_to_char(ch,&af);
check_improve(ch,gsn_bear_call,TRUE,1);
return;
}
/*void do_animal_call(CHAR_DATA *ch,char *argument) --- Old Animal Call
{
char arg[MAX_INPUT_LENGTH];
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *animal1;
CHAR_DATA *animal2;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
int chance;
int type;
int i;
bool cant_call = FALSE;
AFFECT_DATA af;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_animal_call)) == 0
|| ch->level < skill_table[gsn_animal_call].skill_level[ch->class])
{
send_to_char("You don't know how to call upon animals for aid.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Call out for which animal?\n\r",ch);
return;
}
if (!str_cmp(arg,"falcon")) type = MOB_VNUM_FALCON;
else if (!str_cmp(arg,"wolf"))
{
type = MOB_VNUM_WOLF;
if (ch->level < 25)
cant_call = TRUE;
}
else if (!str_cmp(arg,"bear"))
{
type = MOB_VNUM_BEAR;
if (ch->level < 30)
cant_call = TRUE;
}
else if (!str_cmp(arg,"lion"))
{
type = MOB_VNUM_LION;
if (ch->level < 35)
cant_call = TRUE;
}
else
{
send_to_char("call out for which animal?\n\r",ch);
return;
}
if (is_affected(ch,gsn_animal_call))
{
send_to_char("You aren't able to call upon anymore animals yet.\n\r",ch);
return;
}
if (cant_call)
{
send_to_char("You are not skilled enough at woodsmanship to call that animal.\n\r",ch);
return;
}
if (ch->mana < 50)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
for (mob = char_list; mob != NULL; mob = mob->next)
{
if (IS_NPC(mob) && IS_AFFECTED(mob,AFF_CHARM)
&& (mob->master == ch)
&& ( (mob->pIndexData->vnum == MOB_VNUM_FALCON)
|| (mob->pIndexData->vnum == MOB_VNUM_WOLF)
|| (mob->pIndexData->vnum == MOB_VNUM_BEAR)
|| (mob->pIndexData->vnum == MOB_VNUM_LION) ) )
break;
}
if (mob != NULL)
{
send_to_char("You already have animals you should care for.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type != SECT_FOREST)
&& ( ch->in_room->sector_type != SECT_HILLS)
&& ( ch->in_room->sector_type != SECT_MOUNTAIN) )
{
send_to_char("You are not within the right environment to call animals.\n\r",ch);
return;
}
if (number_percent() > chance)
{
act("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM);
send_to_char("You call out to the wild but nothing responds.\n\r",ch);
ch->mana -= 25;
check_improve(ch,gsn_animal_call,FALSE,1);
return;
}
pRoomIndex = ch->in_room;
pMobIndex = get_mob_index(type);
if (pMobIndex == NULL)
{
bug("Animal call: Bad mob vnum call %d.",type);
send_to_char("You call out to the wild but nothing responds.\n\r",ch);
act("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM);
ch->mana -= 25;
return;
}
animal1 = create_mobile( pMobIndex );
animal2 = create_mobile( pMobIndex );
animal2->dam_type = animal1->dam_type;
for (i = 0; i < 4; i++)
{
animal1->armor[i] -= (3*ch->level);
animal2->armor[i] -= (3*ch->level);
}
if (type == MOB_VNUM_FALCON)
{
animal1->max_hit = ch->max_hit/3;
animal1->hit = ch->max_hit/3;
animal2->max_hit = ch->max_hit/3;
animal2->hit = ch->max_hit/3;
animal1->damroll = (5 + ch->level/3);
animal2->damroll = (5 + ch->level/3);
animal1->hitroll = ch->level/3;
animal2->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_WOLF)
{
animal1->max_hit = ch->max_hit/2;
animal1->hit = ch->max_hit/2;
animal2->max_hit = ch->max_hit/2;
animal2->hit = ch->max_hit/2;
animal1->damroll = (8 + ch->level/3);
animal2->damroll = (8 + ch->level/3);
animal1->hitroll = ch->level/3;
animal2->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_BEAR)
{
animal1->max_hit = ch->max_hit;
animal1->hit = ch->max_hit;
animal2->max_hit = ch->max_hit;
animal2->hit = ch->max_hit;
animal1->damroll = (2*ch->level/3);
animal2->damroll = (2*ch->level/3);
animal1->hitroll = ch->level/3;
animal2->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_LION)
{
animal1->max_hit = (3 * ch->max_hit / 4);
animal1->hit = (3 * ch->max_hit / 4);
animal2->max_hit = (3 * ch->max_hit / 4);
animal2->hit = (3 * ch->max_hit / 4);
animal1->damroll = (-2 + ch->level);
animal2->damroll = (-2 + ch->level);
animal1->hitroll = ch->level/3;
animal2->hitroll = ch->level/3;
}
else
{
bug("Bad animal call: %d.",type);
send_to_char("You call out to the wild but nothing responds.\n\r",ch);
act("$n calls out to the wild but nothing comes.\n\r",ch,0,0,TO_ROOM);
ch->mana -= 25;
return;
}
char_to_room(animal1,pRoomIndex);
char_to_room(animal2,pRoomIndex);
animal1->level = ch->level;
animal2->level = ch->level;
act("Animals respond to $n's call!",ch,0,animal1,TO_ROOM);
act("Animals respond to your call!",ch,0,animal1,TO_CHAR);
ch->mana -= 50;
SET_BIT(animal1->affected_by,AFF_CHARM);
SET_BIT(animal2->affected_by,AFF_CHARM);
animal1->leader = ch;
animal2->leader = ch;
animal1->master = ch;
animal2->master = ch;
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_animal_call;
af.aftype = AFT_SKILL;
af.level = ch->level;
af.duration = 24;
af.location = 0;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
return;
} */
bool check_rangermob(CHAR_DATA *mob )
{
if (mob->pIndexData->vnum == MOB_VNUM_RRATTLESNAKE)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RSPRITE)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RLYNX)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RLEECH)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RVINE)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RALLIGATOR)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RBAT)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RGRIFFIN)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RBEAR)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RWOLF)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RWOLVERINE)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RWITCH)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RJAGUAR)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RWSNAKE)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RFISH)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RNAGA)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RLION)
return TRUE;
if (mob->pIndexData->vnum == MOB_VNUM_RFALCON)
return TRUE;
else
return FALSE;
}
// New Animal Call with karate chop action
void do_animal_call(CHAR_DATA *ch,char *argument)
{
char arg[MAX_INPUT_LENGTH];
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *animal1;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
int chance;
int type;
int i;
int mob_count;
bool wrong_sector = FALSE;
bool rager_check = FALSE;
AFFECT_DATA af;
one_argument(argument,arg);
if ((chance = get_skill(ch,gsn_animal_call)) == 0
|| ch->level < skill_table[gsn_animal_call].skill_level[ch->class])
{
send_to_char("You don't know how to call upon animals for aid.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("The following creatures are able to be called upon:\n\r",ch);
send_to_char("In the hills: Lion, Rattlesnake, Sprite and Lynx.\n\r",ch);
send_to_char("In the air: Falcon, Bat and Griffin.\n\r",ch);
send_to_char("In the forest: Bear, Wolf, Wolverine, Witch and Jaguar.\n\r",ch);
send_to_char("In the water: Water Snake(Or snake), Fish and Naga.\n\r",ch);
return;
}
if (!str_cmp(arg,"lion"))
{
type = MOB_VNUM_RLION;
if ( ch->in_room->sector_type != SECT_HILLS)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"rattlesnake"))
{
type = MOB_VNUM_RRATTLESNAKE;
if ( ch->in_room->sector_type != SECT_HILLS)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"sprite"))
{
type = MOB_VNUM_RSPRITE;
if ( ch->in_room->sector_type != SECT_HILLS)
wrong_sector = TRUE;
if (ch->cabal == CABAL_RAVAGER)
rager_check = TRUE;
}
else if (!str_cmp(arg,"lynx"))
{
type = MOB_VNUM_RLYNX;
if ( ch->in_room->sector_type != SECT_HILLS)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"bat"))
{
type = MOB_VNUM_RBAT;
if (ch->in_room->sector_type != SECT_AIR)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"falcon"))
{
type = MOB_VNUM_RFALCON;
if (ch->in_room->sector_type != SECT_AIR)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"griffin"))
{
type = MOB_VNUM_RGRIFFIN;
if (ch->in_room->sector_type != SECT_AIR)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"bear"))
{
type = MOB_VNUM_RBEAR;
if (ch->in_room->sector_type != SECT_FOREST)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"wolf"))
{
type = MOB_VNUM_RWOLF;
if (ch->in_room->sector_type != SECT_FOREST)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"wolverine"))
{
type = MOB_VNUM_RWOLVERINE;
if (ch->in_room->sector_type != SECT_FOREST)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"witch"))
{
type = MOB_VNUM_RWITCH;
if (ch->in_room->sector_type != SECT_FOREST)
wrong_sector = TRUE;
if (ch->cabal == CABAL_RAVAGER)
rager_check = TRUE;
}
else if (!str_cmp(arg,"jaguar"))
{
type = MOB_VNUM_RJAGUAR;
if (ch->in_room->sector_type != SECT_FOREST)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"snake"))
{
type = MOB_VNUM_RWSNAKE;
if (ch->in_room->sector_type != SECT_WATER_NOSWIM)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"fish"))
{
type = MOB_VNUM_RFISH;
if (ch->in_room->sector_type != SECT_WATER_NOSWIM)
wrong_sector = TRUE;
}
else if (!str_cmp(arg,"naga"))
{
type = MOB_VNUM_RNAGA;
if (ch->in_room->sector_type != SECT_WATER_NOSWIM)
wrong_sector = TRUE;
if (ch->cabal == CABAL_RAVAGER)
rager_check = TRUE;
}
else
{
send_to_char("The following creatures are able to be called upon:\n\r",ch);
send_to_char("In the hills: Lion, Rattlesnake, Sprite and Lynx.\n\r",ch);
send_to_char("In the air: Falcon, Bat and Griffin.\n\r",ch);
send_to_char("In the forest: Bear, Wolf, Wolverine, Witch and Jaguar.\n\r",ch);
send_to_char("In the water: Water Snake(Or snake), Fish and Naga.\n\r",ch);
return;
}
if (is_affected(ch,gsn_animal_call))
{
send_to_char("You aren't able to call upon anymore animals yet.\n\r",ch);
return;
}
if (ch->mana < 50)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
mob_count = 0;
for (mob = char_list; mob != NULL; mob = mob->next)
{
if (IS_NPC(mob) && IS_AFFECTED(mob,AFF_CHARM)
&& (mob->master == ch))
{
if (mob->pIndexData->vnum == MOB_VNUM_RRATTLESNAKE )
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RSPRITE )
{
mob_count += 3;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RLYNX )
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RBAT)
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RGRIFFIN)
{
mob_count += 3;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RBEAR)
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RWOLF)
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RWOLVERINE)
{
mob_count += 3;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RWITCH)
{
mob_count += 3;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RJAGUAR)
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RWSNAKE)
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RFISH)
{
mob_count += 1;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RNAGA)
{
mob_count += 3;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RLION)
{
mob_count += 3;
}
else if (mob->pIndexData->vnum == MOB_VNUM_RFALCON)
{
mob_count += 1;
}
}
}
if (mob_count > 5)
{
send_to_char("You couldn't handle another of those.\n\r",ch);
return;
}
if (rager_check)
{
send_to_char("Ragers can't call magical animals!\n\r",ch);
return;
}
if (wrong_sector)
{
send_to_char("You aren't in the right place to call that creature.\n\r",ch);
return;
}
if (number_percent() > chance)
{
act("$n calls out but nothing responds.",ch,0,0,TO_ROOM);
send_to_char("You call out but nothing responds.\n\r",ch);
ch->mana -= 25;
check_improve(ch,gsn_animal_call,FALSE,1);
return;
}
pRoomIndex = ch->in_room;
pMobIndex = get_mob_index(type);
if (pMobIndex == NULL)
{
bug("Animal call: Bad mob vnum call %d.",type);
send_to_char("You call out but nothing responds.\n\r",ch);
act("$n calls out but nothing responds.",ch,0,0,TO_ROOM);
ch->mana -= 25;
return;
}
animal1 = create_mobile( pMobIndex );
for (i = 0; i < 4; i++)
{
animal1->armor[i] -= (3*ch->level);
}
if (type == MOB_VNUM_RRATTLESNAKE)
{
animal1->max_hit = ch->max_hit/2;
animal1->hit = ch->max_hit/2;
animal1->damroll = (5 + ch->level/2);
animal1->hitroll = ch->level/2;
}
else if (type == MOB_VNUM_RSPRITE)
{
animal1->max_hit = (1.5*ch->max_hit/2);
animal1->hit = (1.5*ch->max_hit/2);
animal1->damroll = (8 + ch->level/3);
animal1->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_RLYNX)
{
animal1->max_hit = ch->max_hit;
animal1->hit = ch->max_hit;
animal1->damroll = (2*ch->level/3);
animal1->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_RBAT)
{
animal1->max_hit = ch->max_hit/2;
animal1->hit = ch->max_hit/2;
animal1->damroll = (5 + ch->level/2);
animal1->hitroll = ch->level/2;
}
else if (type == MOB_VNUM_RGRIFFIN)
{
animal1->max_hit = (1.5*ch->max_hit/2);
animal1->hit = (1.5*ch->max_hit/2);
animal1->damroll = (12 + ch->level/3);
animal1->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_RBEAR)
{
animal1->max_hit = (2.5*ch->max_hit/2);
animal1->hit = (2.5*ch->max_hit/2);
animal1->damroll = (8 + ch->level/3);
animal1->hitroll = ch->level/3;
}
else if (type == MOB_VNUM_RWOLF)
{
animal1->max_hit = (1.2*ch->max_hit/2);
animal1->hit = (1.2*ch->max_hit/2);
animal1->damroll = ch->level/3;
animal1->hitroll = (8 + ch->level/3);
}
else if (type == MOB_VNUM_RWOLVERINE)
{
animal1->max_hit = ch->max_hit;
animal1->hit = ch->max_hit;
animal1->damroll = ch->level/3;
animal1->hitroll = (8 + ch->level/3);
}
else if (type == MOB_VNUM_RWITCH)
{
animal1->max_hit = (ch->max_hit/2);
animal1->hit = (ch->max_hit/2);
animal1->damroll = ch->level/3;
animal1->hitroll = (8 + ch->level/3);
}
else if (type == MOB_VNUM_RJAGUAR)
{
animal1->max_hit = (ch->max_hit/2);
animal1->hit = (ch->max_hit/2);
animal1->damroll = ch->level/3;
animal1->hitroll = (8 + ch->level/3);
}
else if (type == MOB_VNUM_RWSNAKE)
{
animal1->max_hit = (ch->max_hit/3);
animal1->hit = (ch->max_hit/3);
animal1->damroll = ch->level/3;
animal1->hitroll = (12 + ch->level/3);
}
else if (type == MOB_VNUM_RFISH)
{
animal1->max_hit = (ch->max_hit/4);
animal1->hit = (ch->max_hit/4);
animal1->damroll = ch->level/3;
animal1->hitroll = (8 + ch->level/3);
}
else if (type == MOB_VNUM_RNAGA)
{
animal1->max_hit = (ch->max_hit);
animal1->hit = (ch->max_hit);
animal1->damroll = (8 + ch->level/3);
animal1->hitroll = (8 + ch->level/3);
}
else if (type == MOB_VNUM_RLION)
{
animal1->max_hit = (ch->max_hit/1.5);
animal1->hit = (ch->max_hit/1.5);
animal1->damroll = (10 + ch->level/3);
animal1->hitroll = (14 + ch->level/3);
}
else
{
bug("Bad animal call: %d.",type);
send_to_char("You call out but nothing responds.\n\r",ch);
act("$n calls out but nothing comes.\n\r",ch,0,0,TO_ROOM);
ch->mana -= 25;
return;
}
char_to_room(animal1,pRoomIndex);
animal1->level = ch->level;
act("A creature stumbles out to join $n!",ch,0,animal1,TO_ROOM);
act("A creature stumbles out to join you!",ch,0,animal1,TO_CHAR);
ch->mana -= 50;
SET_BIT(animal1->affected_by,AFF_CHARM);
animal1->leader = ch;
animal1->master = ch;
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_animal_call;
af.aftype = AFT_SKILL;
af.level = ch->level;
af.duration = 10;
af.location = 0;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
return;
}
void track_char(CHAR_DATA *ch, CHAR_DATA *tracking, int in_room)
{
int track_dir;
track_dir = tracking->pcdata->track_dir[in_room];
track_dir -= 1;
if (IS_AFFECTED(ch,AFF_CHARM))
return;
act("$n checks the ground for tracks.",ch,0,0,TO_ROOM);
if (IS_SET(ch->off_flags,STATIC_TRACKING) || track_dir == -1)
return;
if (ch->in_room->exit[track_dir]->u1.to_room->area == ch->in_room->area)
move_char(ch,track_dir,TRUE);
if (ch->pIndexData->vnum == MOB_VNUM_PHANTOM)
{
do_goto(ch,ch->last_fought->name);
}
return;
}
/*
Removed because its bugged. -- Ceial
void track_char(CHAR_DATA *ch, CHAR_DATA *tracking, int in_room)
{
int track_dir;
track_dir = tracking->pcdata->track_dir[in_room];
track_dir -= 1;
if (IS_AFFECTED(ch,AFF_CHARM))
return;
act("$n checks the ground for tracks.",ch,0,0,TO_ROOM);
if (IS_SET(ch->off_flags,STATIC_TRACKING) || track_dir == -1)
return;
if (ch==NULL || ch->in_room==NULL ||
ch->in_room->exit[track_dir]==NULL)
{ bug("In track_char: NULL structure",0); return;}
if (ch->in_room->exit[track_dir]->u1.to_room->area == ch->in_room->area)
{
move_char(ch,track_dir,TRUE);
}
if (ch->pIndexData->vnum == MOB_VNUM_PHANTOM)
{
do_goto(ch,ch->last_fought->name);
}
return;
}*/
void do_aura_of_sustenance(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
if ((get_skill(ch,gsn_aura_of_sustenance)) == 0
|| ch->level < skill_table[gsn_aura_of_sustenance].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (is_affected(ch,gsn_aura_of_sustenance))
{
send_to_char("You are already as sustained as you can get.\n\r",ch);
return;
}
if (ch->mana < 40)
{
send_to_char("You do not have the mana\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.location = 0;
af.level = ch->level;
af.duration = ch->level;
af.bitvector = 0;
af.type = gsn_aura_of_sustenance;
af.aftype = AFT_SKILL;
af.modifier = 0;
affect_to_char(ch,&af);
ch->pcdata->condition[COND_THIRST] = 38;
ch->pcdata->condition[COND_HUNGER] = 38;
send_to_char("Your mind goes into a trance as you sustain your body in a state of health.\n\r",ch);
ch->mana -= 40;
return;
}
void check_guardian(CHAR_DATA *ch,int in_room)
{
CHAR_DATA *rch;
CHAR_DATA *rch_next;
if (ch->ghost <= 0)
return;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
if (!IS_NPC(rch))
continue;
if ((rch->pIndexData->vnum == MOB_VNUM_ACADIAN
&& ch->cabal != CABAL_ACADIAN)
|| ( rch->pIndexData->vnum == MOB_VNUM_COVEN
&& ch->cabal != CABAL_COVEN)
|| ( rch->pIndexData->vnum == MOB_VNUM_BRIAR
&& ch->cabal != CABAL_BRIAR)
|| (rch->pIndexData->vnum == MOB_VNUM_RAVAGER
&& ch->cabal != CABAL_RAVAGER)
|| ( rch->pIndexData->vnum == MOB_VNUM_VIGILANTE
&& ch->cabal != CABAL_VIGILANTE)
|| (rch->pIndexData->vnum == MOB_VNUM_PROTECTOR
&& ch->cabal != CABAL_PROTECTOR) )
{
do_say(rch,"Ghosts aren't allowed in here!");
ch->ghost = 0;
do_murder(rch,ch->name);
return;
}
}
return;
}
void murder_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rch;
CHAR_DATA *rch_next;
if (IS_NPC(ch))
return;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
if (!IS_NPC(rch)) continue;
if (!IS_SET(rch->off_flags,SPAM_MURDER)) continue;
if (rch->fighting != NULL) continue;
if (!can_see(rch,ch)) continue;
if (rch->last_fought != NULL) continue;
if (is_safe(rch,ch)) continue;
if (rch->level < (ch->level - 5)) continue;
sprintf(buf,"Help! I'm being attacked by %s!",rch->short_descr);
do_yell(ch,buf);
multi_hit(rch,ch,TYPE_UNDEFINED);
}
return;
}
void vigilante_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_PROTECTOR)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_VIGILANTE)
{
do_say(protector, "Greetings, Keeper of Justice.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void vigilante_key_trigger(CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *book;
CHAR_DATA *hch;
bool is_gone;
OBJ_DATA *check;
is_gone = FALSE;
if (key->pIndexData->vnum != 23601)
return;
if (!IS_NPC(statue)) return;
if (statue->pIndexData->vnum != MOB_VNUM_ENFORCER_STATUE) return;
for (check = object_list; check != NULL; check = check->next)
{
if (check->pIndexData->vnum == OBJ_VNUM_VIGILANTE)
is_gone = TRUE;
}
book = create_object(get_obj_index(OBJ_VNUM_VIGILANTE),0);
if (is_gone)
{
sprintf(buf,"%s has already been stolen, search elsewhere thief!",book->short_descr);
do_say(statue,buf);
extract_obj(book);
return;
}
do_say(statue,"To the holder of the Key of Law I grant the Book of the Vigilantes.");
act("$n gives $N $p.",statue,book,ch,TO_NOTVICT);
act("$n gives you $p.",statue,book,ch,TO_VICT);
obj_to_char(book,ch);
extract_obj(key);
sprintf(buf,"[VIGILANTE] %s: %s has stolen the Book of the Vigilantes!\n\r",statue->short_descr,ch->name);
for (hch = char_list; hch != NULL; hch = hch->next)
{
if (hch->cabal == CABAL_VIGILANTE)
send_to_char(buf,hch);
}
return;
}
/*void outlaw_key_trigger(CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *book;
CHAR_DATA *hch;
if (key->pIndexData->vnum != 9900)
return;
if (!IS_NPC(statue)) return;
if (statue->pIndexData->vnum != 9901) return;
book = create_object(get_obj_index(9902),0);
if (book->pIndexData->limcount != 1)
{
sprintf(buf,"%s has already been stolen, search elsewhere thief!",book->short_descr);
do_say(statue,buf);
extract_obj(book);
return;
}
act("$n gives $N $p.",statue,book,ch,TO_NOTVICT);
act("$n gives you $p.",statue,book,ch,TO_VICT);
obj_to_char(book,ch);
extract_obj(key);
sprintf(buf,"[OUTLAW] %s: %s has stolen the Declaration!\n\r",statue->short_descr,ch->name);
for (hch = char_list; hch != NULL; hch = hch->next)
{
if (hch->cabal == CABAL_OUTLAW)
send_to_char(buf,hch);
}
return;
}*/
/* MOBProgs for Cabals */
void ravager_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_RAVAGER)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_RAVAGER)
{
do_say(protector,"Hail, Great Warrior!");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf2,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf2);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
/*void outlaw_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_OUTLAW)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_OUTLAW)
{
do_say(protector, "Enter the hideout outlaw friend.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}*/
void briar_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_BRIAR)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_BRIAR)
{
do_say(protector, "Greetings thing of the wild.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void protector_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_PROTECTOR)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_PROTECTOR)
{
do_say(protector,"Greetings, brother Knight.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void acadian_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_ACADIAN)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_ACADIAN)
{
do_say(protector,"Greetings, Whelp.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"%s has come to die! Quickly whelps!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void coven_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_COVEN)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_COVEN)
{
do_say(protector,"Hail, Master of Magic.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
/*void empire_entry_trigger(CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *protector;
if (IS_NPC(ch)) return;
if (IS_IMMORTAL(ch)) return;
for (protector = ch->in_room->people; protector != NULL; protector = protector->next_in_room)
{
if (!IS_NPC(protector)) continue;
if (protector->pIndexData->vnum == MOB_VNUM_EMPIRE)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->cabal == CABAL_EMPIRE)
{
do_say(protector,"Greetings, citizens.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
sprintf(buf,"Intruder! Intruder! %s is raiding the cabal!",ch->name);
do_cb(protector,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
} */
/*
Add this to the can_see_char:
if (IS_SET(victim->also_affected,AFF_FOREST_BLENDING) )
{
int blend_chance;
blend_chance = (victim->level - ch->level) * 2;
blend_chance += 40;
if (blend_chance > 75)
blend_chance = 75;
if (!is_affected(ch,gsn_awareness)
&& number_percent() < blend_chance)
return FALSE;
}
*/
void do_forest_blending(CHAR_DATA *ch, char *argument)
{
int chance;
AFFECT_DATA af;
chance = get_skill(ch,gsn_forest_blending);
if (chance < 5
|| ch->level < skill_table[gsn_forest_blending].skill_level[ch->class])
{
send_to_char("You don't know how to blend in with the forests.\n\r",ch);
return;
}
if (ch->in_room->sector_type != SECT_FOREST)
{
send_to_char("You aren't within a suitable forest environment.\n\r",ch);
return;
}
if (is_affected(ch,gsn_forest_blending))
{
send_to_char("You're already trying to blend in with your surroundings.\n\r",ch);
return;
}
send_to_char("You attempt to blend in with the forests.\n\r",ch);
if (number_percent() < chance)
{
check_improve(ch,gsn_forest_blending,TRUE,1);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.level = ch->level;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
af.duration = 5;
af.type = gsn_forest_blending;
affect_to_char(ch,&af);
}
else
{
check_improve(ch,gsn_forest_blending,FALSE,1);
affect_strip(ch,gsn_forest_blending);
}
WAIT_STATE(ch,6);
return;
}
void un_forest_blend(CHAR_DATA *ch)
{
if (!is_affected(ch,gsn_forest_blending))
return;
act("$n steps into the open from the surrounding forest.",ch,0,0,TO_ROOM);
act("You step into the open from the surrounding forest.",ch,0,0,TO_CHAR);
affect_strip(ch,gsn_forest_blending);
return;
}
void do_awareness(CHAR_DATA *ch,char *argument)
{
int chance;
AFFECT_DATA af;
if (is_affected(ch,gsn_awareness))
{
send_to_char("You are already alert to the forests.\n\r",ch);
return;
}
chance = get_skill(ch,gsn_awareness);
if (chance == 0
|| ch->level < skill_table[gsn_awareness].skill_level[ch->class])
{
send_to_char("You don't know which part of the forests to be alert to.\n\r",ch);
return;
}
if (ch->mana < 10)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
if (number_percent() > chance)
{
send_to_char("You try to watch your surroundings but become distracted.\n\r",ch);
check_improve(ch,gsn_awareness,FALSE,1);
ch->mana -= 5;
return;
}
send_to_char("You start watching your surroundings more carefully.\n\r",ch);
check_improve(ch,gsn_awareness,TRUE,1);
ch->mana -= 10;
init_affect(&af);
af.where = TO_AFFECTS;
af.location = 0;
af.modifier = 0;
af.type = gsn_awareness;
af.aftype = AFT_SKILL;
af.bitvector = 0;
af.level = ch->level;
af.duration = ch->level;
affect_to_char(ch,&af);
return;
}
/*
* This ethereal ability lets a player pass through a room in gaseous form.
* In this state they can pass aggro and tracking mobs if they make a check
* while passing through the room. Cabal guardians are never passed, nor are
* aggros who's level is more than 10 above the player's.
*/
void un_gaseous(CHAR_DATA *ch)
{
if (!is_affected(ch,gsn_gaseous_form))
return;
act("$n forms again as $s body solidifies from gaseous form.",ch,0,0,TO_ROOM);
send_to_char("You reform into your normal body as you leave gaseous form.\n\r",ch);
affect_strip(ch,gsn_gaseous_form);
return;
}
/* Door bash for giants/trolls/centaurs */
void do_door_bash(CHAR_DATA *ch,char *argument)
{
char arg[MAX_INPUT_LENGTH];
int door;
int chance;
AFFECT_DATA af;
one_argument(argument,arg);
if (arg[0] == '\0')
{
send_to_char("Bash door which door?\n\r",ch);
return;
}
chance = get_skill(ch,gsn_door_bash);
if (chance == 0
|| ch->level < skill_table[gsn_door_bash].skill_level[ch->class])
{
send_to_char("You'd hurt yourself doing that.\n\r",ch);
return;
}
if (ch->move < 5)
{
send_to_char("You are too exhausted.\n\r",ch);
return;
}
if ( (door = find_door(ch,arg) ) >= 0)
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info,EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (!IS_SET(pexit->exit_info,EX_LOCKED))
{
send_to_char("It's already unlocked, why not just use the knob?\n\r",ch);
return;
}
chance /= 4;
chance += ch->level/5;
chance += get_curr_stat(ch,STAT_STR)/2;
if (!str_cmp(pc_race_table[ch->race].name,"cloud") ||
!str_cmp(pc_race_table[ch->race].name,"storm") ||
!str_cmp(pc_race_table[ch->race].name,"fire"))
chance += 15;
do_visible(ch,"");
if (number_percent() > chance || IS_SET(pexit->exit_info,EX_NOBASH) )
{
act("$n flies into the $T door and rebounds with a great lack of dignity!",ch,0,dir_name[door],TO_ROOM);
act("You fly into the door $T but simply bounce off it like a lump of rock!",ch,0,dir_name[door],TO_CHAR);
damage_old(ch,ch,dice(3,5),gsn_door_bash,DAM_BASH,TRUE);
check_improve(ch,gsn_door_bash,FALSE,1);
WAIT_STATE(ch,12);
return;
}
act("$n slams into the $T door and throws it open with a mighty crash!",ch,0,dir_name[door],TO_ROOM);
act("You slam into the $T door and it cracks open with a deafening sound!",ch,0,dir_name[door],TO_CHAR);
check_improve(ch,gsn_door_bash,TRUE,1);
WAIT_STATE(ch,12);
REMOVE_BIT(pexit->exit_info,EX_LOCKED);
REMOVE_BIT(pexit->exit_info,EX_CLOSED);
if ( ( (to_room = pexit->u1.to_room) != NULL)
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->u1.to_room == ch->in_room)
{
REMOVE_BIT(pexit_rev->exit_info,EX_LOCKED);
REMOVE_BIT(pexit_rev->exit_info,EX_CLOSED);
}
if (number_percent() < get_curr_stat(ch,STAT_DEX))
return;
/*
* Affect to char so in move_char you relay the right move message, then
* strip affect once moved.
*/
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_door_bash;
af.aftype = AFT_SKILL;
af.location = 0;
af.modifier = 0;
af.duration = -1;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
move_char(ch,door,FALSE);
affect_strip(ch,gsn_door_bash);
}
return;
}
/* For selecting new home */
void do_hometown(CHAR_DATA *ch, char *argument)
{
int align;
int cost;
char arg[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (ch->in_room->vnum != ROOM_VNUM_HOMETOWNS)
{
send_to_char("You can't do that here.\n\r",ch);
return;
}
argument = one_argument(argument,arg);
one_argument(argument,arg2);
/* Cost is in silver right now */
cost = (ch->level * ch->level);
cost *= 50;
align = ch->alignment;
if (arg[0] == '\0')
{
send_to_char("Available hometowns are: \n\r",ch);
if (ch->temple == TEMPLE_MIDGAARD)
send_to_char("Midgaard Current hometown.\n\r",ch);
else
{
sprintf(buf, "Midgaard %d silver.\n\r",cost);
send_to_char(buf,ch);
}
if (align == 0)
{
if (ch->temple == TEMPLE_NEW_THALOS)
send_to_char("New Thalos Current hometown.\n\r",ch);
else
{
sprintf(buf, "New Thalos %d silver.\n\r",cost * 5/4);
send_to_char(buf,ch);
}
}
else if (align > 0)
{
if (ch->temple == TEMPLE_OFCOL)
send_to_char("Ofcol Current hometown.\n\r",ch);
else
{
sprintf(buf, "Ofcol %d silver.\n\r",cost * 5/4);
send_to_char(buf,ch);
}
}
else
{
if (ch->temple == TEMPLE_ARKHAM)
send_to_char("Arkham Current hometown.\n\r",ch);
else
{
sprintf(buf, "Arkham %d silver.\n\r",cost * 5/4);
send_to_char(buf,ch);
}
}
send_to_char("To pay using your bank account: hometown <town> bank\n\r",ch);
return;
}
if (!str_cmp(arg,"midgaard"))
{
if (ch->temple == TEMPLE_MIDGAARD)
{
send_to_char("But that's already your current hometown.\n\r",ch);
return;
}
if (!str_cmp(arg2,"bank"))
{
if (ch->silver_bank < cost)
{
send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch);
return;
}
else
{
send_to_char("Your hometown is now Midgaard.\n\r",ch);
ch->silver_bank -= cost;
ch->temple = TEMPLE_MIDGAARD;
return;
}
}
if (ch->silver < cost)
{
send_to_char("You don't have the silver for that hometown.\n\r",ch);
return;
}
ch->temple = TEMPLE_MIDGAARD;
ch->silver -= cost;
send_to_char("Your hometown is now Midgaard.\n\r",ch);
return;
}
if (!str_cmp(arg,"new") || !str_cmp(arg,"thalos")
|| !str_cmp(arg,"new thalos") )
{
if (align != 0)
{
send_to_char("Only neutrals may choose New Thalos for a hometown.\n\r",ch);
return;
}
if (ch->temple == TEMPLE_NEW_THALOS)
{
send_to_char("But that's already your current hometown.\n\r",ch);
return;
}
cost *= 5;
cost /= 4;
if (!str_cmp(arg2,"bank"))
{
if (ch->silver_bank < cost)
{
send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch);
return;
}
else
{
send_to_char("Your hometown is now New Thalos.\n\r",ch);
ch->silver_bank -= cost;
ch->temple = TEMPLE_NEW_THALOS;
return;
}
}
if (ch->silver < cost )
{
send_to_char("You don't have the silver for that hometown.\n\r",ch);
return;
}
ch->temple = TEMPLE_NEW_THALOS;
ch->silver -= cost;
send_to_char("Your hometown is now New Thalos.\n\r",ch);
return;
}
if (!str_cmp(arg,"ofcol"))
{
if (align != 1000)
{
send_to_char("Only good aligns may choose Ofcol for a hometown.\n\r",ch);
return;
}
if (ch->temple == TEMPLE_OFCOL)
{
send_to_char("But that's already your current hometown.\n\r",ch);
return;
}
cost *= 5;
cost /= 4;
if (!str_cmp(arg2,"bank"))
{
if (ch->silver_bank < cost)
{
send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch);
return;
}
else
{
send_to_char("Your hometown is now Ofcol.\n\r",ch);
ch->silver_bank -= cost;
ch->temple = TEMPLE_OFCOL;
return;
}
}
if (ch->silver < cost)
{
send_to_char("You don't have the silver for that hometown.\n\r",ch);
return;
}
ch->temple = TEMPLE_OFCOL;
ch->silver -= cost;
send_to_char("Your hometown is now Ofcol.\n\r",ch);
return;
}
if (!str_cmp(arg,"arkham"))
{
if (align != -1000)
{
send_to_char("Only evil aligns may choose Arkham for a hometown.\n\r",ch);
return;
}
if (ch->temple == TEMPLE_ARKHAM)
{
send_to_char("But that's already your current hometown.\n\r",ch);
return;
}
cost *= 5;
cost /= 4;
if (!str_cmp(arg2,"bank"))
{
if (ch->silver_bank < cost)
{
send_to_char("You don't have the silver in your bank account for this hometown.\n\r",ch);
return;
}
else
{
send_to_char("Your hometown is now Arkham.\n\r",ch);
ch->silver_bank -= cost;
ch->temple = TEMPLE_ARKHAM;
return;
}
}
if (ch->silver < cost)
{
send_to_char("You don't have the silver for that hometown.\n\r",ch);
return;
}
ch->temple = TEMPLE_ARKHAM;
ch->silver -= cost;
send_to_char("Your hometown is now Arkham.\n\r",ch);
return;
}
send_to_char("That city doesn't exist for choosing as a hometown. Type 'hometown' to see list.\n\r",ch);
return;
}
/* mob prog */
void move_prog_bones(CHAR_DATA *ch)
{
CHAR_DATA *bone1;
CHAR_DATA *bone2;
CHAR_DATA *bone3;
CHAR_DATA *bone4;
int num;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *vch1;
CHAR_DATA *vch2;
CHAR_DATA *vch3;
if (ch->in_room->vnum != 13868
&& ch->in_room->vnum != 13869
&& ch->in_room->vnum != 13871
&& ch->in_room->vnum != 13872
&& ch->in_room->vnum != 13884
&& ch->in_room->vnum != 13873)
return;
if (number_percent() > 20)
return;
bone1 = create_mobile(get_mob_index(MOB_VNUM_BONES));
if (bone1 == NULL)
return;
act("The bones around you suddenly stir and rise up!",ch,0,0,TO_CHAR);
act("The bones around you suddenly stir and rise up!",ch,0,0,TO_ROOM);
switch(number_range(0,5))
{
case 1:
sprintf(buf,"Die, thou who invades out rest!"); break;
case 2:
sprintf(buf,"%s, you shall pay for your desecration of our bones!",ch->name);
break;
case 3:
sprintf(buf,"Flesh...flesh for us at last...");break;
case 4:
sprintf(buf,"I feel the warmth of life...give me your body so i may live!");
break;
case 5:
sprintf(buf,"I sense your warm blood...let me feed...");
break;
}
for (vch1 = ch->in_room->people; vch1 != NULL; vch1 = vch1->next_in_room)
{
if (is_same_group(vch1,ch) && number_bits(2) == 0)
break;
}
if (vch1 == NULL)
vch1 = ch;
for (vch2 = ch->in_room->people; vch2 != NULL; vch2 = vch2->next_in_room)
{
if (is_same_group(vch2,ch) && number_bits(2) == 0)
break;
}
if (vch2 == NULL)
vch2 = ch;
for (vch3 = ch->in_room->people; vch3 != NULL; vch3 = vch3->next_in_room)
{
if (is_same_group(vch3,ch) && number_bits(2) == 0)
break;
}
if (vch3 == NULL)
vch3 = ch;
num = number_range(1,4);
char_to_room(bone1,ch->in_room);
do_say(bone1,buf);
multi_hit(bone1,ch,TYPE_UNDEFINED);
if (num >= 2)
{
bone2 = create_mobile(get_mob_index(MOB_VNUM_BONES));
char_to_room(bone2,ch->in_room);
act("$n rises up and attacks!",bone2,0,0,TO_ROOM);
multi_hit(bone2,vch1,TYPE_UNDEFINED);
}
if (num >= 3)
{
bone3 = create_mobile(get_mob_index(MOB_VNUM_BONES));
char_to_room(bone3,ch->in_room);
act("$n rises up and attacks!",bone3,0,0,TO_ROOM);
multi_hit(bone3,vch2,TYPE_UNDEFINED);
}
if (num >= 4)
{
bone4 = create_mobile(get_mob_index(MOB_VNUM_BONES));
char_to_room(bone4,ch->in_room);
act("$n rises up and attacks!",bone4,0,0,TO_ROOM);
multi_hit(bone4,vch3,TYPE_UNDEFINED);
}
return;
}
void move_prog_hydra(CHAR_DATA *ch)
{
CHAR_DATA *hydra;
CHAR_DATA *vch;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (ch->in_room->vnum != 13874)
return;
for (hydra = char_list; hydra != NULL; hydra = hydra->next)
{
if (!IS_NPC(hydra)) continue;
if (hydra->pIndexData->vnum == MOB_VNUM_HYDRA)
break;
}
if (hydra != NULL)
return;
hydra = create_mobile(get_mob_index(MOB_VNUM_HYDRA));
if (hydra == NULL)
return;
char_to_room(hydra,ch->in_room);
act("The broken wood of the ships explodes as $n rises up in fury!",hydra,0,0,TO_ROOM);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (is_same_group(vch,ch) && number_bits(2) == 0)
break;
}
if (vch == NULL)
vch = ch;
sprintf(buf,"Help! %s is attacking me!",PERS(hydra,vch));
do_yell(vch,buf);
multi_hit(hydra,vch,TYPE_UNDEFINED);
return;
}
void mob_entry_wraith(CHAR_DATA *ch)
{
CHAR_DATA *wraith;
if (IS_NPC(ch))
return;
if (str_cmp(ch->in_room->area->name,"mythforest.are")
|| number_percent() > 4)
return;
wraith = create_mobile(get_mob_index(13732));
if (wraith == NULL)
return;
char_to_room(wraith,ch->in_room);
act("A shimmering wraith rises from the damp forest ground in a swirling mist.",wraith,0,0,TO_ROOM);
do_yell(ch,"Help! I'm being attacked by a mist wraith!");
multi_hit(wraith,ch,TYPE_UNDEFINED);
return;
}