/***************************************************************************
* 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 *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include "merc.h"
/* command procedures needed */
DECLARE_DO_FUN(do_wear);
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_clantalk );
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 );
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 crusader_entry_trigger args((CHAR_DATA *ch));
void life_entry_trigger args((CHAR_DATA *ch));
void outlaw_entry_trigger args((CHAR_DATA *ch));
void ancient_entry_trigger args((CHAR_DATA *ch));
void arcana_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));
void move_char( CHAR_DATA *ch, int door, bool follow )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
CHAR_DATA *tch;
CHAR_DATA *tch_next;
char buf[MAX_STRING_LENGTH];
int gas_chance;
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
/*
* 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;
}
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))
{
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 (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 );
ch->move -= move;
}
if (is_affected(ch,gsn_forest_blending))
un_forest_blend(ch);
if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) )
{
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)
{
un_hide(ch,NULL);
}
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO)
{
un_hide(ch, NULL);
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 );
}
/* tracking stuff...very inefficient tracking method but basic. */
if (!IS_NPC(ch))
ch->pcdata->track_dir[ch->in_room->vnum] = door + 1;
char_from_room( ch );
char_to_room( ch, to_room );
if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ch->invis_level < LEVEL_HERO)
{
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 );
}
do_look( ch, "auto" );
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 $N.", fch, NULL, ch, TO_CHAR );
move_char( fch, door, TRUE );
}
}
if (!IS_NPC(ch))
ch->pcdata->track_dir[ch->in_room->vnum] = 0;
check_guardian(ch,ch->in_room->vnum);
for (tch = char_list; tch != NULL; tch = tch_next)
{
tch_next = tch->next;
gas_chance = 0;
if (is_affected(ch,gsn_gaseous_form))
{
gas_chance = get_skill(ch,gsn_gaseous_form)/2;
gas_chance += (ch->level - tch->level)*2;
if (gas_chance > 75)
gas_chance = 75;
}
if (number_percent() < gas_chance)
continue;
if (IS_NPC(tch) && tch->last_fought == ch && can_see(tch,ch)
&& (ch->in_room == tch->in_room) && (tch->fighting == NULL)
&& (tch->position != POS_FIGHTING))
{
if (is_affected(ch,gsn_gaseous_form))
{
act("$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);
}
return;
}
void do_north( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_NORTH, FALSE );
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_EAST, FALSE );
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_SOUTH, FALSE );
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_WEST, FALSE );
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_UP, FALSE );
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
move_char( ch, DIR_DOWN, FALSE );
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 $p.",
ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) || is_affected(ch,gsn_blackjack))
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
if (obj == NULL)
{
if (is_affected(ch,gsn_camp))
{
send_to_char("You break camp feeling more refreshed.\n\r",ch);
affect_strip(ch,gsn_camp);
}
send_to_char( "You wake and stand up.\n\r", ch );
act( "$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;
}
/* 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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch ( ch->position )
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
if (is_affected(ch,gsn_camp))
{
send_to_char("You break camp feeling more refreshed.\n\r",ch);
affect_strip(ch,gsn_camp);
}
send_to_char( "You wake up and start resting.\n\r", ch );
act ("$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;
}
/* 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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
return;
}
ch->on = obj;
}
switch (ch->position)
{
case POS_SLEEPING:
if (IS_AFFECTED(ch,AFF_SLEEP) || is_affected(ch,gsn_blackjack))
{
send_to_char("You can't wake up!\n\r",ch);
return;
}
if (obj == NULL)
{
send_to_char( "You wake and sit up.\n\r", ch );
act( "$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))
{
act_new("You wake and sit on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD);
act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM);
}
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))
{
act("You sit on $p.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
case POS_SITTING:
send_to_char("You are already sitting down.\n\r",ch);
break;
case POS_STANDING:
if (obj == NULL)
{
send_to_char("You sit down.\n\r",ch);
act("$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))
{
act("You sit on $p.",ch,obj,NULL,TO_CHAR);
act("$n sits on $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You sit down in $p.",ch,obj,NULL,TO_CHAR);
act("$n sits down in $p.",ch,obj,NULL,TO_ROOM);
}
ch->position = POS_SITTING;
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj = NULL;
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
case POS_SITTING:
case POS_STANDING:
if (argument[0] == '\0' && ch->on == NULL)
{
send_to_char( "You go to sleep.\n\r", ch );
act( "$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))
{
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);
af.where = TO_AFFECTS;
af.type = gsn_sneak;
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];
if (ch->morph_form[0] == 9) {
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(is_affected(ch, gsn_acute_vision)) {
affect_strip(ch,gsn_acute_vision);
}
}
send_to_char("You throw your cloak to the side, exposing yourself.\n\r",ch);
return;
}
if (ch->morph_form[0] > 0)
{
send_to_char("You cannot cloak yourself while in another morphed form .\n\r",ch);
return;
}
if (number_percent() < get_skill(ch,gsn_cloak_form))
{
af.where = TO_AFFECTS;
af.type = gsn_cloak_form;
af.level = ch->level;
af.location = APPLY_MORPH_FORM;
af.modifier = 9;
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);
strcpy(buf, "cloaked figure");
ch->name=str_dup(buf);
}
af.location = APPLY_HIT;
af.modifier = (ch->hitroll)+(ch->damroll);
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_vigilance(CHAR_DATA *ch, char *argument)
{
AFFECT_DATA af;
if ( (get_skill(ch,gsn_vigilance) == 0)
|| (ch->level < skill_table[gsn_vigilance].skill_level[ch->class]) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (clan_down(ch,CLAN_CRUSADER))
return;
if (is_affected(ch,gsn_vigilance) )
{
send_to_char("You are already as vigilant as you can be.\n\r",ch);
return;
}
if (ch->mana < 30)
{
send_to_char("You do not have the mana.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_vigilance])
{
send_to_char("You try to watch things more carefully but lose concentration.\n\r",ch);
check_improve(ch,gsn_vigilance,FALSE,1);
ch->mana -= 15;
return;
}
af.where = TO_AFFECTS;
af.level = ch->level;
af.location = 0;
af.duration = 48;
af.modifier = 0;
af.type = gsn_vigilance;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char(ch,&af);
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char(ch,&af);
ch->mana -= 30;
send_to_char("Your eyes tingle.\n\r",ch);
send_to_char("You are more sensitive to the prescence of magical auras.\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;
}
af.where = TO_AFFECTS;
af.type = gsn_acute_vision;
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;
}
af.where = TO_AFFECTS;
af.location = 0;
af.duration = -1;
af.modifier = 0;
af.level = ch->level;
af.type = gsn_camp;
af.bitvector = 0;
affect_to_char(ch,&af);
act("$n settles down and sets up camp.",ch,NULL,NULL,TO_ROOM);
send_to_char("You settle down and set up camp.\n\r",ch);
do_sleep(ch,"");
return;
}
void do_camouflage( CHAR_DATA *ch, char *argument )
{
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You can't camouflage while glowing.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type != SECT_FOREST) && (ch->in_room->sector_type != SECT_MOUNTAIN) && (ch->in_room->sector_type != SECT_HILLS ) )
{
send_to_char("There is no cover here.\n\r", ch);
act("$n tries to cover $mself on the single leaf on the ground.", ch, NULL, NULL, TO_ROOM);
return;
}
send_to_char("You attempt to blend in with your surroundings.\n\r", ch);
if ( number_percent( ) < get_skill(ch,gsn_camouflage) )
{
SET_BIT(ch->affected_by, AFF_CAMOUFLAGE);
check_improve(ch, gsn_camouflage,TRUE,2);
WAIT_STATE(ch,12);
}
else
{
check_improve(ch,gsn_camouflage,FALSE,2);
REMOVE_BIT(ch->affected_by,AFF_CAMOUFLAGE);
WAIT_STATE(ch,12);
}
return;
}
void do_hide( CHAR_DATA *ch, char *argument )
{
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You can't hide while glowing.\n\r",ch);
return;
}
if ((ch->in_room->sector_type != SECT_CITY) && (ch->in_room->sector_type != SECT_INSIDE))
{
send_to_char("The shadows here are too natural to blend with.", ch);
return;
}
send_to_char( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
return;
if ( number_percent( ) < get_skill(ch,gsn_hide))
{
SET_BIT(ch->affected_by, AFF_HIDE);
check_improve(ch,gsn_hide,TRUE,3);
}
else
check_improve(ch,gsn_hide,FALSE,3);
return;
}
void un_camouflage( CHAR_DATA *ch, char *argument )
{
if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) )
{
REMOVE_BIT( ch->affected_by, AFF_CAMOUFLAGE );
act("$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 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);
return;
}
void un_earthfade(CHAR_DATA *ch,char *argument)
{
if (!is_affected(ch,gsn_earthfade))
return;
affect_strip(ch,gsn_earthfade);
act("{g$n slowly emerges from the ground.{x",ch,0,0,TO_ROOM);
send_to_char("{gYou slowly emerge from the ground.{x\n\r",ch);
WAIT_STATE(ch,8);
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
ROOM_INDEX_DATA *location;
AFFECT_DATA af;
if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET))
{
send_to_char("Only players can recall.\n\r",ch);
return;
}
/*
if (ch->level > 50 && ch->clan != 4)
{
send_to_char("Those over level 10 cannot recall.\n\r",ch);
return;
}
*/
if (ch->level > 50 && ch->clan == 4)
{
if (clan_down(ch,CLAN_CRUSADER))
return;
if (is_affected(ch,gsn_recall))
{
send_to_char("You have already been granted recall by your Immortal recently.\n\r",ch);
return;
}
if (ch->fighting != NULL || ch->position == POS_FIGHTING)
{
send_to_char("You are a Crusader..you don't ask to be taken from battles!\n\r",ch);
return;
}
send_to_char("You pray to the Immortal of Crusaders and recall!\n\r",ch);
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE))
{
send_to_char( "The gods have forsaken you.\n\r", ch );
return;
}
act("{g$n calls to $s Immortal leader and vanishes!{x",ch,0,0,TO_ROOM);
location=get_room_index(TEMPLE_MIDGAARD);
if (location == NULL)
location = get_room_index(ROOM_VNUM_TEMPLE);
if (location == NULL)
{
send_to_char("Your temple has been destroyed..pray to the Gods for help!\n\r",ch);
return;
}
char_from_room(ch);
char_to_room(ch,location);
do_look(ch,"auto");
af.where = TO_AFFECTS;
af.type = gsn_recall;
af.duration = 24;
af.modifier = 0;
af.bitvector = 0;
af.location = 0;
af.level=ch->level;
affect_to_char(ch,&af);
return;
}
act( "{g$n prays for transportation!{x", 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( "{WYou are completely lost.{x\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( "{gThe gods have forsaken you.{x\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, "{WYou recall from combat! You lose {G%d {Cexps.{x\n\r", lose );
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
ch->move /= 2;
act( "{g$n disappears.{x", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "{g$n appears in the room.{x", 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, "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" );
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 $T increases!", ch, NULL, pOutput, TO_ROOM );
return;
}
void do_shadowgate(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
one_argument(argument,arg1);
if ( (get_skill(ch,gsn_shadowgate) == 0)
|| (ch->level < skill_table[gsn_shadowgate].skill_level[ch->class]) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (clan_down(ch,CLAN_ANCIENT))
return;
if (ch->mana < 70)
{
send_to_char("You do not have the mana.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_shadowgate])
{
send_to_char("You fail to pass through the shadowplanes.\n\r",ch);
check_improve(ch,gsn_shadowgate,FALSE,1);
ch->mana -= 35;
return;
}
if ( ((victim = get_char_world(ch,arg1)) == NULL)
|| victim == ch
|| IS_SET(victim->in_room->room_flags,ROOM_NO_GATE)
|| victim->in_room == NULL
|| victim->in_room->guild != 0
|| (victim->in_room->clan != 0 && victim->in_room->clan != CLAN_ANCIENT)
|| (!IS_NPC(victim) && victim->level >= 52)
|| (!can_pk(ch,victim))
|| saves_spell(ch->level - 1,victim, DAM_OTHER) )
{
ch->mana -= 35;
send_to_char("You failed.\n\r",ch);
WAIT_STATE(ch,12);
return;
}
ch->mana -= 70;
if (ch->in_room->vnum == 1212) /* No shadowgating from realm of dead */
{
send_to_char("You failed.\n\r",ch);
return;
}
act("$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 $N.",animal,NULL,ch,TO_NOTVICT);
animal->hit = animal->max_hit;
}
af.where = TO_AFFECTS;
af.level = ch->level;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.location = 0;
af.type = gsn_bear_call;
affect_to_char(ch,&af);
check_improve(ch,gsn_bear_call,TRUE,1);
return;
}
/*
void do_animal_call( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *animal;
AFFECT_DATA af;
int a_level;
int animal_type;
int call_num;
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *check;
int count;
if ( (get_skill(ch,gsn_animal_call) == 0)
|| (ch->level < skill_table[gsn_animal_call].skill_level[ch->class]) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (is_affected(ch,gsn_animal_call))
{
send_to_char("You can't call more animals yet.\n\r",ch);
return;
}
if (ch->mana <= 80)
{
send_to_char("You do not have the mana.\n\r",ch);
return;
}
send_to_char("Animal call has been temportarily disabled.\n\r",ch);
return;
one_argument(argument,arg1);
if (arg1[0] == '\0')
{
send_to_char("Call what where?\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FALCON)
|| (check->pIndexData->vnum == MOB_VNUM_WOLF)
|| (check->pIndexData->vnum == MOB_VNUM_LION)
|| (check->pIndexData->vnum == MOB_VNUM_BEAR) ) )
{
send_to_char("You already have animals you should be looking after.\n\r",ch);
return;
}
}
if (number_percent() > ch->pcdata->learned[gsn_animal_call] )
{
ch->mana -= 40;
send_to_char("You call out to the wild but nothing responds.\n\r",ch);
act("$n calls out to the wild but nothing responds.",ch,0,0,TO_ROOM);
check_improve(ch,gsn_animal_call,FALSE,1);
return;
}
call_num = 2;
if (!str_cmp(arg1,"falcon") )
{
animal_type = MOB_VNUM_FALCON;
call_num = 3;
}
else if (!str_cmp(arg1,"wolf"))
{
if (ch->level < 25)
{
send_to_char("You are not skilled enough to call a wolf yet.\n\r",ch);
return;
}
animal_type = MOB_VNUM_WOLF;
}
else if (!str_cmp(arg1,"bear"))
{
if (ch->level < 34)
{
send_to_char("You are not skilled enough to call bears yet.\n\r",ch);
return;
}
animal_type = MOB_VNUM_BEAR;
}
else if (!str_cmp(arg1,"lion"))
{
if (ch->level < 30)
{
send_to_char("You are not skilled enough to call lions yet.\n\r",ch);
return;
}
animal_type = MOB_VNUM_LION;
}
else
{
send_to_char("Call what animal?\n\r",ch);
return;
}
if (( animal_type == MOB_VNUM_FALCON)
&& ( (ch->in_room->sector_type == SECT_WATER_SWIM)
|| (ch->in_room->sector_type == SECT_WATER_NOSWIM) ) )
{
act("$n calls out into the skies but nothing comes.",ch,0,0,TO_ROOM);
send_to_char("You call out to the skies but nothing responds.\n\r",ch);
return;
}
if (( animal_type == MOB_VNUM_WOLF)
&& ( (ch->in_room->sector_type != SECT_FOREST)
&& (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN) ) )
{
act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM);
send_to_char("You call a wolf call but nothing responds.\n\r",ch);
return;
}
if (( animal_type == MOB_VNUM_LION)
&& ( (ch->in_room->sector_type != SECT_FOREST)
&& (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN) ) )
{
act("$n calls out into the surroundings but nothing comes.",ch,0,0,TO_ROOM);
send_to_char("You call out to the wild but nothing responds.\n\r",ch);
return;
}
if (( animal_type == MOB_VNUM_BEAR)
&& ( (ch->in_room->sector_type != SECT_FOREST)
&& (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN) ) )
{
act("$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;
}
ch->mana -= 80;
a_level = ch->level;
act("$n calls out to the wild and is heard!.",ch,0,0,TO_ROOM);
send_to_char("Your call to the wild is heard!\n\r",ch);
for (count = 0; count < call_num; count++)
{
animal = create_mobile(get_mob_index(animal_type) );
animal->level = a_level;
if (animal_type == MOB_VNUM_FALCON)
{
animal->max_hit = ch->max_hit * 2/3;
animal->damroll += a_level/3;
animal->hitroll += a_level*2/3;
}
else if (animal_type == MOB_VNUM_WOLF)
{
animal->max_hit = ch->max_hit;
animal->damroll += a_level/2;
animal->hitroll += a_level/2;
}
else if (animal_type == MOB_VNUM_LION)
{
animal->max_hit = ch->max_hit;
animal->damroll += a_level*2/3;
animal->hitroll += a_level/2;
}
else
{
animal->max_hit = ch->max_hit + dice(a_level, 5);
animal->damroll += a_level*3/4;
animal->hitroll += a_level/3;
}
animal->alignment = ch->alignment;
char_to_room(animal,ch->in_room);
add_follower(animal,ch);
animal->leader = ch;
SET_BIT(animal->affected_by,AFF_CHARM);
act("$n arrives to journey with $N.",animal,NULL,ch,TO_NOTVICT);
animal->hit = animal->max_hit;
}
af.where = TO_AFFECTS;
af.level = ch->level;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.location = 0;
af.type = gsn_animal_call;
affect_to_char(ch,&af);
check_improve(ch,gsn_animal_call,TRUE,2);
return;
}
*/
void do_animal_call(CHAR_DATA *ch,char *argument)
{
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 $n's call!",ch,0,animal1,TO_ROOM);
act("Animals respond to your call!",ch,0,animal1,TO_CHAR);
ch->mana -= 50;
SET_BIT(animal1->affected_by,AFF_CHARM);
SET_BIT(animal2->affected_by,AFF_CHARM);
animal1->leader = ch;
animal2->leader = ch;
animal1->master = ch;
animal2->master = ch;
af.where = TO_AFFECTS;
af.type = gsn_animal_call;
af.level = ch->level;
af.duration = 24;
af.location = 0;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
return;
}
void track_char(CHAR_DATA *ch, CHAR_DATA *tracking, int in_room)
{
int track_dir;
track_dir = tracking->pcdata->track_dir[in_room];
track_dir -= 1;
if (IS_AFFECTED(ch,AFF_CHARM))
return;
act("$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);
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 (clan_down(ch,CLAN_LIFE))
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;
}
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.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_ANCIENT
&& ch->clan != CLAN_ANCIENT)
|| ( rch->pIndexData->vnum == MOB_VNUM_ARCANA
&& ch->clan != CLAN_ARCANA)
|| (rch->pIndexData->vnum == MOB_VNUM_CRUSADER
&& ch->clan != CLAN_CRUSADER)
|| ( rch->pIndexData->vnum == MOB_VNUM_ENFORCER_G
&& ch->clan != CLAN_ENFORCER)
|| (rch->pIndexData->vnum == MOB_VNUM_LIFE
&& ch->clan != CLAN_LIFE)
|| (rch->pIndexData->vnum == MOB_VNUM_OUTLAW
&& ch->clan != CLAN_OUTLAW) )
{
do_say(rch,"Ghosts aren't allowed in here!");
do_slay(rch,ch->name);
return;
}
}
return;
}
void do_vanish(CHAR_DATA *ch,char *argument)
{
ROOM_INDEX_DATA *pRoomIndex;
int chance;
/*
AFFECT_DATA af;
*/
if ( (chance = get_skill(ch,gsn_vanish)) == 0
|| ch->level < skill_table[gsn_vanish].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (clan_down(ch,CLAN_OUTLAW))
return;
if(is_affected(ch,gsn_vanish)) {
send_to_char("You cannot vanish again so soon.\n\r",ch);
return;
}
if (ch->mana < 20)
{
send_to_char("You don't have the mana.",ch);
return;
}
chance -= 5;
if (number_percent() > chance)
{
send_to_char("You attempt to vanish without trace but fail.\n\r",ch);
act("$n attempts to slide into the shadows but fails.",ch,0,0,TO_ROOM);
check_improve(ch,gsn_vanish,FALSE,2);
ch->mana -= 10;
return;
}
ch->mana -= 20;
if (ch->in_room->vnum == 23610)
{
send_to_char("You fail.\n\r",ch);
return;
}
for (; ;)
{
pRoomIndex = get_room_index(number_range(0,30000));
if (pRoomIndex != NULL)
if (pRoomIndex->area == ch->in_room->area
&& !IS_SET(pRoomIndex->room_flags,ROOM_PRIVATE)
&& (pRoomIndex->guild == 0)
&& can_see_room(ch,pRoomIndex)
&& !IS_SET(pRoomIndex->room_flags,ROOM_SOLITARY)
&& ch->in_room->vnum != 1212
&& pRoomIndex->vnum != 1212)
break;
}
act("$n suddenly vanishes into the shadows!",ch,0,0,TO_ROOM);
send_to_char("You slip into the shadows and vanish!\n\r",ch);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
act("$n appears from the shadows.",ch,0,0,TO_ROOM);
do_look(ch,"auto");
/*
af.type=gsn_vanish;
af.where=TO_AFFECTS;
af.level=ch->level;
af.location=0;
af.duration=1;
af.modifier=0;
af.bitvector=0;
affect_to_char(ch,&af);
*/
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;
}
/* MOBProgs for Enforcers */
void enforcer_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->clan == CLAN_ENFORCER)
{
do_say(protector, "Greetings, Enforcer of the Law");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
do_clantalk(protector,"Intruder! Intruder!");
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void enforcer_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_ENFORCER)
is_gone = TRUE;
}
book = create_object(get_obj_index(OBJ_VNUM_ENFORCER),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 Enforcers.");
act("$n gives $N $p.",statue,book,ch,TO_NOTVICT);
act("$n gives you $p.",statue,book,ch,TO_VICT);
obj_to_char(book,ch);
extract_obj(key);
sprintf(buf,"[ENFORCER] %s: %s has stolen the Book of Enforcers!\n\r",statue->short_descr,ch->name);
for (hch = char_list; hch != NULL; hch = hch->next)
{
if (hch->clan == CLAN_ENFORCER)
send_to_char(buf,hch);
}
return;
}
void outlaw_key_trigger(CHAR_DATA *ch,CHAR_DATA *statue,OBJ_DATA *key)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *book;
CHAR_DATA *hch;
if (key->pIndexData->vnum != 9901)
return;
if (!IS_NPC(statue)) return;
if (statue->pIndexData->vnum != 9903) return;
book = create_object(get_obj_index(9900),0);
if (book->pIndexData->limcount != 1)
{
sprintf(buf,"%s has already been stolen, search elsewhere thief!",book->short_descr);
do_say(statue,buf);
extract_obj(book);
return;
}
act("$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->clan == CLAN_OUTLAW)
send_to_char(buf,hch);
}
return;
}
/* MOBProgs for Clans */
void crusader_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_CRUSADER)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->clan == CLAN_CRUSADER)
{
do_say(protector,"Welcome warrior of the Crusades.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
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->clan == CLAN_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);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void life_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_LIFE)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->clan == CLAN_LIFE)
{
do_say(protector,"Greetings, Protector of Life");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,buf);
multi_hit(protector,ch,TYPE_UNDEFINED);
return;
}
void ancient_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_ANCIENT)
break;
}
if (protector == NULL) return;
un_gaseous(ch);
if (ch->clan == CLAN_ANCIENT)
{
do_say(protector,"May the darkness conceal you.");
return;
}
sprintf(buf,"Help! I'm being attacked by %s!",protector->short_descr);
do_yell(ch,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);
af.where = TO_AFFECTS;
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;
af.where = TO_AFFECTS;
af.location = 0;
af.modifier = 0;
af.type = gsn_awareness;
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. Clan guardians are never passed, nor are
* aggros who's level is more than 10 above the player's.
*/
void do_gaseous_form(CHAR_DATA *ch,char *argument)
{
int dir1, dir2, chance;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
AFFECT_DATA af;
chance = get_skill(ch,gsn_gaseous_form);
dir1 = -1;
dir2 = -1;
argument = one_argument(argument,arg1);
one_argument(argument,arg2);
if (chance < 1
|| ch->level < skill_table[gsn_gaseous_form].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if(is_affected(ch,gsn_cloak_form)) {
send_to_char("Your disguise would be lost in the process.\n\r",ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Attempt to go through which direction in gaseous form?\n\r",ch);
return;
}
if (!str_cmp(arg1,"n") || !str_cmp(arg1,"north"))
dir1 = 0;
else if (!str_cmp(arg1,"e") || !str_cmp(arg1,"east"))
dir1 = 1;
else if (!str_cmp(arg1,"s") || !str_cmp(arg1,"south"))
dir1 = 2;
else if (!str_cmp(arg1,"w") || !str_cmp(arg1,"west"))
dir1 = 3;
else if (!str_cmp(arg1,"u") || !str_cmp(arg1,"up"))
dir1 = 4;
else if (!str_cmp(arg1,"d") || !str_cmp(arg1,"down"))
dir1 = 5;
if (dir1 == -1)
{
send_to_char("Which direction do you want to try to pass through in gaseous form?\n\r",ch);
return;
}
if (arg2[0] == '\0')
dir2 = dir1;
else if (!str_cmp(arg2,"n") || !str_cmp(arg2,"north"))
dir2 = 0;
else if (!str_cmp(arg2,"e") || !str_cmp(arg2,"east"))
dir2 = 1;
else if (!str_cmp(arg2,"s") || !str_cmp(arg2,"south"))
dir2 = 2;
else if (!str_cmp(arg2,"w") || !str_cmp(arg2,"west"))
dir2 = 3;
else if (!str_cmp(arg2,"u") || !str_cmp(arg2,"up"))
dir2 = 4;
else if (!str_cmp(arg2,"d") || !str_cmp(arg2,"down"))
dir2 = 5;
if (ch->mana < 10)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
if (ch->move < 20)
{
send_to_char("You don't have the movement.\n\r",ch);
return;
}
if (number_percent() > chance)
{
send_to_char("You try to force your body into it's lower form of gas but fail.\n\r",ch);
check_improve(ch,gsn_gaseous_form,FALSE,1);
ch->mana -= 5;
return;
}
if (is_affected(ch,gsn_shapeshift))
{
act("You come out of your shapeshifted form.",ch,0,0,TO_CHAR);
affect_strip(ch,gsn_shapeshift);
}
af.where = TO_AFFECTS;
af.type = gsn_gaseous_form;
af.duration = 1;
af.location = APPLY_MORPH_FORM;
af.modifier = MORPH_GASEOUS;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
ch->mana -= 10;
act("$n suddenly vaporises into a cloud of boiling gas!",ch,0,0,TO_ROOM);
send_to_char("You force your body into a cloud of boiling gas!\n\r",ch);
check_improve(ch,gsn_gaseous_form,TRUE,1);
WAIT_STATE(ch,12);
ch->move -= 10;
move_char(ch,dir1,FALSE);
if (!is_affected(ch,gsn_gaseous_form))
return;
move_char(ch,dir2,FALSE);
if (!is_affected(ch,gsn_gaseous_form))
return;
un_gaseous(ch);
}
void un_gaseous(CHAR_DATA *ch)
{
if (!is_affected(ch,gsn_gaseous_form))
return;
act("$n forms again as $s body solidifies from gaseous form.",ch,0,0,TO_ROOM);
send_to_char("You reform into your normal body as you leave gaseous form.\n\r",ch);
affect_strip(ch,gsn_gaseous_form);
return;
}
/* Door bash for giants/trolls/centaurs */
void do_door_bash(CHAR_DATA *ch,char *argument)
{
char arg[MAX_INPUT_LENGTH];
int door;
int chance;
AFFECT_DATA af;
one_argument(argument,arg);
if (arg[0] == '\0')
{
send_to_char("Bash door which door?\n\r",ch);
return;
}
chance = get_skill(ch,gsn_door_bash);
if (chance == 0
|| ch->level < skill_table[gsn_door_bash].skill_level[ch->class])
{
send_to_char("You'd hurt yourself doing that.\n\r",ch);
return;
}
if (ch->move < 5)
{
send_to_char("You are too exhausted.\n\r",ch);
return;
}
if ( (door = find_door(ch,arg) ) >= 0)
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if (!IS_SET(pexit->exit_info,EX_CLOSED))
{
send_to_char("It's not closed.\n\r",ch);
return;
}
if (!IS_SET(pexit->exit_info,EX_LOCKED))
{
send_to_char("It's already unlocked, why not just use the knob?\n\r",ch);
return;
}
chance /= 4;
chance += ch->level/5;
chance += get_curr_stat(ch,STAT_STR)/2;
if (!str_cmp(pc_race_table[ch->race].name,"giant"))
chance += 15;
do_visible(ch,"");
if (number_percent() > chance || IS_SET(pexit->exit_info,EX_NOBASH) )
{
act("$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.
*/
af.where = TO_AFFECTS;
af.type = gsn_door_bash;
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;
}