/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "player.h"
/*
* Local functions.
*/
void fire_effect(void *vo, int level, int dam, int target)
{
if (target == TARGET_ROOM) /* nail objects on the floor */
{
ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
OBJ_DATA *obj, *obj_next;
for (obj = room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
fire_effect(obj,level,dam,TARGET_OBJ);
}
return;
}
if (target == TARGET_CHAR) /* do the effect on a victim */
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj, *obj_next;
/* chance of blindness */
if (!IS_AFFECTED(victim,AFF_BLIND))
{
AFFECT_DATA af;
act("$n is blinded by smoke!",victim,NULL,NULL,TO_ROOM);
act("Your eyes tear up from smoke...you can't see a thing!",
victim,NULL,NULL,TO_CHAR);
af.type = skill_lookup("fire breath");
af.duration = number_range(0,level/10);
af.location = APPLY_HITROLL;
af.modifier = -20;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
/* let's toast some gear! */
for (obj = victim->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
fire_effect(obj,level,dam,TARGET_OBJ);
}
return;
}
if (target == TARGET_OBJ) /* toast an object */
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
OBJ_DATA *t_obj,*n_obj;
int chance;
char *msg;
chance = level / 4 + dam / 10;
if (chance > 25)
chance = (chance - 25) / 2 + 25;
if (chance > 50)
chance = (chance - 50) / 2 + 50;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
chance -= 5;
chance -= obj->level * 2;
switch ( obj->item_type )
{
default:
return;
case ITEM_CONTAINER:
msg = "$p ignites and burns!";
break;
case ITEM_POTION:
chance += 25;
msg = "$p bubbles and boils!";
break;
case ITEM_SCROLL:
chance += 50;
msg = "$p crackles and burns!";
break;
case ITEM_STAFF:
chance += 10;
msg = "$p smokes and chars!";
break;
case ITEM_WAND:
msg = "$p sparks and sputters!";
break;
case ITEM_FOOD:
msg = "$p blackens and crisps!";
break;
case ITEM_PILL:
msg = "$p melts and drips!";
break;
}
chance = URANGE(5,chance,95);
if (number_percent() > chance)
return;
if (IS_SET(obj->quest, QUEST_SPELLPROOF))
return;
if (obj->carried_by != NULL)
act( msg, obj->carried_by, obj, NULL, TO_ROOM );
else if (obj->in_room != NULL && obj->in_room->people != NULL)
act(msg,obj->in_room->people,obj,NULL,TO_ROOM);
if (obj->contains)
{
/* dump the contents */
for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj)
{
n_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_room != NULL)
obj_to_room(t_obj,obj->in_room);
else if (obj->carried_by != NULL)
obj_to_room(t_obj,obj->carried_by->in_room);
else
{
extract_obj(t_obj);
continue;
}
fire_effect(t_obj,level/2,dam/2,TARGET_OBJ);
}
}
extract_obj( obj );
return;
}
}
void do_inferno(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *vch, *vch_next;
if (!IS_DEMPOWER(ch, DEM_INFERNO))
{
send_to_char("You have not been granted that power.\n\r", ch);
return;
}
if ( ch->hit > 0 )
{
send_to_char("This is only used as a last resort.\n\r",ch);
return;
}
if ( IS_EXTRA(ch, TIED_UP) )
{
stc("Not while tied up!\n\r",ch);
return;
}
act("$n explodes, sending forth a massive fireballs in all directions.",ch,NULL,NULL,TO_ROOM);
send_to_char("You explode in a huge blast of abyssal flame.\n\r",ch);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch != ch)
{
damage(vch, vch, number_range(1500,2000), gsn_inferno);
damage(vch, vch, number_range(1500,2000), gsn_inferno);
fire_effect(vch, ch->level, 2000, TARGET_CHAR);
}
}
WAIT_STATE(ch, 56);
ch->hit = 10;
update_pos(ch);
return;
}
void do_notravel( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_IMMUNE(ch, IMM_TRAVEL))
{
REMOVE_BIT(ch->immune, IMM_TRAVEL);
send_to_char("You can now be the target of travel or burrow.\n\r",
ch);
return;
}
else if (!IS_IMMUNE(ch, IMM_TRAVEL))
{
SET_BIT(ch->immune, IMM_TRAVEL);
send_to_char("You can no longer be the target of travel or burrow.\n\r", ch);
return;
}
else
send_to_char( "Excuse you?\n\r", ch );
return;
}
void do_warps( CHAR_DATA *ch, char *argument )
{
char lin [MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
sprintf( lin,
"-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-=(**)=-\n\r");
send_to_char( lin,ch);
send_to_char(
" -=(**)=- Attained Warps -=(**)=-\n\r",ch);
send_to_char(lin,ch);
if (IS_SET(ch->warp, WARP_CBODY )) send_to_char("Your body is protected by a indestructable crystal shell.\n\r",ch);
if (IS_SET(ch->warp, WARP_SBODY )) send_to_char("Your skin is as hard as steel.\n\r",ch);
if (IS_SET(ch->warp, WARP_STRONGARMS )) send_to_char("Your arms are incredibly strong.\n\r",ch);
if (IS_SET(ch->warp, WARP_STRONGLEGS )) send_to_char("Your legs are incredibly strong.\n\r",ch);
if (IS_SET(ch->warp, WARP_VENOMTONG )) send_to_char("Your tongue is long and venomous.\n\r",ch);
if (IS_SET(ch->warp, WARP_SPIKETAIL )) send_to_char("Your tail fires deadly spikes during combat.\n\r",ch);
if (IS_SET(ch->warp, WARP_BADBREATH )) send_to_char("Your breath is putrid and deadly.\n\r",ch);
if (IS_SET(ch->warp, WARP_QUICKNESS )) send_to_char("You have incredible speed.\n\r",ch);
if (IS_SET(ch->warp, WARP_STAMINA )) send_to_char("You have increased stamina, reducing the damage you take.\n\r",ch);
if (IS_SET(ch->warp, WARP_HUNT )) send_to_char("Your heightened senses enable you to hunt people.\n\r",ch);
if (IS_SET(ch->warp, WARP_DAMCAP )) send_to_char("You are incredibly powerful, making you hit much harder!.\n\r",ch);
if (IS_SET(ch->warp, WARP_TERROR )) send_to_char("Your features are so horrid that they may stun those who look at you.\n\r",ch);
if (IS_SET(ch->warp, WARP_REGEN )) send_to_char("Your body has the ability to regenerate incredibly fast.\n\r",ch);
if (IS_SET(ch->warp, WARP_STEED )) send_to_char("Your mounts transform into hideous Demons.\n\r",ch);
if (IS_SET(ch->warp, WARP_WEAPON )) send_to_char("You have the power to transform into a deadly battle axe.\n\r",ch);
if (IS_SET(ch->warp, WARP_INFIRMITY )) send_to_char("Your body has been afflicted by a terrible infirmity.\n\r",ch);
if (IS_SET(ch->warp, WARP_GBODY )) send_to_char("Your skin is made of a fragile glass.\n\r",ch);
if (IS_SET(ch->warp, WARP_SCARED )) send_to_char("You are incredibly scared of combat.\n\r",ch);
if (IS_SET(ch->warp, WARP_MAGMA )) send_to_char("Your body is composed of deadly magma.\n\r",ch);
if (IS_SET(ch->warp, WARP_WEAK )) send_to_char("Your muscles are severely weakened.\n\r",ch);
if (IS_SET(ch->warp, WARP_SLOW )) send_to_char("Your body moves very slowly.\n\r",ch);
if (IS_SET(ch->warp, WARP_VULNER )) send_to_char("Your skin is very vulnerable to magic.\n\r",ch);
if (IS_SET(ch->warp, WARP_SHARDS )) send_to_char("Your skin is covered with shards of ice.\n\r",ch);
if (IS_SET(ch->warp, WARP_WINGS )) send_to_char("A pair of leathery wings protrude from your back.\n\r",ch);
if (IS_SET(ch->warp, WARP_CLUMSY )) send_to_char("You are incredibly clumsy, enabling you to be disarmed.\n\r",ch);
if (IS_SET(ch->warp, WARP_STUPID )) send_to_char("Your intelligence is extremely low, preventing you from casting spells.\n\r",ch);
if (IS_SET(ch->warp, WARP_SPOON )) send_to_char("There is a spoon stuck on your ear.\n\r",ch);
if (IS_SET(ch->warp, WARP_FORK )) send_to_char("You have a fork stuck in your nose.\n\r",ch);
if (IS_SET(ch->warp, WARP_KNIFE )) send_to_char("You have a knife hanging out of your ear.\n\r",ch);
if (IS_SET(ch->warp, WARP_SALADBOWL )) send_to_char("Your head is made out of a salad bowl.\n\r",ch);
if (ch->warp < 1) send_to_char("You haven't obtained any warp powers.\n\r",ch);
send_to_char(lin,ch);
return;
}
void do_redeem( CHAR_DATA *ch, char *argument )
{
int warpnum = number_range(1,19);
int newwarp = 0;
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->stats[DEMON_TOTAL] < 10000 ||
ch->pcdata->stats[DEMON_CURRENT] < 10000)
{
send_to_char("You need 50000 demon points to redeem warps!\n\r",ch);
return;
}
{
if (warpnum == 1) newwarp = WARP_CBODY;
else if (warpnum == 2) newwarp = WARP_SBODY;
else if (warpnum == 3) newwarp = WARP_STRONGARMS;
else if (warpnum == 4) newwarp = WARP_STRONGLEGS;
else if (warpnum == 5) newwarp = WARP_VENOMTONG;
else if (warpnum == 6) newwarp = WARP_SPIKETAIL;
else if (warpnum == 7) newwarp = WARP_BADBREATH;
else if (warpnum == 8) newwarp = WARP_QUICKNESS;
else if (warpnum == 9) newwarp = WARP_STAMINA;
else if (warpnum == 11) newwarp = WARP_HUNT;
else if (warpnum == 12) newwarp = WARP_DAMCAP;
else if (warpnum == 13) newwarp = WARP_TERROR;
else if (warpnum == 14) newwarp = WARP_REGEN;
else if (warpnum == 15) newwarp = WARP_STEED;
else if (warpnum == 16) newwarp = WARP_WEAPON;
else if (warpnum == 17) newwarp = WARP_SHARDS;
else if (warpnum == 18) newwarp = WARP_WINGS;
else if (warpnum == 19) newwarp = WARP_MAGMA;
}
if (ch->warp==12877823)
newwarp = 0;
if (IS_SET(ch->warp, newwarp) && ch->warp != 12877823)
{
do_redeem(ch,"");
return;
}
{
if (IS_SET(ch->warp, WARP_INFIRMITY))
{
REMOVE_BIT(ch->warp, WARP_INFIRMITY);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_GBODY))
{
REMOVE_BIT(ch->warp, WARP_GBODY);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_SCARED))
{
REMOVE_BIT(ch->warp, WARP_SCARED);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_WEAK))
{
REMOVE_BIT(ch->warp, WARP_WEAK);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_SLOW))
{
REMOVE_BIT(ch->warp, WARP_SLOW);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_VULNER))
{
REMOVE_BIT(ch->warp, WARP_VULNER);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_CLUMSY))
{
REMOVE_BIT(ch->warp, WARP_CLUMSY);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_STUPID))
{
REMOVE_BIT(ch->warp, WARP_STUPID);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_SPOON))
{
REMOVE_BIT(ch->warp, WARP_SPOON);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_FORK))
{
REMOVE_BIT(ch->warp, WARP_FORK);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else if (IS_SET(ch->warp, WARP_KNIFE))
{
REMOVE_BIT(ch->warp, WARP_KNIFE);
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 10000;
send_to_char("You pray to Satan and a warp is cleansed.\n\r",ch);
save_char_obj(ch);
return;
}
else send_to_char("You have no evil warps to redeem!\n\r",ch);
}
return;
}
void do_obtain( CHAR_DATA *ch, char *argument )
{
int newwarp = 0;
int warpnum = number_range(1,30);
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->stats[DEMON_TOTAL] < 15000 ||
ch->pcdata->stats[DEMON_CURRENT] < 15000)
{
send_to_char("You need 15000 demon points to obtain a new warp!\n\r",ch);
return;
}
if (ch->warpcount >= 7)
{
send_to_char("You have already obtained as many warps as possible.\n\r",ch);
return;
}
if (warpnum == 1) newwarp = WARP_CBODY;
else if (warpnum == 2) newwarp = WARP_SBODY;
else if (warpnum == 3) newwarp = WARP_STRONGARMS;
else if (warpnum == 4) newwarp = WARP_STRONGLEGS;
else if (warpnum == 5) newwarp = WARP_VENOMTONG;
else if (warpnum == 6) newwarp = WARP_SPIKETAIL;
else if (warpnum == 7) newwarp = WARP_BADBREATH;
else if (warpnum == 8) newwarp = WARP_QUICKNESS;
else if (warpnum == 9) newwarp = WARP_STAMINA;
else if (warpnum == 11) newwarp = WARP_HUNT;
else if (warpnum == 12) newwarp = WARP_DAMCAP;
else if (warpnum == 13) newwarp = WARP_TERROR;
else if (warpnum == 14) newwarp = WARP_REGEN;
else if (warpnum == 15) newwarp = WARP_STEED;
else if (warpnum == 16) newwarp = WARP_WEAPON;
else if (warpnum == 17) newwarp = WARP_INFIRMITY;
else if (warpnum == 18) newwarp = WARP_GBODY;
else if (warpnum == 19) newwarp = WARP_SCARED;
else if (warpnum == 20) newwarp = WARP_MAGMA;
else if (warpnum == 21) newwarp = WARP_WEAK;
else if (warpnum == 22) newwarp = WARP_SLOW;
else if (warpnum == 23) newwarp = WARP_VULNER;
else if (warpnum == 24) newwarp = WARP_SHARDS;
else if (warpnum == 25) newwarp = WARP_WINGS;
else if (warpnum == 26) newwarp = WARP_CLUMSY;
else if (warpnum == 27) newwarp = WARP_STUPID;
else if (warpnum == 28) newwarp = WARP_SPOON;
else if (warpnum == 29) newwarp = WARP_FORK;
else if (warpnum == 30) newwarp = WARP_KNIFE;
if (IS_SET(ch->warp, newwarp))
{
do_obtain(ch,"");
return;
}
SET_BIT(ch->warp, newwarp);
ch->pcdata->stats[DEMON_CURRENT] -= 15000;
ch->warpcount += 1;
send_to_char("You have obtained a new warp!\n\r",ch);
save_char_obj(ch);
return;
}
void do_inpart( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int inpart = 0;
int cost = 0;
smash_tilde(argument);
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: Inpart <person> <power>\n\r", ch );
send_to_char(" Fangs [ 2500] Claws [ 2500] Tail [ 5000]\n\r",ch);
send_to_char(" Horns [ 2500] Hooves [ 1500] Graft [20000]\n\r",ch);
send_to_char(" NightSight [ 3000] Wings [ 1000] Might [ 7500]\n\r",ch);
send_to_char(" Toughness [ 7500] Speed [ 7500] Travel [ 1500]\n\r",ch);
send_to_char(" Scry [ 7500] Truesight [ 7500] Move [ 500]\n\r",ch);
send_to_char(" Leap [ 500] Magic [ 1000] Lifespan [ 100]\n\r",ch);
send_to_char(" Shield [20000] Longsword [ 0] Shortsword [ 0]\n\r",ch);
send_to_char(" Immolate [ 2500] Inferno [20000] Caust [ 3000]\n\r",ch);
send_to_char(" Unnerve [ 5000] Freezeweapon [ 3000] Demonform [25000]\n\r",ch);
send_to_char(" Leech [15000] Blink [25000] \n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "Nobody by that name.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
/*
if ( victim->level != LEVEL_AVATAR ||
(victim != ch && !IS_SET(victim->special, SPC_CHAMPION)))
{
send_to_char( "Only on a champion.\n\r", ch );
return;
}
if ( victim != ch && str_cmp(victim->lord, ch->name) &&
str_cmp(victim->lord, ch->lord) && strlen(victim->lord) > 1 )
{
send_to_char( "They are not your champion.\n\r", ch );
return;
}
*/
if (!str_cmp(arg2,"longsword"))
{
send_to_char("You have been granted the power to transform into a demonic longsword!\n\r",victim);
send_to_char("You grant them the power to transform into a demonic longsword.\n\r",ch);
victim->pcdata->powers[DPOWER_OBJ_VNUM] = 29662;
save_char_obj(victim);
return;
}
if (!str_cmp(arg2,"fangs"))
{inpart = DEM_FANGS; cost = 2500;}
else if (!str_cmp(arg2,"immolate"))
{inpart = DEM_IMMOLATE; cost = 2500;}
else if (!str_cmp(arg2,"inferno"))
{inpart = DEM_INFERNO; cost = 20000;}
else if (!str_cmp(arg2,"caust"))
{inpart = DEM_CAUST; cost = 3000;}
else if (!str_cmp(arg2,"freezeweapon"))
{inpart = DEM_FREEZEWEAPON; cost = 3000;}
else if (!str_cmp(arg2,"unnerve"))
{inpart = DEM_UNNERVE; cost = 5000;}
else if (!str_cmp(arg2,"claws"))
{inpart = DEM_CLAWS; cost = 2500;}
else if (!str_cmp(arg2,"horns"))
{inpart = DEM_HORNS; cost = 2500;}
else if (!str_cmp(arg2, "demonform"))
{inpart = DEM_FORM; cost = 25000;}
else if (!str_cmp(arg2,"tail"))
{inpart = DEM_TAIL; cost = 5000;}
else if (!str_cmp(arg2,"hooves"))
{inpart = DEM_HOOVES; cost = 1500;}
else if (!str_cmp(arg2,"shield"))
{inpart = DEM_SHIELD; cost = 20000;}
else if (!str_cmp(arg2,"nightsight"))
{inpart = DEM_EYES; cost = 3000;}
else if (!str_cmp(arg2,"wings"))
{inpart = DEM_WINGS; cost = 1000;}
else if (!str_cmp(arg2,"might"))
{inpart = DEM_MIGHT; cost = 7500;}
else if (!str_cmp(arg2,"toughness"))
{inpart = DEM_TOUGH; cost = 7500;}
else if (!str_cmp(arg2,"speed"))
{inpart = DEM_SPEED; cost = 7500;}
else if (!str_cmp(arg2,"travel"))
{inpart = DEM_TRAVEL; cost = 1500;}
else if (!str_cmp(arg2,"scry"))
{inpart = DEM_SCRY; cost = 7500;}
else if (!str_cmp(arg2,"move"))
{inpart = DEM_MOVE; cost = 500;}
else if (!str_cmp(arg2,"leap"))
{inpart = DEM_LEAP; cost = 500;}
else if (!str_cmp(arg2,"magic"))
{inpart = DEM_MAGIC; cost = 1000;}
else if (!str_cmp(arg2,"truesight"))
{inpart = DEM_TRUESIGHT; cost = 7500;}
else if (!str_cmp(arg2,"graft"))
{inpart = DEM_GRAFT; cost = 20000;}
else if (!str_cmp(arg2,"leech"))
{inpart = DEM_LEECH; cost = 15000;}
else if (!str_cmp(arg2,"blink"))
{inpart = DEM_BLINK; cost = 15000;}
else if (!str_cmp(arg2,"lifespan"))
{inpart = DEM_LIFESPAN; cost = 100;}
else
{
do_inpart(ch,"");
return;
}
if (IS_DEMPOWER(victim, inpart))
{
send_to_char("They have already got that power.\n\r",ch);
return;
}
if (ch->pcdata->stats[DEMON_TOTAL] < cost ||
ch->pcdata->stats[DEMON_CURRENT] < cost)
{
send_to_char("You have insufficient power to inpart that gift.\n\r",ch);
return;
}
SET_BIT(victim->pcdata->powers[DPOWER_FLAGS], inpart);
ch->pcdata->stats[DEMON_CURRENT] -= cost;
if (victim != ch) send_to_char("You have been granted a demonic gift from your patron!\n\r",victim);
send_to_char("Ok.\n\r",ch);
if (victim != ch) save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_demonarmour( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch );
return;
}
if (arg[0] == '\0')
{
send_to_char("Command: demonarmor <black/red> <piece>.\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
send_to_char("Please specify which piece of demon armor you wish to make: Ring Collar\n\rPlate Helmet Leggings Boots Gauntlets Sleeves Cape Belt Bracer Visor.\n\r",ch);
return;
}
if (!str_cmp(arg2,"ring" ) && !str_cmp(arg,"black")) vnum = 29650;
else if (!str_cmp(arg2,"collar" ) && !str_cmp(arg,"black")) vnum = 29651;
else if (!str_cmp(arg2,"plate" ) && !str_cmp(arg,"black")) vnum = 29652;
else if (!str_cmp(arg2,"helmet" ) && !str_cmp(arg,"black")) vnum = 29653;
else if (!str_cmp(arg2,"leggings" ) && !str_cmp(arg,"black")) vnum = 29654;
else if (!str_cmp(arg2,"boots" ) && !str_cmp(arg,"black")) vnum = 29655;
else if (!str_cmp(arg2,"gauntlets") && !str_cmp(arg,"black")) vnum = 29656;
else if (!str_cmp(arg2,"sleeves" ) && !str_cmp(arg,"black")) vnum = 29657;
else if (!str_cmp(arg2,"cape" ) && !str_cmp(arg,"black")) vnum = 29658;
else if (!str_cmp(arg2,"belt" ) && !str_cmp(arg,"black")) vnum = 29659;
else if (!str_cmp(arg2,"bracer" ) && !str_cmp(arg,"black")) vnum = 29660;
else if (!str_cmp(arg2,"visor" ) && !str_cmp(arg,"black")) vnum = 29661;
else if (!str_cmp(arg2,"ring" ) && !str_cmp(arg,"red")) vnum = 27650;
else if (!str_cmp(arg2,"collar" ) && !str_cmp(arg,"red")) vnum = 27651;
else if (!str_cmp(arg2,"plate" ) && !str_cmp(arg,"red")) vnum = 27652;
else if (!str_cmp(arg2,"helmet" ) && !str_cmp(arg,"red")) vnum = 27653;
else if (!str_cmp(arg2,"leggings" ) && !str_cmp(arg,"red")) vnum = 27654;
else if (!str_cmp(arg2,"boots" ) && !str_cmp(arg,"red")) vnum = 27655;
else if (!str_cmp(arg2,"gauntlets") && !str_cmp(arg,"red")) vnum = 27656;
else if (!str_cmp(arg2,"sleeves" ) && !str_cmp(arg,"red")) vnum = 27657;
else if (!str_cmp(arg2,"cape" ) && !str_cmp(arg,"red")) vnum = 27658;
else if (!str_cmp(arg2,"belt" ) && !str_cmp(arg,"red")) vnum = 27659;
else if (!str_cmp(arg2,"bracer" ) && !str_cmp(arg,"red")) vnum = 27660;
else if (!str_cmp(arg2,"visor" ) && !str_cmp(arg,"red")) vnum = 27661;
else
{
send_to_char("Please specify which piece of demon armor you wish to make: Ring Collar\n\rPlate Helmet Leggings Boots Gauntlets Sleeves Cape Belt Bracer Visor.\n\r",ch);
return;
}
if ( (ch->pcdata->stats[DEMON_TOTAL] < 5000 || ch->pcdata->stats[DEMON_CURRENT] < 5000)
&& !str_cmp(arg,"black"))
{
send_to_char("It costs 5000 points of power to create a piece of black demon armour.\n\r",ch);
return;
}
else if ( (ch->pcdata->stats[DEMON_TOTAL] < 15000 ||
ch->pcdata->stats[DEMON_CURRENT] <
15000)
&& !str_cmp(arg,"red"))
{
send_to_char("It costs 15000 points of power to create a piece of red demon armour.\n\r",ch);
return;
}
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform KaVir.\n\r",ch);
return;
}
if ( !str_cmp(arg,"black") )
{
ch->pcdata->stats[DEMON_TOTAL] -= 5000;
ch->pcdata->stats[DEMON_CURRENT] -= 5000;
}
else if ( !str_cmp(arg,"red") )
{
ch->pcdata->stats[DEMON_TOTAL] -= 15000;
ch->pcdata->stats[DEMON_CURRENT] -= 15000;
}
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
act("$p appears in your hands in a blast of flames.",ch,obj,NULL,TO_CHAR);
act("$p appears in $n's hands in a blast of flames.",ch,obj,NULL,TO_ROOM);
return;
}
void do_travel( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (!IS_DEMPOWER( ch, DEM_TRAVEL))
{
send_to_char("You haven't been granted the gift of travel.\n\r",ch);
return;
}
}
else
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "Nobody by that name.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if (IS_IMMUNE(victim, IMM_TRAVEL))
{
send_to_char("I don't think they want you to do that.\n\r",ch);
return;
}
if ( victim == ch ) {
send_to_char( "Nothing happens.\n\r", ch);
return; }
if ( victim->level != LEVEL_AVATAR ||
(!IS_SET(victim->special, SPC_CHAMPION) && !IS_CLASS(victim, CLASS_DEMON)))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
/*
if ( IS_CLASS(victim, CLASS_DEMON) && str_cmp(ch->lord, victim->name) )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
else if ( IS_SET(victim->special, SPC_CHAMPION) &&
(str_cmp(victim->lord, ch->name) && str_cmp(victim->lord, ch->lord) ))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
*/
if (victim->in_room == NULL)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
/*
if ( victim->position != POS_STANDING )
{
send_to_char( "You are unable to focus on their location.\n\r", ch );
return;
}
*/
send_to_char("You sink into the ground.\n\r",ch);
act("$n sinks into the ground.",ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
do_look(ch,"");
send_to_char("You rise up out of the ground.\n\r",ch);
act("$n rises up out of the ground.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_horns( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DEMON)
&& !IS_SET(ch->special,SPC_CHAMPION))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_HORNS) && IS_CLASS(ch,CLASS_DEMON))
{
send_to_char("You haven't been granted the gift of horns.\n\r",ch);
return;
}
else if (IS_CLASS(ch,CLASS_VAMPIRE) && !IS_VAMPAFF(ch,VAM_VICISSITUDE) )
{
send_to_char("You have not mastered the Vicissitude discipline.\n\r", ch);
return;
}
if (IS_DEMAFF(ch,DEM_HORNS) )
{
send_to_char("Your horns slide back into your head.\n\r",ch);
act("$n's horns slide back into $s head.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HORNS);
return;
}
send_to_char("Your horns extend out of your head.\n\r",ch);
act("A pair of pointed horns extend from $n's head.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HORNS);
return;
}
void do_tail( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_TAIL))
{
send_to_char("You haven't been granted the gift of a tail.\n\r",ch);
return;
}
if (IS_DEMAFF(ch,DEM_TAIL) )
{
send_to_char("Your tail slides back into your back.\n\r",ch);
act("$n's tail slides back into $s back.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL);
return;
}
send_to_char("Your tail slides out of your back side.\n\r",ch);
act("A huge tail extends from $n's back.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL);
return;
}
/*
void do_axe( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC(ch) )
return;
if (ch->fight_timer >0) {
send_to_char("Not until your fight timer expires.\n\r", ch );
return;}
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->warp, WARP_WEAPON))
{
stc("You need the warp weapon to use this power.\n\r",ch);
return;
}
save_char_obj(ch);
if ((obj = create_object(get_obj_index( 30075),60)) == NULL)
{
send_to_char( "Error - Please inform Sage.\n\r", ch);
return;
}
if ( IS_EXTRA(ch, EXTRA_AXE) )
{
ch->pcdata->obj_vnum = 0;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
REMOVE_BIT(ch->extra, EXTRA_AXE);
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
free_string(ch->morph);
ch->morph = str_dup("");
act("$p transforms into $n.",ch,obj,NULL,TO_ROOM);
act("Your reform your human body.",ch,obj,NULL,TO_CHAR);
extract_obj( obj );
return;
}
if ( IS_AFFECTED(ch, AFF_POLYMORPH) )
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
act("$n transforms into $p and falls to the ground.",ch,obj,NULL,TO_ROOM);
act("You transform into $p and fall to the ground.",ch,obj,NULL,TO_CHAR);
ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM];
obj->chobj = ch;
ch->pcdata->chobj = obj;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
SET_BIT(ch->extra, EXTRA_AXE);
free_string(ch->morph);
ch->morph = str_dup("An axe of khrone");
obj_to_room(obj,ch->in_room);
return;
}
*/
void do_steed(CHAR_DATA *ch, char *argument )
{
char buf [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_SET(ch->warp, WARP_STEED))
{
stc("You need the warp steed to use this power.\n\r",ch);
return;
}
/*
if !IS_SET(ch->warp, WARP_STEED))
{
send_to_char("You require warp steed to use this command.\n\r",ch);
return;
}
*/
/* if (ch->pcdata->followers > 5)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
*/
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_STEED ) );
victim->level = 200;
victim->hit = 5000;
victim->max_hit = 5000;
victim->hitroll = 50;
victim->damroll = 50;
victim->armor = 300;
SET_BIT(victim->act, ACT_NOEXP);
strcpy(buf,"Rise creature of darkness bow before me!");
do_say( ch, buf );
send_to_char( "A huge demon bursts from the ground and bows before you.\n\r",ch );
act( "$N bursts from the ground and bows before $n.", ch, NULL,victim,
TO_ROOM );
char_to_room( victim, ch->in_room );
add_follower( victim, ch );
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
// af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
return;
}
void do_dbreath( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->warp, WARP_BADBREATH))
{
send_to_char("You need bad breath warp to use this.\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, 5 );
if (!IS_NPC(victim))
{
dam = ch->spl[RED_MAGIC] * 5;
}
else if (IS_NPC(victim))
{
dam = ch->spl[RED_MAGIC] * 6;
}
if (is_safe(ch,victim)== TRUE) return;
dam += number_range(1,30);
if ( dam <= 0 )
dam = 1;
sprintf(buf,"Your blast of putrid breath hits $N incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's blast of putrid breath hits you incredibly hard! [%d]\n\r",dam); act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n's blast of putrid breath hits $N incredibly hard! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
send_to_char("\n\r",ch);
victim->hit -= dam;
return;
}
/*moved*/
void do_hooves( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_HOOVES))
{
send_to_char("You haven't been granted the gift of horns.\n\r",ch);
return;
}
if (IS_DEMAFF(ch,DEM_HOOVES) )
{
send_to_char("Your hooves transform into feet.\n\r",ch);
act("$n's hooves transform back into $s feet.", ch, NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES);
return;
}
send_to_char("Your feet transform into hooves.\n\r",ch);
act("$n's feet transform into hooves.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES);
return;
}
void do_wings( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_WINGS))
{
send_to_char("You haven't been granted the gift of wings.\n\r",ch);
return;
}
if (arg[0] != '\0')
{
if (!IS_DEMAFF(ch,DEM_WINGS) )
{
send_to_char("First you better get your wings out!\n\r",ch);
return;
}
if (!str_cmp(arg,"unfold") || !str_cmp(arg,"u"))
{
if (IS_DEMAFF(ch,DEM_UNFOLDED) )
{
send_to_char("But your wings are already unfolded!\n\r",ch);
return;
}
send_to_char("Your wings unfold from behind your back.\n\r",ch);
act("$n's wings unfold from behind $s back.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED);
return;
}
else if (!str_cmp(arg,"fold") || !str_cmp(arg,"f"))
{
if (!IS_DEMAFF(ch,DEM_UNFOLDED) )
{
send_to_char("But your wings are already folded!\n\r",ch);
return;
}
send_to_char("Your wings fold up behind your back.\n\r",ch);
act("$n's wings fold up behind $s back.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED);
return;
}
else
{
send_to_char("Do you want to FOLD or UNFOLD your wings?\n\r",ch);
return;
}
}
if (IS_DEMAFF(ch,DEM_WINGS) )
{
if (IS_DEMAFF(ch,DEM_UNFOLDED) )
{
send_to_char("Your wings fold up behind your back.\n\r",ch);
act("$n's wings fold up behind $s back.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED);
}
send_to_char("Your wings slide into your back.\n\r",ch);
act("$n's wings slide into $s back.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS);
return;
}
send_to_char("Your wings extend from your back.\n\r",ch);
act("A pair of wings extend from $n's back.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS);
return;
}
void do_lifespan( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
OBJ_DATA *obj;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_DEMON) && !IS_SET(ch->special,SPC_CHAMPION))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_LIFESPAN))
{
send_to_char("You haven't been granted the gift of lifespan.\n\r",ch);
return;
}
if ( ( obj = ch->pcdata->chobj ) == NULL )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_HEAD(ch,LOST_HEAD))
{
send_to_char("You cannot change your lifespan in this form.\n\r",ch);
return;
}
if (!str_cmp(arg,"l") || !str_cmp(arg,"long" )) obj->timer = 0;
else if (!str_cmp(arg,"s") || !str_cmp(arg,"short")) obj->timer = 1;
else
{
send_to_char("Do you wish to have a long or short lifespan?\n\r",ch);
return;
}
send_to_char("Ok.\n\r",ch);
return;
}
void do_pact( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
bool can_sire = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DEMON)) can_sire = TRUE;
if (!can_sire)
{
send_to_char("You are not able to make a pact.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Make a pact with whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot make a pact with yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON))
{
victim->clan = str_dup(ch->clan);
stc("You induct them into your clan.\n",ch);
act("$n inducts you into $s clan.",ch,NULL,victim,TO_VICT);
return;
}
if (victim->class != 0) {
send_to_char("Not on them!\n\r", ch );
return;}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only make pacts with avatars.\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_DEMON))
{
send_to_char( "You cannot make a pact with an unwilling person.\n\r", ch );
return;
}
if (ch->exp < 666)
{
send_to_char("You cannot afford the 666 exp to make a pact.\n\r",ch);
return;
}
if (!IS_EVIL(victim)) {
send_to_char("They must be evil!\n\r", ch );
return;}
ch->exp = ch->exp - 666;
act("You make $N a demonic champion!", ch, NULL, victim, TO_CHAR);
act("$n makes $N a demonic champion!", ch, NULL, victim, TO_NOTVICT);
act("$n makes you a demonic champion!", ch, NULL, victim, TO_VICT);
victim->class=CLASS_DEMON;
SET_BIT(victim->special, SPC_CHAMPION);
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
REMOVE_BIT(victim->act, PLR_WIZINVIS);
victim->pcdata->stats[UNI_RAGE] = 0;
free_string(victim->morph);
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_offersoul( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_IMMUNE(ch, IMM_DEMON))
{
/*
send_to_char("That would be a very bad idea...\n\r",ch);
return;
*/
send_to_char("You will now allow demons to buy your soul.\n\r",ch);
SET_BIT(ch->immune, IMM_DEMON);
return;
}
send_to_char("You will no longer allow demons to buy your soul.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_DEMON);
return;
}
void do_weaponform( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION))
{
send_to_char( "Huh?\n\r", ch);
return;
}
else if (IS_AFFECTED(ch,AFF_POLYMORPH))
{
send_to_char( "You cannot do this while polymorphed.\n\r", ch);
return;
}
if (IS_SET(ch->warp, WARP_WEAPON))
ch->pcdata->powers[DPOWER_OBJ_VNUM] = OBJ_VNUM_KHRONE;
if (ch->pcdata->powers[DPOWER_OBJ_VNUM] < 1)
{
send_to_char( "You don't have the ability to change into a weapon.\n\r", ch);
return;
}
if ((obj = create_object(get_obj_index(ch->pcdata->powers[DPOWER_OBJ_VNUM]),60)) == NULL)
{
send_to_char( "You don't have the ability to change into a weapon.\n\r", ch);
return;
}
if (IS_AFFECTED(ch,AFF_WEBBED))
{
send_to_char( "Not with all this sticky webbing on.\n\r", ch);
return;
}
obj_to_room(obj,ch->in_room);
act("$n transforms into $p and falls to the ground.",ch,obj,NULL,TO_ROOM);
act("You transform into $p and fall to the ground.",ch,obj,NULL,TO_CHAR);
ch->pcdata->obj_vnum = ch->pcdata->powers[DPOWER_OBJ_VNUM];
obj->chobj = ch;
ch->pcdata->chobj = obj;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup(obj->short_descr);
return;
}
void do_humanform( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if (IS_NPC(ch)) return;
if ( ( obj = ch->pcdata->chobj ) == NULL )
{
send_to_char("You are already in human form.\n\r",ch);
return;
}
ch->pcdata->obj_vnum = 0;
obj->chobj = NULL;
ch->pcdata->chobj = NULL;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup("");
act("$p transforms into $n.",ch,obj,NULL,TO_ROOM);
act("Your reform your human body.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
{
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_HELL));
}
return;
}
void do_champions( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char lord[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (strlen(ch->lord) < 2 && !IS_CLASS(ch, CLASS_DEMON) )
{
send_to_char("But you don't follow any demon!\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DEMON)) strcpy(lord,ch->name);
else strcpy(lord,ch->lord);
sprintf( buf, "The champions of %s:\n\r", lord );
send_to_char( buf, ch );
send_to_char("[ Name ] [ Hits ] [ Mana ] [ Move ] [ Exp ] [ Power ]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_CLASS(gch, CLASS_DEMON) && !IS_SET(gch->special, SPC_CHAMPION) )
continue;
if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord))
{
sprintf( buf,
"[%-16s] [%-6ld] [%-6d] [%-6d] [%7d] [ %-9d%9d ]\n\r",
capitalize( gch->name ),
gch->hit,gch->mana,gch->move,
gch->exp, gch->pcdata->stats[DEMON_CURRENT], gch->pcdata->stats[DEMON_TOTAL]);
send_to_char( buf, ch );
}
}
return;
}
void do_eyespy( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
if (IS_HEAD(ch,LOST_EYE_L) && IS_HEAD(ch,LOST_EYE_R))
{
send_to_char( "But you don't have any more eyes to pluck out!\n\r", ch );
return;
}
if (!IS_HEAD(ch,LOST_EYE_L) && number_range(1,2) == 1)
{
act( "You pluck out your left eyeball and throw it to the ground.", ch, NULL, NULL, TO_CHAR );
act( "$n plucks out $s left eyeball and throws it to the ground.", ch, NULL, NULL, TO_ROOM );
}
else if (!IS_HEAD(ch,LOST_EYE_R))
{
act( "You pluck out your right eyeball and throw it to the ground.", ch, NULL, NULL, TO_CHAR );
act( "$n plucks out $s right eyeball and throws it to the ground.", ch, NULL, NULL, TO_ROOM );
}
else
{
act( "You pluck out your left eyeball and throw it to the ground.", ch, NULL, NULL, TO_CHAR );
act( "$n plucks out $s left eyeball and throws it to the ground.", ch, NULL, NULL, TO_ROOM );
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
{
make_part(ch,"eyeball");
return;
}
victim = create_mobile( get_mob_index( MOB_VNUM_EYE ) );
if (victim == NULL)
{send_to_char("Error - please inform KaVir.\n\r",ch); return;}
char_to_room( victim, ch->in_room );
ch->pcdata->familiar = victim;
victim->wizard = ch;
return;
}
/*
void do_gifts( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int improve;
int cost;
int max;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
sprintf(buf,"Gifts: Strength of Satan, Speed of Satan, Stake, Cone of fire, True Form\n\r");
send_to_char(buf,ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"Strength"))
{
send_to_char("Strength of Satan: You are as strong as your creator.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Speed"))
{
send_to_char("Speed: The Speed of satan you dodge most attacks wth incredible speed.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Stake"))
{
send_to_char("Stake: You have the ability to make a silver stake.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Cone"))
{
send_to_char("Cone: You have the power to breath a cone fo fire.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"Form"))
{
send_to_char("Form: The power to go into true demon form.\n\r",ch);
return;
}
sprintf(buf,"Gifts: Strength of Satan, Speed of Satan, Stake, Cone of fire, True Form\n\r");
send_to_char(buf,ch);
return;
}
if (!str_cmp(arg2,"improve"))
{
if (!str_cmp(arg1,"strength" )) {improve = DEM_STRENGTH;max=1;}
else if (!str_cmp(arg1,"speed" )) {improve = DEM_SPEEDY;max=1;}
else if (!str_cmp(arg1,"stake" )) {improve = DEM_STAKE;max=1;}
else if (!str_cmp(arg1,"cone" )) {improve = DEM_CONE;max=1;}
else if (!str_cmp(arg1,"form" )) {improve = DEM_FORM;max=1;}
else
{
send_to_char("You can improve: Strength Speed Stake Cone Form\n\r",ch);
return;
}
cost = (ch->pcdata->powers[improve]+1) * 50;
arg1[0] = UPPER(arg1[0]);
if ( ch->pcdata->powers[improve] >= max )
{
sprintf(buf,"You have already gained this gift.\n\r");
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
sprintf(buf,"It costs you %d primal to improve your gifts.\n\r", cost);
send_to_char(buf,ch);
return;
}
ch->pcdata->powers[improve] += 1;
ch->practice -= cost;
sprintf(buf,"You improve your gifts.\n\r");
send_to_char(buf,ch);
}
}
*/
void do_cone( CHAR_DATA *ch, char *argument ) {
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char("Cone who?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
if ((victim = ch->fighting) == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (ch->mana < 100) {
send_to_char("You don't have enough mana.\n\r", ch);
return;}
if ( ( sn = skill_lookup( "cone" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 1.0;
level = level * 1.0;
act("You Blast $N with a cone of fire.",ch,NULL,victim,TO_CHAR);
act("$n Blasts you with a cone of fire.",ch,NULL,victim,TO_VICT);
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 10 );
ch->mana = ch->mana - 100;
return;
}
void do_dstake( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( 60 > ch->practice)
{
send_to_char("It costs 60 points of primal to create a stake.\n\r",ch);
return;
}
ch->practice -= 60;
obj = create_object(get_obj_index(OBJ_VNUM_STAKE) ,0 );
if (IS_SET(obj->quest, QUEST_ARTIFACT))
REMOVE_BIT(obj->quest, QUEST_ARTIFACT);
obj_to_char(obj, ch);
act("A Stake appears in your hands in a flash of light.",ch,NULL,NULL,TO_CHAR);
act("A Stake appears in $n's hands in a flash of light.",ch,NULL,NULL,TO_ROOM);
return;
}