/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "player.h" /* * Local functions. */ void do_grant( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int inpart = 0; int cost = 0; smash_tilde(argument); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r",ch); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: Grant <person> <power>\n\r", ch ); send_to_char("Drowfire (2500), Darkness (7500), Drowpoison (2500).\n\r",ch); send_to_char("Drowsight (5000), Drowshield (5000), Levitation (1000).\n\r", ch ); send_to_char("Drowfangs (2500), Speed (7500), Toughskin (7500).\n\r", ch); send_to_char("Web (5000), Shadowwalk (10000), Confuse (2500).\n\r", ch); if (ch->pcdata->stats[UNI_GEN] < 3) { send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );} return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "Nobody by that name.\n\r", ch ); return; } if (str_cmp(victim->clan,ch->clan) && ch->pcdata->stats[UNI_GEN] >1) { send_to_char("Only on your clan!.\n\r", ch ); return;} if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( victim->level != LEVEL_AVATAR) { send_to_char( "Only on an avatar.\n\r", ch ); return; } if (!str_cmp(arg2,"mage") || !str_cmp(arg2,"warrior") || !str_cmp(arg2, "cleric" )) { if (IS_IMMORTAL(victim)) { send_to_char("Not on an Immortal.\n\r", ch); return; } if (!IS_CLASS(victim, CLASS_DROW)) { send_to_char("Only on drows.\n\r", ch ); return;} if (ch->pcdata->stats[UNI_GEN] != 2) { send_to_char("Only for matrons.\n\r", ch ); return; } if (IS_SET(victim->special, SPC_DROW_WAR) || IS_SET(victim->special, SPC_DROW_MAG) || IS_SET(victim->special, SPC_DROW_CLE)) { send_to_char( "They already have a profession.\n\r", ch ); return;} if (!str_cmp(arg2, "mage")) SET_BIT(victim->special, SPC_DROW_MAG); else if (!str_cmp(arg2, "cleric")) SET_BIT(victim->special, SPC_DROW_CLE); else if (!str_cmp(arg2, "warrior")) SET_BIT(victim->special, SPC_DROW_WAR); save_char_obj(victim); return; } if (!str_cmp(arg2,"drowfire")) {inpart = DPOWER_DROWFIRE; cost = 2500;} else if (!str_cmp(arg2,"darkness")) {inpart = DPOWER_DARKNESS; cost= 7500;} else if (!str_cmp(arg2,"drowfangs")) {inpart = DPOWER_FANGS; cost = 2500;} else if (!str_cmp(arg2,"drowsight")) {inpart = DPOWER_DROWSIGHT; cost= 5000;} else if (!str_cmp(arg2,"drowshield")) {inpart = DPOWER_DROWSHIELD; cost = 5000;} else if (!str_cmp(arg2,"levitation")) {inpart = DPOWER_LEVITATION; cost = 1000;} else if (!str_cmp(arg2,"drowpoison")) {inpart = DPOWER_DROWPOISON; cost = 2500;} else if (!str_cmp(arg2,"speed")) {inpart = DPOWER_SPEED; cost = 7500;} else if (!str_cmp(arg2,"toughskin")) {inpart = DPOWER_TOUGHSKIN; cost = 7500;} else if (!str_cmp(arg2,"web")) {inpart = DPOWER_WEB; cost = 5000;} else if (!str_cmp(arg2,"shadowwalk")) {inpart = DPOWER_SHADOWWALK; cost = 10000;} else if (!str_cmp(arg2,"confuse")) {inpart = DPOWER_CONFUSE; cost = 2500;} else { send_to_char("Please select a power from:\n\r",ch); send_to_char("Drowfire (2500), Darkness (7500), Drowpoison (1000).\n\r",ch); send_to_char("Drowsight (5000), Drowshield (5000), Levitation (1000).\n\r", ch ); send_to_char("Drowfangs (2500), Speed (7500), Toughskin (7500).\n\r", ch); send_to_char("Web (5000), Shadowwalk (10000), Confuse (2500).\n\r", ch); if (ch->pcdata->stats[UNI_GEN] < 3) { send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );} return; } if (IS_SET(victim->pcdata->powers[1], inpart)) { send_to_char("They have already got that power.\n\r",ch); return; } if (ch->pcdata->stats[DROW_POWER] < cost) { send_to_char("You have insufficient power to grant that gift.\n\r",ch); return; } SET_BIT(victim->pcdata->powers[1], inpart); ch->pcdata->stats[DROW_POWER] -= cost; if (victim != ch) send_to_char("You have been granted a gift from your matron!\n\r",victim); send_to_char("Ok.\n\r",ch); if (victim != ch) save_char_obj(ch); save_char_obj(victim); return; } void do_drowcreate( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Please specify what kind of equipment you want to create:\n\r", ch ); send_to_char("Whip, Dagger, Ring, Amulet, Armor, Helmet, Leggings, Boots,\n\r", ch ); send_to_char("Gauntlets, Sleeves, Belt, Bracer, Mask, or Cloak.\n\r", ch ); return; } if (!str_cmp(arg,"whip" )) vnum = 29600; else if (!str_cmp(arg,"dagger" )) vnum = 29601; else if (!str_cmp(arg,"ring" )) vnum = 29602; else if (!str_cmp(arg,"amulet" )) vnum = 29603; else if (!str_cmp(arg,"armor" )) vnum = 29604; else if (!str_cmp(arg,"helmet" )) vnum = 29605; else if (!str_cmp(arg,"leggings" )) vnum = 29606; else if (!str_cmp(arg,"boots" )) vnum = 29607; else if (!str_cmp(arg,"gauntlets" )) vnum = 29608; else if (!str_cmp(arg,"sleeves" )) vnum = 29609; else if (!str_cmp(arg,"belt" )) vnum = 29610; else if (!str_cmp(arg,"bracer" )) vnum = 29611; else if (!str_cmp(arg,"mask" )) vnum = 29612; else if (!str_cmp(arg,"cloak" )) vnum = 29613; else { send_to_char("That is an invalid type.\n\r", ch ); return; } if ( ch->pcdata->stats[DROW_POWER] < 7500) { send_to_char("It costs 7500 points of power to create a piece of drow armour.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform Kai.\n\r",ch); return; } ch->pcdata->stats[DROW_POWER] -= 7500; obj = create_object(pObjIndex, 50); obj_to_char(obj, ch); act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_favor( CHAR_DATA *ch, char *argument ) { char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || ch->pcdata->stats[UNI_GEN] > 2) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Give Lloth's favor to 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("Not on yourself.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_MAGE)) { send_to_char( "Not on a mage.\n\r", ch ); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "Only on avatars.\n\r", ch ); return; } if (!IS_IMMUNE(victim,IMM_DEMON)) { send_to_char( "Not on an unwilling person.\n\r", ch); return; } if (IS_CLASS(victim, CLASS_DROW)) { send_to_char("They are already a drow.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special, SPC_CHAMPION)) { send_to_char("Not on a demon!\n\r",ch); return; } if (IS_CLASS(victim, CLASS_VAMPIRE)) { send_to_char("Not on a vampire!\n\r", ch ); return;} if (IS_CLASS(victim, CLASS_WEREWOLF)) { send_to_char("Not on a werewolf!\n\r", ch ); return;} if ( IS_CLASS(victim, CLASS_HIGHLANDER) ) { send_to_char( "Not on a highlander.\n\r", ch ); return; } if (IS_CLASS(victim, CLASS_MONK)) { send_to_char("Not on monks!\n\r", ch); return; } if ( IS_CLASS(victim, CLASS_NINJA) ) { send_to_char( "Not on a ninja.\n\r", ch); return; } if ( IS_CLASS(victim, CLASS_PALADIN) ) { send_to_char( "Not on a paladin.\n\r", ch); return; } if (IS_CLASS(victim, CLASS_MOOGLE)) { send_to_char( "Not on moogles!\n\r", ch); return; } if (ch->exp < 10000) { send_to_char("You cannot afford the 10,000 exp.\n\r",ch); return; } ch->exp = ch->exp - 10000; act("You make $N a drow!", ch, NULL, victim, TO_CHAR); act("$n makes $N a drow!", ch, NULL, victim, TO_NOTVICT); act("$n makes you a drow!", ch, NULL, victim, TO_VICT); victim->class=0; victim->class=CLASS_DROW; victim->special=0; if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); REMOVE_BIT(victim->act, PLR_HOLYLIGHT); REMOVE_BIT(victim->act, PLR_WIZINVIS); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_ANARCH); victim->pcdata->stats[UNI_RAGE] = 0; victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1; victim->special = 0; free_string(victim->morph); victim->morph=str_dup(""); free_string(victim->clan); victim->clan=str_dup(ch->clan); free_string(victim->lord); if (ch->pcdata->stats[UNI_GEN] == 1) victim->lord=str_dup(ch->name); else { sprintf(buf,"%s %s",ch->lord,ch->name); victim->lord=str_dup(buf); } save_char_obj(ch); save_char_obj(victim); return; } void do_drows( 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_DROW)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->stats[UNI_GEN] < 3) strcpy(lord,ch->name); else strcpy(lord,ch->lord); sprintf( buf, "The drow followers 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_DROW)) continue; if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord)) { sprintf( buf, "[%-16s] [%-6d] [%-6d] [%-6d] [%7d] [ %-9d ]\n\r", capitalize( gch->name ), gch->hit,gch->mana,gch->move, gch->exp, gch->pcdata->stats[DROW_POWER]); send_to_char( buf, ch ); } } return; } void do_drowfire( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if(!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) { send_to_char("Huh?\n\r", ch ); return;} if ( ( victim = get_char_room( ch, arg ) ) == NULL ) if ((victim = ch->fighting) == NULL) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Not on yourself.\n\r", ch ); return; } if (ch->mana < 100) { send_to_char("You don't have enough mana.\n\r", ch ); return;} if ( ( sn = skill_lookup( "drowfire" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 0.5; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); ch->mana = ch->mana - 500; return; } void do_prayer( CHAR_DATA *ch, char *argument ) { int sn; int level; int spelltype; if (IS_NPC(ch)) return; if(!IS_CLASS(ch, CLASS_DROW) ) { send_to_char("Huh?\n\r", ch ); return; } if (ch->mana < 1000) { send_to_char("You don't have enough mana.\n\r", ch ); return; } if ( ( sn = skill_lookup( "llothbless" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 0.5; (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); WAIT_STATE( ch, 12 ); ch->mana = ch->mana - 1000; return; } void do_heal(CHAR_DATA *ch) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special,SPC_DROW_CLE) && ch->pcdata->stats[UNI_GEN] > 2)) { send_to_char("Huh?\n\r", ch ); return;} if (ch->mana < 100) { send_to_char("You don't have enough mana.\n\r", ch ); return;} ch->mana = ch->mana - 100; ch->hit = ch->hit + 500; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; send_to_char("Lloth heals you.\n\r",ch); act("$n is healed by Lloth.",ch,NULL,NULL,TO_ROOM); WAIT_STATE(ch, 12); return; } void do_darkness(CHAR_DATA *ch) { int sn; int level; int spelltype; bool blah = FALSE; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)) { send_to_char("Huh?\n\r", ch ); return;} if (IS_AFFECTED(ch, AFF_DARKNESS)) { send_to_char("You are already surrounded in darkness.\n\r",ch); return;} if (ch->move < 500) { send_to_char("You don't have enough move.\n\r", ch ); return;} if ( ( sn = skill_lookup( "darkness" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = 50; (*skill_table[sn].spell_fun) ( sn, level, ch, NULL); if (IS_SET(ch->extra, TIED_UP)) { REMOVE_BIT(ch->extra, TIED_UP); blah = TRUE;} if (IS_AFFECTED(ch, AFF_WEBBED)) { REMOVE_BIT(ch->affected_by, AFF_WEBBED); blah = TRUE;} if (blah) send_to_char("The darkness sets you free.\n\r", ch ); WAIT_STATE( ch, 4 ); ch->move = ch->move - 500; return; } void do_drowsight( CHAR_DATA *ch, char *argument) { if ( IS_NPC(ch) ) return; if (!IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r", ch ); return;} if (!IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT)) { send_to_char("You don't have that power.\n\r", ch ); return;} if (IS_SET(ch->act, PLR_DROWSIGHT)) { REMOVE_BIT(ch->act, PLR_DROWSIGHT); REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", ch );} else { SET_BIT(ch->act, PLR_HOLYLIGHT); SET_BIT(ch->act, PLR_DROWSIGHT); send_to_char( "Your senses increase to incredible proportions.\n\r", ch); } return; } void do_chaosblast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special, SPC_DROW_MAG) && ch->pcdata->stats[UNI_GEN] > 2)) { send_to_char("Huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char("Chaos Blast 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( "chaos blast" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 1.0; level = level * 1.0; act("You concentrate your power on $N.",ch,NULL,victim,TO_CHAR); act("$n concentrates $s power on you.",ch,NULL,victim,TO_VICT); (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 10 ); ch->mana = ch->mana - 100; return; } void do_shadowwalk(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; CHAR_DATA *victim; one_argument (argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_SHADOWWALK)) { send_to_char("Huh?\n\r", ch ); return;} if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("Shadowwalk to whom?\n\r", ch ); return;} if ( ch->position == POS_FIGHTING ) { send_to_char( "No way! You are fighting.\n\r", ch ); return; } location = victim->in_room; if (ch->move < 1000) { send_to_char("You are too tired to go shadowwalking.\n\r", ch ); return;} if ( !IS_IMMUNE(victim, IMM_SUMMON) && !IS_NPC(victim)) { send_to_char("You failed.\n\r", ch); return; } act("You walk into the shadows.", ch, NULL, NULL, TO_CHAR); act("$n walks into the shadows.", ch, NULL, NULL, TO_ROOM); ch->move -= 1000; char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act("You walk out of the shadows.", ch, NULL, NULL, TO_CHAR); act("$n walks out of the shadows.", ch, NULL, NULL, TO_CHAR); return; } void do_confuse(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) { send_to_char("Huh?\n\r", ch); return;} if ((victim = ch->fighting) == NULL) { send_to_char("You are not fighting anyone.\n\r", ch); return;} if (ch->move < 75) { send_to_char("You need 75 move to confuse your opponent.\n\r",ch); return;} act("$n attempts to confuse you.",ch,NULL,victim,TO_VICT); act("You attempt to confuse $N.",ch,NULL,victim,TO_CHAR); act("$n attempts to confuse $N.",ch,NULL,victim,TO_NOTVICT); ch->move -=75; if ( number_percent() > 25 ) { send_to_char("You failed.\n\r", ch ); return;} else { do_flee(victim,""); WAIT_STATE(ch, 16); return; } return; }