//Who ever vic is cant code, incounting 37 crash bugs found in this file, several redone. /*************************************************************************** * 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" void do_outcast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( ch->pcdata->stats[UNI_GEN] != 2 && !IS_SET(ch->special, SPC_DEMON_LORD) && ch->level != 6 ) { send_to_char("You are not a clan leader!\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Outcast who?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char("You cannot outcast youself!\n\r", ch); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( IS_CLASS(ch,CLASS_DEMON) && IS_SET(ch->special, SPC_DEMON_LORD) && IS_CLASS(victim, CLASS_DEMON) && !str_cmp(victim->clan,ch->clan) ) { sprintf(buf,"%s has been outcasted from %s", victim->name, ch->clan); do_info(victim,buf); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } if (IS_DEMAFF(victim,DEM_HORNS) ) { send_to_char("Your horns slide back into your head.\n\r",victim); act("$N's horns slide back into $s head.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); } if (IS_DEMAFF(victim,DEM_HOOVES) ) { send_to_char("Your hooves transform into feet.\n\r",victim); act("$N's hooves transform back into $s feet.", ch, NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); } if (IS_DEMAFF(victim,DEM_WINGS) ) { if (IS_DEMAFF(victim,DEM_UNFOLDED) ) { send_to_char("Your wings fold up behind your back.\n\r",victim); act("$N's wings fold up behind $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); } send_to_char("Your wings slide into your back.\n\r",victim); act("$N's wings slide into $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); } if ( IS_EXTRA(victim, EXTRA_OSWITCH) ) { do_humanform(victim,""); } victim->pcdata->powers[DPOWER_FLAGS] = 0; victim->pcdata->stats[DEMON_TOTAL] = 0; victim->pcdata->stats[DEMON_CURRENT] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); REMOVE_BIT(victim->special, SPC_CHAMPION ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->special, SPC_DEMON_LORD); victim->pcdata->stats[UNI_RAGE] = 0; victim->class = 0; send_to_char("You have been outcasted from Hell!\n\r", victim); } else if ( ( IS_CLASS(ch, CLASS_MAGE) && ch->level == LEVEL_ARCHMAGE ) && ch->pcdata->powers[MPOWER_RUNE0] == victim->pcdata->powers[MPOWER_RUNE0] && victim->level < LEVEL_ARCHMAGE ) { sprintf(buf,"%s has been outcasted from the Mages Guild.", victim->name); do_info(victim,buf); reset_spell(victim,0); reset_spell(victim,1); reset_spell(victim,2); reset_spell(victim,3); reset_spell(victim,4); victim->trust = 0; victim->class = 0; victim->level = 3; send_to_char("You have been outcasted from the Mages Guild!\n\r", victim); } else if ( IS_CLASS(ch,CLASS_VAMPIRE) && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_VAMPIRE) ) { sprintf(buf,"%s has been outcasted from %s.", victim->name, victim->clan); do_info(victim,buf); victim->pcdata->condition[COND_THIRST] = 10000; if ( IS_CLASS(victim, CLASS_VAMPIRE) ) do_unwerewolf(victim,""); if ( IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self"); if ( IS_POLYAFF(victim,POLY_SERPENT) ) do_serpent(victim,""); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_VAMPAFF(victim,VAM_DISGUISED) ) { free_string( victim->morph ); victim->morph = str_dup( victim->name ); send_to_char("You transform into yourself.\n\r", victim); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DISGUISED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(victim,"auto"); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; victim->beast = 15; victim->pcdata->condition[COND_THIRST] = 0; send_to_char("You have been outcasted!\n\r", victim); } else if ( IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_WEREWOLF) ) { sprintf(buf,"%s has been outcasted from %s.", victim->name, victim->clan); do_info(victim,buf); victim->pcdata->powers[WPOWER_BEAR] = 4; victim->pcdata->powers[WPOWER_LYNX] = 4; victim->pcdata->powers[WPOWER_BOAR] = 4; victim->pcdata->powers[WPOWER_OWL] = 4; victim->pcdata->powers[WPOWER_SPIDER] = 4; victim->pcdata->powers[WPOWER_WOLF] = 4; victim->pcdata->powers[WPOWER_HAWK] = 4; victim->pcdata->powers[WPOWER_MANTIS] = 4; victim->pcdata->powers[WPOWER_TIGER] = 4; victim->pcdata->powers[WPOWER_GAIA] = 4; do_unwerewolf(victim,""); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your talons slide back into your fingers.\n\r",victim); act("$N's talons slide back into $s fingers.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(victim,"auto"); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You slowly fade into existence.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[WPOWER_BEAR] = 0; victim->pcdata->powers[WPOWER_LYNX] = 0; victim->pcdata->powers[WPOWER_BOAR] = 0; victim->pcdata->powers[WPOWER_OWL] = 0; victim->pcdata->powers[WPOWER_SPIDER] = 0; victim->pcdata->powers[WPOWER_WOLF] = 0; victim->pcdata->powers[WPOWER_HAWK] = 0; victim->pcdata->powers[WPOWER_MANTIS] = 0; victim->pcdata->powers[WPOWER_TIGER] = 0; victim->pcdata->powers[WPOWER_GAIA] = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; send_to_char("You have been outcasted!\n\r", victim); } else if ( IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_NINJA) ) { sprintf(buf,"%s has been outcasted from %s.", victim->name, victim->clan); do_info(victim,buf); if ( IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("You shove your iron claws up your sleeves\n\r",victim); act("$N shoves $S iron claws up $e sleeves.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You appear from the shadows.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; victim->trust = 0; victim->level = 3; send_to_char("You have been outcasted!\n\r", victim); } reset_weapon(victim,0); reset_weapon(victim,1); reset_weapon(victim,2); reset_weapon(victim,3); reset_weapon(victim,4); reset_weapon(victim,5); reset_weapon(victim,6); reset_weapon(victim,7); reset_weapon(victim,8); reset_weapon(victim,9); reset_weapon(victim,10); reset_weapon(victim,11); reset_weapon(victim,12); if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } victim->pcdata->powers[1] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->special, SPC_ANARCH); victim->pcdata->stats[UNI_RAGE] = 0; victim->class = 0; send_to_char("You have been outcasted!\n\r", victim); if ( IS_CLASS(ch, CLASS_REVNANT) && ch->pcdata->stats[UNI_GEN] == 2 && !str_cmp(victim->clan,ch->clan) && IS_CLASS(victim, CLASS_REVNANT) ) { sprintf(buf,"%s has been outcasted from %s.", victim->name, victim->clan); do_info(victim,buf); reset_weapon(victim,0); reset_weapon(victim,1); reset_weapon(victim,2); reset_weapon(victim,3); reset_weapon(victim,4); reset_weapon(victim,5); reset_weapon(victim,6); reset_weapon(victim,7); reset_weapon(victim,8); reset_weapon(victim,9); reset_weapon(victim,10); reset_weapon(victim,11); reset_weapon(victim,12); if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You appear from a shroud of light.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your view shimmers into mortal vision.\n\r", victim ); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[PMONK] = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->pcdata->rank = 0; victim->class = 0; victim->trust = 0; victim->level = 3; send_to_char("You have been outcasted!\n\r", victim); } else send_to_char("They are not of your clan!\n\r", ch); return; } void do_class( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int i; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: class <char> <class>.\n\r", ch ); send_to_char(" Classes:\n\r", ch ); send_to_char("None, ", ch); send_to_char("Demon, ", ch); send_to_char("Demon Lord , ", ch); send_to_char("Purple Mage, Blue Mage, Yellow Mage, Green Mage, Red Mage, ", ch); send_to_char("Werewolf, ", ch); send_to_char("Ninja, ", ch); send_to_char("Revnant, ", ch); send_to_char("Vampire, ", ch); send_to_char("Highlander, ", ch); send_to_char("Alien, ", ch); send_to_char("Hydra, ", ch); send_to_char("Shatan, ",ch); send_to_char("ANgel.", ch); send_to_char("Dragon.", ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } if ( !str_cmp( arg2, "none" ) ) { /* Used to make sure the person has enough "stuff" to change */ victim->pcdata->condition[COND_THIRST] = 10000; victim->move = 10000; victim->mana = 10000; victim->pcdata->powers[WPOWER_BEAR] = 4; victim->pcdata->powers[WPOWER_LYNX] = 4; victim->pcdata->powers[WPOWER_BOAR] = 4; victim->pcdata->powers[WPOWER_OWL] = 4; victim->pcdata->powers[WPOWER_SPIDER] = 4; victim->pcdata->powers[WPOWER_WOLF] = 4; victim->pcdata->powers[WPOWER_HAWK] = 4; victim->pcdata->powers[WPOWER_MANTIS] = 4; victim->pcdata->powers[WPOWER_TIGER] = 4; victim->pcdata->powers[WPOWER_GAIA] = 4; if ( IS_CLASS(victim, CLASS_WEREWOLF) || IS_CLASS(victim, CLASS_VAMPIRE) ) do_unwerewolf(victim,""); if (IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self"); victim->pcdata->stats[UNI_FORM0] = 0; /* All classes in general */ if (IS_VAMPAFF(victim,VAM_FANGS) ) { send_to_char("Your fangs slide back into your gums.\n\r",victim); act("$N's fangs slide back into $s gums.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FANGS); } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your claws slide back under your nails.\n\r",victim); act("$N's claws slide back under $s nails.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } else if (IS_CLASS(victim, CLASS_NINJA) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("You shove your iron claws up your sleeves\n\r",victim); act("$N shoves $S iron claws up $e sleeves.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } else if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_VAMPAFF(victim,VAM_CLAWS) ) { send_to_char("Your talons slide back into your fingers.\n\r",victim); act("$N's talons slide back into $s fingers.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CLAWS); } if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) { send_to_char("The red glow in your eyes fades.\n\r",victim); act("The red glow in $N's eyes fades.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); } if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) { send_to_char("You can no longer see between planes.\n\r",victim); REMOVE_BIT(victim->affected_by, AFF_SHADOWSIGHT); } if (IS_IMMUNE(victim,IMM_SHIELDED) ) { send_to_char("You stop shielding your aura.\n\r",victim); REMOVE_BIT(victim->immune, IMM_SHIELDED); } if (IS_VAMPAFF(victim,VAM_DISGUISED) ) { free_string( victim->morph ); victim->morph = str_dup( victim->name ); send_to_char("You transform into yourself.\n\r", victim); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_DISGUISED); } if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) { send_to_char("You fade back into the real world.\n\r",victim); act("The shadows flicker and $N fades into existance.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->affected_by,AFF_SHADOWPLANE); do_look(ch,"auto"); } if (IS_SET(victim->act, PLR_WIZINVIS) ) { REMOVE_BIT(victim->act, PLR_WIZINVIS); send_to_char( "You slowly fade into existence.\n\r", victim ); } if (IS_SET(victim->act, PLR_HOLYLIGHT) ) { REMOVE_BIT(victim->act, PLR_HOLYLIGHT); send_to_char( "Your senses return to normal.\n\r", victim ); } /* Demon Stuff */ if (IS_DEMAFF(victim,DEM_HORNS) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your horns slide back into your head.\n\r",victim); act("$N's horns slide back into $s head.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); } if (IS_DEMAFF(victim,DEM_HOOVES) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your hooves transform into feet.\n\r",victim); act("$N's hooves transform back into $s feet.", ch, NULL,victim,TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); } if (IS_DEMAFF(victim,DEM_WINGS) && IS_CLASS(victim, CLASS_DEMON) ) { if (IS_DEMAFF(victim,DEM_UNFOLDED) && IS_CLASS(victim, CLASS_DEMON) ) { send_to_char("Your wings fold up behind your back.\n\r",victim); act("$N's wings fold up behind $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); } send_to_char("Your wings slide into your back.\n\r",victim); act("$N's wings slide into $s back.", ch, NULL, victim, TO_ROOM); REMOVE_BIT(victim->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); } if ( IS_EXTRA(victim, EXTRA_OSWITCH) ) { do_humanform(victim,""); } REMOVE_BIT(victim->special, SPC_CHAMPION ); REMOVE_BIT(victim->special, SPC_INCONNU ); REMOVE_BIT(victim->special, SPC_ANARCH ); REMOVE_BIT(victim->special, SPC_SIRE); REMOVE_BIT(victim->special, SPC_PRINCE); REMOVE_BIT(victim->special, SPC_DEMON_LORD); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_CHANGED); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_MIST); REMOVE_BIT(victim->affected_by, AFF_ETHEREAL); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_FLYING); REMOVE_BIT(victim->pcdata->stats[UNI_AFF], VAM_SONIC); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_BAT); REMOVE_BIT(victim->pcdata->powers[WOLF_POLYAFF], POLY_WOLF); victim->pcdata->powers[DPOWER_FLAGS] = 0; victim->pcdata->stats[DEMON_TOTAL] = 0; victim->pcdata->stats[DEMON_CURRENT] = 0; victim->pcdata->powers[WPOWER_BEAR] = 0; victim->pcdata->powers[WPOWER_LYNX] = 0; victim->pcdata->powers[WPOWER_BOAR] = 0; victim->pcdata->powers[WPOWER_OWL] = 0; victim->pcdata->powers[WPOWER_SPIDER] = 0; victim->pcdata->powers[WPOWER_WOLF] = 0; victim->pcdata->powers[WPOWER_HAWK] = 0; victim->pcdata->powers[WPOWER_MANTIS] = 0; victim->pcdata->powers[WPOWER_TIGER] = 0; victim->pcdata->powers[WPOWER_GAIA] = 0; victim->pcdata->powers[1] = 0; victim->pcdata->condition[COND_THIRST] = 0; victim->move = victim->max_move; victim->mana = victim->max_mana; victim->hit = victim->max_hit; victim->pcdata->rank = 0; victim->pcdata->stats[UNI_RAGE] = 0; free_string(victim->lord); victim->lord = str_dup( "" ); free_string(victim->clan); victim->clan = str_dup( "" ); victim->pcdata->stats[UNI_GEN] = 0; victim->pcdata->stats[UNI_AFF] = 0; victim->pcdata->stats[UNI_CURRENT] = -1; victim->beast = 15; /* reset all the weap skills and stuff */ for (i= 0; i <= 10;i++) if (victim->stance[i] > 200) victim->stance[i] = 200; for (i=0;i<=12;i++) if (victim->wpn[i] > 200) victim->wpn[i] = 200; victim->class = 0; if (!IS_IMMORTAL(ch)) victim->trust = 0; victim->level = 2; send_to_char("You are classless now!\n\r", victim); } else if ( !str_cmp( arg2, "demon" ) ) { victim->class = 1; victim->level = 3; SET_BIT( victim->special, SPC_CHAMPION ); victim->lord=str_dup(ch->name); send_to_char("You are now a demon!\n\r", victim); } else if ( !str_cmp( arg2, "demon lord" ) ) { victim->class = 1; victim->level = 3; SET_BIT( victim->special, SPC_DEMON_LORD ); victim->lord=str_dup(victim->name); send_to_char("You are now a Demon Lord!\n\r", victim); } else if ( !str_cmp( arg2, "purple mage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust = victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 0; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a purple mage!\n\r", victim); } else if ( !str_cmp( arg2, "red mage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 1; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a red mage!\n\r", victim); } else if ( !str_cmp( arg2, "yellow mage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 4; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a yellow mage!\n\r", victim); } else if ( !str_cmp( arg2, "blue mage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 2; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a blue mage!\n\r", victim); } else if ( !str_cmp( arg2, "green mage" ) ) { victim->class = 2; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; victim->pcdata->powers[MPOWER_RUNE0] = 3; victim->pcdata->powers[MPOWER_RUNE1] = 2047; victim->pcdata->powers[MPOWER_RUNE2] = 1023; victim->pcdata->powers[MPOWER_RUNE3] = 15; send_to_char("You are now a green mage!\n\r", victim); } else if ( !str_cmp( arg2, "werewolf" ) ) { victim->class = 4; victim->level = 3; victim->pcdata->stats[UNI_GEN] = 4; send_to_char("You are now a werewolf!\n\r", victim); } else if ( !str_cmp( arg2, "vampire" ) ) { victim->class = 8; victim->level = 3; victim->pcdata->stats[UNI_GEN] = 4; send_to_char("You are now a vampire!\n\r", victim); } else if ( !str_cmp( arg2, "highlander" ) ) { victim->class = 16; victim->level = 3; send_to_char("You are now a highlander!\n\r", victim); } else if ( !str_cmp( arg2, "ninja" ) ) { victim->pcdata->stats[UNI_GEN] = 4; victim->class = 64; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; send_to_char("You are now a ninja!\n\r", victim); } else if ( !str_cmp( arg2, "revnant" ) ) { victim->class = 256; if ( victim->trust > 6 ) { victim->trust=victim->trust; } else { victim->trust = 6; } victim->level = 6; send_to_char("You are now a Revnant!\n\r", victim); } else if ( !str_cmp( arg2, "alien" )) { victim->trust = 0; victim->level = 3; victim->class = CLASS_ALIEN; send_to_char("You are now a alien!\n\r", victim); } else if ( !str_cmp( arg2, "shatan" )) { victim->trust = 0; victim->level = 3; victim->class = CLASS_SHATAN; victim->pcdata->powers[SHATAN_POWER] = 1; send_to_char("You are now a Shatan! \n\r", victim); } else if ( !str_cmp( arg2, "hydra" )) { victim->trust = 0; victim->level = 3; victim->class = CLASS_HYDRA; SET_BIT(victim->act, PLR_HOLYLIGHT); ch->pcdata->powers[DISC_HYDRA_ACCUR] = 2; ch->pcdata->powers[DISC_HYDRA_TWIRL] = 0; ch->pcdata->powers[DISC_HYDRA_HEADS] = 1; ch->pcdata->powers[DISC_HYDRA_POWER] = 1; send_to_char("You are now a Hydra!\n\r", victim); } else if ( !str_cmp( arg2, "angel" ) ) { victim->class = 512; send_to_char("You are now a angel!\n\r", victim); } else if ( !str_cmp( arg2, "dragon" ) ) { victim->class = 1024; send_to_char("You are now a dragon!\n\r", victim); } else { send_to_char( "Syntax: class <char> <class>.\n\r", ch ); send_to_char(" Classes:\n\r", ch ); send_to_char("None, ", ch); send_to_char("Demon, ", ch); send_to_char("Demon Lord , ", ch); send_to_char("Purple Mage, Blue Mage, Yellow Mage, Green Mage, Red Mage, ", ch); send_to_char("Werewolf, ", ch); send_to_char("Vampire, ", ch); send_to_char("ANgel.", ch); send_to_char("Ninja, ", ch); send_to_char("Revnant, ", ch); send_to_char("Alien, ", ch); send_to_char("Highlander, ", ch); return; } send_to_char("Class Set.\n\r",ch); return; } void do_autostance( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int selection; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!str_cmp(arg,"none") ) { selection = STANCE_NONE; send_to_char("You're autostance has been removed.\n\r",ch); REMOVE_BIT(ch->extra, EXTRA_STANCE); } else if (!str_cmp(arg,"viper") ) { selection = STANCE_VIPER; send_to_char("Viper stance set.\n\r",ch); } else if (!str_cmp(arg,"crane") ) { selection = STANCE_CRANE; send_to_char("Crane stance set.\n\r",ch); } else if (!str_cmp(arg,"crab") ) { selection = STANCE_CRAB; send_to_char("Crab stance set.\n\r",ch); } else if (!str_cmp(arg,"mongoose")) { selection = STANCE_MONGOOSE; send_to_char("Mongoose stance set.\n\r",ch); } else if (!str_cmp(arg,"bull") ) { selection = STANCE_BULL; send_to_char("Bull stance set.\n\r",ch); } else { if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_MANTIS; send_to_char("Mantis stance set.\n\r",ch); } else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) { selection = STANCE_DRAGON; send_to_char("Dragon stance set.\n\r",ch); } else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_TIGER; send_to_char("Tiger stance set.\n\r",ch); } else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_MONKEY; send_to_char("Monkey stance set.\n\r",ch); } else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_SWALLOW; send_to_char("Swallow stance set.\n\r",ch); } else { send_to_char("Syntax is: autostance <style>.\n\r",ch); send_to_char("Autotance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch); send_to_char(" If you know them: Mantis, Dragon, Tiger, Monkey, Swallow.\n\r",ch); return; } } ch->pcdata->autostance = selection; SET_BIT(ch->extra, EXTRA_STANCE); return; } void reset_weapon( CHAR_DATA *ch, int dtype ) { if ( ch->wpn[dtype] > 200 ) ch->wpn[dtype] = 200; return; } void reset_spell( CHAR_DATA *ch, int dtype ) { if ( ch->spl[dtype] > 200 ) ch->spl[dtype] = 200; return; }