/*************************************************************************** * 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 'licensedoc' 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 "interp.h" /* * Local functions. */ 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_DEVOUR )) send_to_char("You have the ability to devour your opponents, sending them into the pits of Hell.\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_REGENERATE )) 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_obtain( CHAR_DATA *ch, char *argument ) { int newwarp = 0; int warpnum = number_range(1,18); 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 >= 18) { 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 == 10) newwarp = WARP_HUNT; else if (warpnum == 11) newwarp = WARP_DEVOUR; else if (warpnum == 12) newwarp = WARP_TERROR; else if (warpnum == 13) newwarp = WARP_REGENERATE; else if (warpnum == 14) newwarp = WARP_STEED; else if (warpnum == 15) newwarp = WARP_WEAPON; else if (warpnum == 16) newwarp = WARP_MAGMA; else if (warpnum == 17) newwarp = WARP_SHARDS; else if (warpnum == 18) newwarp = WARP_WINGS; 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("#0[#rFangs #0][#r 2500#0] #0[#rClaws #0][#r 2500#0] #0[#rTail #0][#r 5000#0]#n\n\r",ch); send_to_char("#0[#rHorns #0][#r 2500#0] #0[#rHooves #0][#r 1500#0] #0[#rGraft #0][#r20000#0]#n\n\r",ch); send_to_char("#0[#rNightSight#0][#r 3000#0] #0[#rWings #0][#r 1000#0] #0[#rMight #0][#r 7500#0]#n\n\r",ch); send_to_char("#0[#rToughness #0][#r 7500#0] #0[#rSpeed #0][#r 7500#0] #0[#rTravel #0][#r 1500#0]#n\n\r",ch); send_to_char("#0[#rScry #0][#r 7500#0] #0[#rTruesight #0][#r 7500#0] #0[#rMove #0][#r 500#0]#n\n\r",ch); send_to_char("#0[#rLeap #0][#r 500#0] #0[#rMagic #0][#r 1000#0] #0[#rLifespan #0][#r 100#0]#n\n\r",ch); send_to_char("#0[#rShield #0][#r20000#0] #0[#rLongsword #0][#r 0#0] #0[#rShortsword#0][#r 0#0]#n\n\r",ch); send_to_char("#0[#rImmolate #0][#r 2500#0] #0[#rInferno #0][#r20000#0] #0[#rCaust #0][#r 3000#0]#n\n\r",ch); send_to_char("#0[#rUnnerve #0][#r 5000#0] #0[#rFreezeweapon#0][#r 3000#0] #0[#rEntomb #0][#r20000#0]#n\n\r",ch); send_to_char("#0[#rLeech #0][#r15000#0] #0[#rDemonform #0][#r25000#0] #0[#rBlink #0][#r15000#0]#n\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 (!IS_CLASS(victim, CLASS_DEMON)) { send_to_char("Only on demons.\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] = 33120; save_char_obj(victim); return; } /*if (!str_cmp(arg2,"shortsword")) { send_to_char ("You have been granted the power to transform into a demonic shortsword!\n\r",victim); send_to_char("You grant them the power to transform into a demonic shortsword.\n\r",ch); victim->pcdata->powers[DPOWER_OBJ_VNUM] = 33121; save_char_obj(victim); return; }onslaughtdemon */ 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,"entomb")) {inpart = DEM_ENTOMB; cost = 20000;} 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 (!(victim==ch)) cost *= 25; if (IS_DEMPOWER(victim, inpart)) { send_to_char("They have already got that power.\n\r",ch); return; } if( !IS_CLASS(victim, CLASS_DEMON)) { stc( "Only true evil may use this 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; } if( !IS_CLASS(victim, CLASS_DEMON) && ch->practice < 100 ) { stc( "Victim does not have 100 primal.\n\r",ch); return; } SET_BIT(victim->pcdata->powers[DPOWER_FLAGS], inpart); ch->pcdata->stats[DEMON_CURRENT] -= cost; if( !IS_CLASS(victim, CLASS_DEMON)) ch->practice -= 100; if (victim != ch) send_to_char("You have been granted a demonic gift from your Master!\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]; int vnum = 0; 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("Please specify which piece of demon armor you wish to make: Ring Collar Plate Helmet Leggings Boots Gauntlets Sleeves Cape Belt Bracer Visor longsword shortsword.\n\r",ch); return; } else if (!str_cmp(arg,"ring" )) vnum = 33122; else if (!str_cmp(arg,"collar" )) vnum = 33123; else if (!str_cmp(arg,"plate" )) vnum = 33125; else if (!str_cmp(arg,"helmet" )) vnum = 33126; else if (!str_cmp(arg,"leggings" )) vnum = 33127; else if (!str_cmp(arg,"boots" )) vnum = 33128; else if (!str_cmp(arg,"gauntlets")) vnum = 33129; else if (!str_cmp(arg,"sleeves" )) vnum = 33130; else if (!str_cmp(arg,"cape" )) vnum = 33131; else if (!str_cmp(arg,"belt" )) vnum = 33132; else if (!str_cmp(arg,"bracer" )) vnum = 33124; else if (!str_cmp(arg,"visor" )) vnum = 33133; else if (!str_cmp(arg,"longsword")) vnum = 33120; else if (!str_cmp(arg,"shortsword")) vnum = 33121; else { do_demonarmour(ch,""); return; } if (ch->practice < 60) { send_to_char("It costs 60 points of primal to create a piece of demon armour.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform an imm.\n\r",ch); return; } ch->practice -= 60; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); 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 $n's hands in a blast of flames.",ch,obj,NULL,TO_ROOM); return; } void do_travel( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_DEMON)) { if (!IS_DEMPOWER( ch, DEM_TRAVEL)) { send_to_char("You haven't been granted the gift of travel.\n\r",ch); return; } } else { send_to_char("Huh?\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "Nobody by that name.\n\r", ch ); return; } /* if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } */ if (IS_IMMUNE(victim, IMM_TRAVEL)) { send_to_char("I don't think they want you to do that.\n\r",ch); return; } if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SUMMON)) { send_to_char("I don't think they want you to do that.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "Nothing happens.\n\r", ch); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } if (victim->in_room == NULL) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (IS_SET(victim->extra, PLR_CASTLE)) { send_to_char("Sorry, no can do.\n\r", ch ); return;} send_to_char("You sink into the ground.\n\r",ch); act("$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("$n rises up out of the ground.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra,PLR_CASTLE); return; } void do_horns( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if( IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_DAEM_ATTA] < 4 ) { if (!IS_DEMPOWER( ch, DEM_HORNS) && IS_CLASS(ch,CLASS_DEMON)) { send_to_char("You haven't been granted the gift of horns or attack is below level 4.\n\r",ch); return; } } else if (IS_CLASS(ch,CLASS_VAMPIRE) && !IS_VAMPAFF(ch,VAM_VICISSITUDE) ) { send_to_char("Use bonemod.\n\r", ch); return; } if (IS_DEMAFF(ch,DEM_HORNS) ) { send_to_char("Your horns slide back into your head.\n\r",ch); act("$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 $n's back.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL); return; } /*moved*/ void do_hooves( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_DEMPOWER( ch, DEM_HOOVES)) { send_to_char("You haven't been granted the gift of horns.\n\r",ch); return; } if (IS_DEMAFF(ch,DEM_HOOVES) ) { send_to_char("Your hooves transform into feet.\n\r",ch); act("$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)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_DEMPOWER( ch, DEM_WINGS) && ch->power[DISC_DAEM_ATTA] < 5 && IS_CLASS(ch, CLASS_DEMON) ) { 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 $n's back.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); return; } void do_lifespan( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; OBJ_DATA *obj; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_DEMPOWER( ch, DEM_LIFESPAN)) { send_to_char("You haven't been granted the gift of lifespan.\n\r",ch); return; } if ( ( obj = ch->pcdata->chobj ) == NULL ) { send_to_char("Huh?\n\r",ch); return; } if ( obj->chobj == NULL || obj->chobj != ch ) { send_to_char("Huh?\n\r",ch); return; } if (!IS_HEAD(ch,LOST_HEAD)) { send_to_char("You cannot change your lifespan in this form.\n\r",ch); return; } if (!str_cmp(arg,"l") || !str_cmp(arg,"long" )) obj->timer = 0; else if (!str_cmp(arg,"s") || !str_cmp(arg,"short")) obj->timer = 1; else { send_to_char("Do you wish to have a long or short lifespan?\n\r",ch); return; } send_to_char("Ok.\n\r",ch); return; } void do_weaponform( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DEMON)) { send_to_char( "Huh?\n\r", ch); return; } else if (IS_AFFECTED(ch,AFF_POLYMORPH)) { send_to_char( "You cannot do this while polymorphed.\n\r", ch); return; } if (ch->pcdata->powers[DPOWER_OBJ_VNUM] < 1) { send_to_char( "You don't have the ability to change into a weapon.\n\r", ch); return; } if ((obj = create_object(get_obj_index(33120),60)) == NULL) { send_to_char( "You don't have the ability to change into a weapon.\n\r", ch); return; } if (IS_AFFECTED(ch,AFF_WEBBED)) { send_to_char( "Not with all this sticky webbing on.\n\r", ch); return; } if (ch->fight_timer>0) { send_to_char("Not with a fighttimer.\n\r",ch); return; } obj_to_room(obj,ch->in_room); act("$n transforms into $p and falls to the ground.",ch,obj,NULL,TO_ROOM); act("You transform into $p and fall to the ground.",ch,obj,NULL,TO_CHAR); ch->pcdata->obj_vnum = 33120; obj->chobj = ch; ch->pcdata->chobj = obj; SET_BIT(ch->affected_by, AFF_POLYMORPH); SET_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(obj->short_descr); return; } void do_humanform( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if (IS_NPC(ch)) return; if ( ( obj = ch->pcdata->chobj ) == NULL ) { send_to_char("You are already in human form.\n\r",ch); return; } ch->pcdata->obj_vnum = 0; obj->chobj = NULL; ch->pcdata->chobj = NULL; REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(""); act("$p transforms into $n.",ch,obj,NULL,TO_ROOM); act("Your reform your human body.",ch,obj,NULL,TO_CHAR); extract_obj(obj); if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) { char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_HELL)); } return; } void do_champions( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DEMON)) { send_to_char("Huh?\n\r",ch); return; } sprintf( buf, "#0[#rThe champions of Hell#0]\n\r"); send_to_char( buf, ch ); send_to_char("#0[ #rName #0] [ #rHits #0] [ #rMana #0] [ #rMove #0] [ #rPower #0]\n\r", ch ); for ( gch = char_list; gch != NULL; gch = gch->next ) { if ( IS_NPC(gch) ) continue; if ( !IS_CLASS(gch, CLASS_DEMON)) continue; sprintf( buf, "#0[#R%-16s#0] [#r%-6d#0] [#r%-6d#0] [#r%-6d#0] [ #r%-9d%9d #0]\n\r", capitalize( gch->name ), gch->hit,gch->mana,gch->move, gch->pcdata->stats[DEMON_CURRENT], gch->pcdata->stats[DEMON_TOTAL]); send_to_char( buf, ch ); } return; } void do_eyespy( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; if (IS_NPC(ch)) return; if (!IS_CLASS(ch,CLASS_DEMON)) { send_to_char("huh.\n\r",ch); return; } if (IS_HEAD(ch,LOST_EYE_L) && IS_HEAD(ch,LOST_EYE_R)) { send_to_char( "But you don't have any more eyes to pluck out!\n\r", ch ); return; } if (!IS_HEAD(ch,LOST_EYE_L) && number_range(1,2) == 1) { act( "You pluck out your left eyeball and throw it to the ground.", ch, NULL, NULL, TO_CHAR ); act( "$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 ) ); SET_BIT(victim->act, ACT_NOEXP); 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_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; }