/***************************************************************************
* 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 "clantable.h"
void horn args( ( CHAR_DATA *ch ) );
char * const dir_name [] =
{
"north", "east", "south", "west", "up", "down"
};
const sh_int rev_dir [] =
{
2, 3, 0, 1, 5, 4
};
const sh_int movement_loss [SECT_MAX] =
{
1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6
};
/*
* Local functions.
*/
int find_door args( ( CHAR_DATA *ch, char *arg ) );
bool has_key args( ( CHAR_DATA *ch, int key ) );
void take_key args( ( CHAR_DATA *ch, int key) );
int count_imms args( ( CHAR_DATA *ch ) );
bool check_track args( ( CHAR_DATA *ch, int direction ) );
void add_tracks args( ( CHAR_DATA *ch, int direction ) );
void show_page args( ( CHAR_DATA *ch, OBJ_DATA *book, int pnum, bool pagefalse ) );
void show_runes args( ( CHAR_DATA *ch, OBJ_DATA *page, bool endline ) );
bool are_runes args( ( OBJ_DATA *page ) );
int get_primal_cost args( (int primal, int value) );
void do_convert( CHAR_DATA *ch, char *argument)
{
int chance = number_range(1,100);
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
if( IS_NPC(ch))
return;
if( ch->pcdata->quest < 100)
{
stc("You need at least 100 qps.\n\r", ch);
return;
}
if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL )
{
log_string( "Error...missing object, please inform Kale.\n\r");
return;
}
obj = create_object( pObjIndex, 25 );
if( chance < 50)
make_gem(obj);
else
make_ore(obj);
obj_to_char(obj, ch);
sprintf(buf, "You have create %s.\n\r", obj->short_descr);
stc(buf, ch);
ch->pcdata->quest -= 100;
return;
}
void move_char( CHAR_DATA *ch, int door )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
CHAR_DATA *mount;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
DESCRIPTOR_DATA *d;
char buf [MAX_STRING_LENGTH];
char poly [MAX_STRING_LENGTH];
char mount2 [MAX_INPUT_LENGTH];
char leave [20];
int revdoor;
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
in_room = ch->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->to_room ) == NULL )
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_AFFECTED(ch, AFF_PASS_DOOR)
&& !IS_AFFECTED(ch, AFF_ETHEREAL)
&& !IS_AFFECTED(ch, AFF_SHADOWPLANE) )
{
act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
return;
}
if( IS_SET( pexit->exit_info, EX_CLOSED)
&& !IS_IMMORTAL(ch)
&& (to_room->vnum >= 26000
&& to_room->vnum <= 26206))
{
act( "You must have the key to enter here.", ch, NULL, NULL, TO_CHAR);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM)
&& ch->master != NULL
&& in_room == ch->master->in_room )
{
send_to_char( "What? And leave your beloved master?\n\r", ch );
return;
}
if (IS_NPC(ch) && (mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_MOUNT))
{
send_to_char( "You better wait for instructions from your rider.\n\r", ch );
return;
}
if ( room_is_private( to_room ))
{
if ( IS_NPC( ch ) || ch->trust < LEVEL_HIGHJUDGE)
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
else
send_to_char( "That room is private (Access granted).\n\r", ch);
}
if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG)) &&
(IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG)) &&
(IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_HOLD) != NULL) &&
(IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_WIELD) != NULL))
{
send_to_char( "You need at least one free arm to drag yourself with.\n\r", ch );
return;
}
else if ( IS_BODY(ch,BROKEN_SPINE) &&
(IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_HOLD) != NULL) &&
(IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_WIELD) != NULL))
{
send_to_char( "You cannot move with a broken spine.\n\r", ch );
return;
}
if ( !IS_NPC(ch) )
{
int move;
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR )
{
if( (!IS_AFFECTED(ch, AFF_FLYING) && !IS_SET(GET_POWERS(ch, DRAGON_FLAGS), DRAGON_FLY) )
&& ((mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_RIDING))
&& IS_AFFECTED(mount, AFF_FLYING))
{
send_to_char( "You can't fly.\n\r", ch );
return;
}
}
if ( in_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_NOSWIM )
{
OBJ_DATA *obj;
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if ( IS_AFFECTED(ch, AFF_FLYING) || IS_SET(GET_POWERS(ch, DRAGON_FLAGS), DRAGON_FLY) )
found = TRUE;
if ( !found )
{
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->item_type == ITEM_BOAT )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "You need a boat to go there.\n\r", ch );
return;
}
else if ( (!IS_AFFECTED(ch, AFF_FLYING) && !IS_SET(GET_POWERS(ch, DRAGON_FLAGS), DRAGON_FLY)) )
{
bool from_ok = FALSE;
bool to_ok = FALSE;
if ( in_room->sector_type == SECT_WATER_NOSWIM ) from_ok = TRUE;
if ( in_room->sector_type == SECT_WATER_SWIM ) from_ok = TRUE;
if ( to_room->sector_type == SECT_WATER_NOSWIM ) to_ok = TRUE;
if ( to_room->sector_type == SECT_WATER_SWIM ) to_ok = TRUE;
if ( !from_ok || !to_ok )
{
send_to_char("You either need a boat or have to be flying.\n\r",ch);
return;
}
}
}
}
move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)]
+ movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)]
;
if (IS_HERO(ch)) move = 0;
if(ch->move <= 0)
{
send_to_char("You are too Exhausted.\n\r",ch);
return;
}
if (IS_SET(ch->mounted, IS_RIDING) && (ch->move < move || ch->move < 1))
{
send_to_char( "You are too exhausted.\n\r", ch );
return;
}
if (IS_SET(pexit->exit_info, EX_IRON_WALL)
&& !IS_AFFECTED(ch, AFF_PASS_DOOR) )
{
send_to_char("A towering wall of iron blocks your path.\n\r", ch);
act("$n's path is blocked by the wall of iron.", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_SET(pexit->exit_info, EX_MUSHROOM_WALL))
{
send_to_char("The mushrooms block your path.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_FIRE_WALL)
&& ch->class == 0)
{
act("$n bursts through the wall of fire.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the flames and are unaffected.\n\r", ch);
}
else if (IS_SET(pexit->exit_info, EX_FIRE_WALL)
&& ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
{
act("$n bursts through the wall of fire.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the flames.\n\r", ch);
ch->hit -= dice(15 , 50);
stc("The flames sear your flesh.\n\r",ch);
}
if (IS_SET(pexit->exit_info, EX_SWORD_WALL)
&& ch->class == 0)
{
act("$n bursts through the wall of swords.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the swords and are unaffected.\n\r", ch);
}
else if (IS_SET(pexit->exit_info, EX_SWORD_WALL)
&& ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
{
act("$n jumps through the wall of swords.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the swords.\n\r", ch);
send_to_char("Aaaaaaaaarghhhhhhh! That hurt!\n\r", ch);
ch->hit -= dice(6, 70);
}
if (IS_SET(pexit->exit_info, EX_ASH_WALL) )
{
send_to_char("You scream in agony as the wall of ash rips apart your life force.\n\r", ch);
act("$n screams in agony as the wall of ash rips $s life force apart.", ch, NULL, NULL, TO_ROOM);
ch->hit /= 2;
ch->move /= 2;
}
if (IS_SET(pexit->exit_info, EX_ENERGYNET_WALL)
&& ( ch->level > 2 && !IS_CLASS(ch, CLASS_CYBORG) ) )
{
stc("A barely visible energy web stops your movement!\n\r", ch);
return;
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_SHADOW) )
{
if( IS_SET(GET_POWERS(ch, SHADOW_BITS), SHADOW_FOLLOW) )
{
INC_POWERS(ch, SHADOW_COUNTER);
if( ch->move < ( GET_POWERS(ch, SHADOW_COUNTER) * 50 ) )
conceal_count(ch);
else
ch->move -= ( GET_POWERS(ch, SHADOW_COUNTER) * 50 );
}
}
WAIT_STATE( ch, 1 );
if (!IS_SET(ch->mounted, IS_RIDING)) ch->move -= move;
}
/* Check for mount message - KaVir */
if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
{
if (IS_NPC(mount))
sprintf(mount2," on %s.",mount->short_descr);
else
sprintf(mount2," on %s.",mount->name);
}
else
sprintf(mount2,".");
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
sprintf(leave,"rolls");
else if ( IS_AFFECTED(ch,AFF_ETHEREAL) )
sprintf(leave,"floats");
else if ( ch->in_room->sector_type == SECT_WATER_SWIM )
sprintf(leave,"swims");
else if ( IS_BODY(ch,BROKEN_SPINE) )
sprintf(leave,"drags $mself");
else if ( IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG) )
sprintf(leave,"drags $mself");
else if ( ch->hit < (ch->max_hit/4) )
sprintf(leave,"crawls");
else if ( (IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) &&
(!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) &&
!IS_LEG_L(ch,LOST_FOOT)) )
sprintf(leave,"hops");
else if ( (IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
(!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) &&
!IS_LEG_R(ch,LOST_FOOT)) )
sprintf(leave,"hops");
else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
(!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) &&
!IS_LEG_R(ch,LOST_FOOT)) )
sprintf(leave,"limps");
else if ( (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_FOOT)) &&
(!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) &&
!IS_LEG_L(ch,LOST_FOOT)) )
sprintf(leave,"limps");
else if ( ch->hit < (ch->max_hit/3) )
sprintf(leave,"limps");
else if ( ch->hit < (ch->max_hit/2) )
sprintf(leave,"staggers");
else if ( !IS_NPC(ch) )
{
if (ch->pcdata->condition[COND_DRUNK] > 10)
sprintf(leave,"staggers");
else
sprintf(leave,"walks");
}
else
sprintf(leave,"walks");
if (!IS_NPC(ch) && ch->stance[0] != -1 && ((ch->trust == 3) || (ch->level == 3))) do_stance(ch,"");
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
if ( ( victim = d->character ) == NULL )
continue;
if ( ch->in_room == NULL || victim->in_room == NULL ) continue;
if ( ch == victim || ch->in_room != victim->in_room) continue;
if ( d->connected != CON_PLAYING || !can_see( ch, victim ) )
continue;
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
&& can_see(victim,ch))
{
if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
sprintf(poly,"%s rides $T%s",ch->morph,mount2);
else
sprintf(poly,"%s %s $T%s",ch->morph,leave,mount2);
act( poly, victim, NULL, dir_name[door], TO_CHAR );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
&& can_see(victim,ch))
{
if( ((mount = ch->mount) != NULL) && (ch->mounted == IS_RIDING))
sprintf(poly,"$n rides %s%s",dir_name[door],mount2);
else
sprintf(poly,"$n %s %s%s",leave,dir_name[door],mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
}
char_from_room( ch );
char_to_room( ch, to_room );
/******** Dreamscape DT Bit Removal *********/
if ( ch->in_room->vnum == 26112 && !IS_NPC(ch))
{
if( IS_AFFECTED(ch, AFF_SHADOWPLANE))
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
if( IS_AFFECTED(ch, AFF_ETHEREAL))
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
if( IS_SET(ch->newbits, NEW_DARKNESS))
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
if( IS_SET(GET_POWERS(ch, ALIEN_BITS), ALIEN_CLOAK))
REM_BIT_POWERS(ch, ALIEN_BITS, ALIEN_CLOAK);
}
/******** Dreamscape character checks *********/
if ( ch->in_room->vnum == 26001 )
{
ROOM_INDEX_DATA *pRoomIndex;
pRoomIndex = get_room_index(26112);
if( (ch->level < 3
|| ch->max_hit < 15000
|| ch->max_mana < 15000
|| ch->max_move < 15000)
&& !IS_NPC(ch) )
{
stc("The Dream Master exclaims 'You were warned not to enter if you were not powerful enough!"
" Now you shall pay with your life!'\n\r", ch);
act("$n disappears before you to pay with his blood!\n\r", ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
return;
}
}
if ( door == 0 ) {revdoor = 2;sprintf(buf,"the south");}
else if ( door == 1 ) {revdoor = 3;sprintf(buf,"the west");}
else if ( door == 2 ) {revdoor = 0;sprintf(buf,"the north");}
else if ( door == 3 ) {revdoor = 1;sprintf(buf,"the east");}
else if ( door == 4 ) {revdoor = 5;sprintf(buf,"below");}
else {revdoor = 4;sprintf(buf,"above");}
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
if ( ( victim = d->character ) == NULL )
continue;
if ( ch->in_room == NULL || victim->in_room == NULL ) continue;
if ( ch == victim || ch->in_room != victim->in_room) continue;
if ( d->connected != CON_PLAYING || !can_see( ch, victim ) )
continue;
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) && can_see(victim,ch))
{
if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
sprintf(poly,"%s rides in from %s%s",ch->morph,buf,mount2);
else
sprintf(poly,"%s %s in from %s%s",ch->morph,leave,buf,mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK) && can_see(victim,ch)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
{
if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
sprintf(poly,"$n rides in from %s%s",buf,mount2);
else
sprintf( poly, "$n %s in from %s%s",leave,buf,mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
}
do_look( ch, "auto" );
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( (mount = fch->mount) != NULL && mount == ch && IS_SET(fch->mounted,IS_MOUNT))
{
act( "$N digs $S heels into you.", fch, NULL, ch, TO_CHAR );
char_from_room(fch);
char_to_room(fch,ch->in_room);
}
if ( fch->master == ch && fch->position == POS_STANDING
&& fch->in_room != ch->in_room)
{
act( "You follow $N.", fch, NULL, ch, TO_CHAR );
move_char( fch, door );
}
}
room_text(ch,">ENTER<");
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_DROW) && IS_SET(GET_POWERS(ch,DROW_BITS),DROW_HATE) )
{
if( number_percent() < 2 )
{
stc("You scream out in hatred and attack!\n\r",ch);
act("$n screams out in hatred and attacks!",ch,NULL,NULL,TO_ROOM);
for( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if( ch == vch )
continue;
else
multi_hit(ch,vch,TYPE_UNDEFINED);
}
}
}
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;
if( IS_SET(ch->affected_by,AFF_POLYMORPH) )
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
if( IS_SET(ch->extra,EXTRA_OSWITCH) )
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
if( IS_CLASS(ch,CLASS_VAMPIRE) )
GET_POWERS(ch,VAMP_FORM) = FORM_NORMAL;
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 check_trap(CHAR_DATA *ch)
{
AFFECT_DATA *af;
AFFECT_DATA *af_next;
int dam = 0;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *vch, *vch_next;
AFFECT_DATA afc;
int sn = 0;
/* add traps here */
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_DART) )
{
if( !IS_NPC(ch) && (ch->trust >= 3) )
{
if( !str_cmp(ch->in_room->trapped_by,ch->name) )
return;
dam = number_range(1000,3000);
ch->hit -= dam;
sprintf(buf, "A soft *thump* is heard as a dart flies out of nowhere striking %s! [%d]", ch->name, dam);
act(buf,ch,NULL,NULL,TO_NOTVICT);
sprintf(buf, "You hear a soft *thump* and then a sudden pain as you are hit by a dart! [%d]\n\r", dam);
stc(buf,ch);
update_pos(ch);
ch->in_room->trapped_by = NULL;
for( af = ch->in_room->affected; af != NULL; af = af_next)
{
af_next = af->next;
if( af->bitvector == AFF_ROOM_DART)
room_affect_remove(ch->in_room,af);
}
}
}
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_EXPLOSION) )
{
if( !IS_NPC(ch) && (ch->trust >= 3) )
{
if( !str_cmp(ch->in_room->trapped_by,ch->name) )
return;
dam = number_range(500,1500);
for( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if( IS_NPC(vch) )
continue;
if( !str_cmp(vch->in_room->trapped_by,ch->name) )
continue;
vch->hit -= dam;
vch->pcdata->pulse_timer[PULSE_HEATMETAL] = number_range(1,2);
if( IS_CLASS(vch,CLASS_DRAGON) && GET_POWERS(vch,DRAGON_FORM) == DRAGON_FORM_DRAGON )
vch->pcdata->pulse_timer[PULSE_HEATMETAL] = 0;
update_pos(vch);
sprintf(buf, "A burst of flame suddenly engulfs the room! [%d]", dam );
send_to_room(buf,ch->in_room);
}
ch->in_room->trapped_by = NULL;
for( af = ch->in_room->affected; af != NULL; af = af_next)
{
af_next = af->next;
if( af->bitvector == AFF_ROOM_EXPLOSION)
room_affect_remove(ch->in_room,af);
}
}
}
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_POISON) )
{
if( !IS_NPC(ch) && (ch->trust >= 3) )
{
if( !str_cmp(ch->in_room->trapped_by,ch->name) )
return;
sprintf(buf, "You hear a barely audible hiss of gas, then notice %s suddenly turning a sickly green!", ch->name);
act(buf,ch,NULL,NULL,TO_NOTVICT);
sprintf(buf, "Your vision blurs and you become dizzy as you feel poison begin to flow through your veins!\n\r");
stc(buf,ch);
if( (sn = skill_lookup("poison")) < 0)
return;
afc.type = sn;
afc.duration = number_range(2,6);
afc.location = APPLY_STR;
afc.modifier = -3;
afc.bitvector = AFF_POISON;
affect_to_char(ch, &afc);
update_pos(ch);
ch->in_room->trapped_by = NULL;
for( af = ch->in_room->affected; af != NULL; af = af_next)
{
af_next = af->next;
if( af->bitvector == AFF_ROOM_POISON)
room_affect_remove(ch->in_room,af);
}
}
}
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_SLEEP) )
{
if( !IS_NPC(ch) && (ch->trust >= 3) )
{
if( !str_cmp(ch->in_room->trapped_by,ch->name) )
return;
sprintf(buf, "You hear a barely audible hiss of gas, then notice %s stumble around and collapse on the floor!", ch->name);
act(buf,ch,NULL,NULL,TO_NOTVICT);
sprintf(buf, "Your eyes suddenly grow very heavy as you collapse to the floor!\n\r");
stc(buf,ch);
ch->position = POS_SLEEPING;
update_pos(ch);
WAIT_STATE(ch,16);
ch->in_room->trapped_by = NULL;
for( af = ch->in_room->affected; af != NULL; af = af_next)
{
af_next = af->next;
if( af->bitvector == AFF_ROOM_SLEEP)
room_affect_remove(ch->in_room,af);
}
}
}
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_FIRETRAP))
{
if(!IS_NPC(ch) && IS_HERO(ch) && (number_range(1,100) < 70) && !has_power(ch, SCHOOL_FIRE))
{
ch->hit -= number_range(1000,3000);
act("$n has tripped a firetrap!", ch, NULL, NULL, TO_ROOM);
stc("You have tripped a firetrap!\n\r", ch);
update_pos(ch);
for( af = ch->in_room->affected; af != NULL; af = af_next)
{
af_next = af->next;
if( af->bitvector == AFF_ROOM_FIRETRAP)
room_affect_remove(ch->in_room,af);
}
}
}
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_north( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch,AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_TENDRILS))
{
send_to_char("You are unable to move tangled in these tendrils.\n\r",ch);
return;
}
if( !IS_NPC(ch)
&& ch->pcdata->held_by != NULL
&& ch->pcdata->held_by[0] != '\0')
{
stc("You can't move while being held.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_NORTH );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_NORTH );
char_from_room(ch);
char_to_room(ch, old_room);
}
check_trap(ch);
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_TENDRILS))
{
send_to_char("You are unable to move tangled in these tendrils.\n\r",ch);
return;
}
if( !IS_NPC(ch)
&& ch->pcdata->held_by != NULL
&& ch->pcdata->held_by[0] != '\0')
{
stc("You can't move while being held.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_EAST );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_EAST );
char_from_room(ch);
char_to_room(ch, old_room);
}
check_trap(ch);
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_TENDRILS))
{
send_to_char("You are unable to move tangled in these tendrils.\n\r",ch);
return;
}
if( !IS_NPC(ch)
&& ch->pcdata->held_by != NULL
&& ch->pcdata->held_by[0] != '\0')
{
stc("You can't move while being held.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_SOUTH );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_SOUTH );
char_from_room(ch);
char_to_room(ch, old_room);
}
check_trap(ch);
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_TENDRILS))
{
send_to_char("You are unable to move tangled in these tendrils.\n\r",ch);
return;
}
if( !IS_NPC(ch)
&& ch->pcdata->held_by != NULL
&& ch->pcdata->held_by[0] != '\0')
{
stc("You can't move while being held.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_WEST );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_WEST );
char_from_room(ch);
char_to_room(ch, old_room);
}
check_trap(ch);
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_TENDRILS))
{
send_to_char("You are unable to move tangled in these tendrils.\n\r",ch);
return;
}
if( !IS_NPC(ch)
&& ch->pcdata->held_by != NULL
&& ch->pcdata->held_by[0] != '\0')
{
stc("You can't move while being held.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_UP );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_UP );
char_from_room(ch);
char_to_room(ch, old_room);
}
check_trap(ch);
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_TENDRILS))
{
send_to_char("You are unable to move tangled in these tendrils.\n\r",ch);
return;
}
if( !IS_NPC(ch)
&& ch->pcdata->held_by != NULL
&& ch->pcdata->held_by[0] != '\0')
{
stc("You can't move while being held.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_DOWN );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_DOWN );
char_from_room(ch);
char_to_room(ch, old_room);
}
check_trap(ch);
return;
}
int find_door( CHAR_DATA *ch, char *arg )
{
EXIT_DATA *pexit;
int door;
if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1;
else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3;
else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4;
else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5;
else
{
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = ch->in_room->exit[door] ) != NULL
&& IS_SET(pexit->exit_info, EX_ISDOOR)
&& pexit->keyword != NULL
&& is_name( arg, pexit->keyword ) )
return door;
}
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( ( pexit = ch->in_room->exit[door] ) == NULL )
{
act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
{
send_to_char( "You can't do that.\n\r", ch );
return -1;
}
return door;
}
/* random room generation procedure */
ROOM_INDEX_DATA *get_random_room(CHAR_DATA *ch)
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 32000 ) );
if ( room != NULL )
if ( !IS_SET(room->room_flags, ROOM_PRIVATE)
&& !IS_SET(room->room_flags, ROOM_SOLITARY)
&& !IS_SET(room->room_flags, ROOM_SAFE)
&& ((room->vnum < 50) || (room->vnum > 68)) )
break;
}
return room;
}
ROOM_INDEX_DATA *get_rand_room()
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 32000 ) );
if ( room != NULL )
if ( !IS_SET(room->room_flags, ROOM_PRIVATE)
&& !IS_SET(room->room_flags, ROOM_SOLITARY)
&& !IS_SET(room->room_flags, ROOM_SAFE)
&& room->vnum > 300
&& ((room->vnum < 50) || (room->vnum > 68)) )
break;
}
return room;
}
ROOM_INDEX_DATA *get_treemeld_room()
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 32000 ) );
if ( room != NULL
&& room->sector_type == SECT_FOREST ) break;
}
return room;
}
ROOM_INDEX_DATA *get_rand_room_by_sect( int sect )
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 32000 ) );
if ( room != NULL
&& room->sector_type == sect ) break;
}
return room;
}
/* Designed for the portal spell, but can also have other uses...KaVir
* V0 = Where the portal will take you.
* V1 = Number of uses (0 is infinate).
* V2 = if 2, cannot be entered.
* V3 = The room the portal is currently in.
*/
void do_enter( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *pRoomIndex;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char poly [MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *portal;
OBJ_DATA *portal_next;
CHAR_DATA *mount;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Enter what?\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
if ( obj->item_type != ITEM_PORTAL )
{
act( "You cannot enter that.", ch, NULL, arg, TO_CHAR );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "You are too insubstantual.\n\r", ch );
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
return;
}
if ( obj->value[2] == 2 || obj->value[2] == 3 )
{
act( "It seems to be closed.", ch, NULL, arg, TO_CHAR );
return;
}
pRoomIndex = get_room_index(obj->value[0]);
location = ch->in_room;
if ( pRoomIndex == NULL )
{
act( "You are unable to enter.", ch, NULL, arg, TO_CHAR );
return;
}
act( "You step into $p.", ch, obj, NULL, TO_CHAR );
if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
sprintf(poly,"%s steps into $p.",ch->morph);
else
sprintf(poly,"$n steps into $p.");
act( poly, ch, obj, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,pRoomIndex);
if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
sprintf(poly,"%s steps out of $p.",ch->morph);
else
sprintf(poly,"$n steps out of $p.");
act( poly, ch, obj, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,location);
/* Leave this out for now, as it doesn't seem to work properly. KaVir
if ((obj->value[2] == 1) && (CAN_WEAR(obj,ITEM_TAKE)))
{
obj->value[2] = 2;
REMOVE_BIT(obj->wear_flags, ITEM_TAKE);
}
*/
if (obj->value[1] != 0)
{
obj->value[1] = obj->value[1] - 1;
if (obj->value[1] < 1)
{
act( "$p vanishes.", ch, obj, NULL, TO_CHAR );
act( "$p vanishes.", ch, obj, NULL, TO_ROOM );
extract_obj(obj);
}
}
char_from_room(ch);
char_to_room(ch,pRoomIndex);
found = FALSE;
for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
{
portal_next = portal->next_content;
if ( ( obj->value[0] == portal->value[3] )
&& (obj->value[3] == portal->value[0]) )
{
found = TRUE;
/* Leave this out for now, as it doesn't seem to work properly. KaVir
if ((portal->value[2] == 2) && (!CAN_WEAR(obj,ITEM_TAKE)))
{
portal->value[2] = 1;
SET_BIT(obj->wear_flags, ITEM_TAKE);
}
*/
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
!IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
if (portal->value[1] != 0)
{
portal->value[1] = portal->value[1] - 1;
if (portal->value[1] < 1)
{
act( "$p vanishes.", ch, portal, NULL, TO_CHAR );
act( "$p vanishes.", ch, portal, NULL, TO_ROOM );
extract_obj(portal);
}
}
}
}
do_look(ch,"auto");
if ( ( mount = ch->mount ) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
return;
}
void do_open( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Open what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'open object' */
if ( obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_BOOK)
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's already open.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) && obj->item_type != ITEM_BOOK)
{ send_to_char( "You can't do that.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's locked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_CLOSED);
send_to_char( "Ok.\n\r", ch );
act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's already open.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's locked.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
/* open the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_close( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Close what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'close object' */
if ( obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_BOOK)
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's already closed.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) && obj->item_type != ITEM_BOOK )
{ send_to_char( "You can't do that.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_CLOSED);
if (obj->item_type == ITEM_BOOK) obj->value[2] = 0;
send_to_char( "Ok.\n\r", ch );
act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's already closed.\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_CLOSED);
act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
/* close the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_turn( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int value = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: Turn <book> <forward/back>.\n\r", ch );
return;
}
if (is_number(arg2)) value = atoi(arg2);
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char("You don't have that book.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_BOOK)
{ send_to_char( "That's not a book.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "First you should open it.\n\r", ch ); return; }
if (!str_cmp(arg2,"f") || !str_cmp(arg2,"forward"))
{
if (obj->value[2] >= obj->value[3])
{
send_to_char("But you are already at the end of the book.\n\r",ch);
return;
}
obj->value[2] += 1;
act( "You flip forward a page in $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips forward a page in $p.", ch, obj, NULL, TO_ROOM );
}
else if (!str_cmp(arg2,"b") || !str_cmp(arg2,"backward"))
{
if (obj->value[2] <= 0)
{
send_to_char("But you are already at the beginning of the book.\n\r",ch);
return;
}
obj->value[2] -= 1;
act( "You flip backward a page in $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips backward a page in $p.", ch, obj, NULL, TO_ROOM );
}
else if (is_number(arg2) && value >= 0 && value <= obj->value[3])
{
if (value == obj->value[2])
{
act("$p is already open at that page.",ch,obj,NULL,TO_CHAR);
return;
}
else if (value < obj->value[2])
{
act( "You flip backwards through $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips backwards through $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You flip forwards through $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips forwards through $p.", ch, obj, NULL, TO_ROOM );
}
obj->value[2] = value;
}
else
send_to_char("Do you wish to turn forward or backward a page?\n\r",ch);
return;
}
void do_read( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to read?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char("You don't have that.\n\r",ch);
return;
}
if ( obj->item_type == ITEM_PAGE)
{
if (!str_cmp(obj->victpoweruse,"(null)"))
sprintf(buf,"Untitled page.\n\r");
else
sprintf(buf,"%s.\n\r",obj->victpoweruse);
buf[0] = UPPER(buf[0]);
send_to_char(buf,ch);
if (obj->chpoweruse == NULL || obj->chpoweruse == '\0' ||
!str_cmp(obj->chpoweruse,"(null)"))
{
if (!are_runes(obj))
send_to_char("This page is blank.\n\r",ch);
else if (IS_AFFECTED(ch, AFF_DETECT_MAGIC) &&
!IS_SET(obj->quest, QUEST_MASTER_RUNE))
show_runes(ch, obj, FALSE);
else
send_to_char("This page is blank.\n\r",ch);
return;
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(obj->chpoweruse,ch);
send_to_char("\n\r--------------------------------------------------------------------------------\n\r",ch);
if (IS_AFFECTED(ch, AFF_DETECT_MAGIC) &&
!IS_SET(obj->quest, QUEST_MASTER_RUNE )) show_runes(ch, obj, TRUE);
return;
}
if ( obj->item_type != ITEM_BOOK)
{ do_look(ch,obj->name); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
if (!str_cmp(obj->victpoweruse,"(null)"))
sprintf(buf,"The book is untitled.\n\r");
else
sprintf(buf,"The book is titled '%s'.\n\r",obj->victpoweruse);
buf[0] = UPPER(buf[0]);
send_to_char(buf,ch);
return;
}
if (obj->value[2] == 0)
{
int page;
send_to_char("Index page.\n\r",ch);
if (obj->value[3] <= 0)
{
send_to_char("<No pages>\n\r",ch);
return;
}
for ( page = 1; page <= obj->value[3]; page ++ )
{
sprintf(buf,"Page %d:",page);
send_to_char(buf,ch);
show_page(ch,obj,page,TRUE);
}
}
else
{
sprintf(buf,"Page %d:",obj->value[2]);
send_to_char(buf,ch);
show_page(ch,obj,obj->value[2],FALSE);
}
return;
}
void show_page( CHAR_DATA *ch, OBJ_DATA *book, int pnum, bool pagefalse )
{
OBJ_DATA *page;
OBJ_DATA *page_next;
char buf[MAX_STRING_LENGTH];
bool found = FALSE;
for ( page = book->contains; page != NULL; page = page_next )
{
page_next = page->next_content;
if (page->value[0] == pnum)
{
found = TRUE;
if (!str_cmp(page->victpoweruse,"(null)"))
sprintf(buf,"Untitled page.\n\r");
else
sprintf(buf,"%s.\n\r",page->victpoweruse);
buf[0] = UPPER(buf[0]);
send_to_char(buf,ch);
if (!pagefalse)
{
if (page->chpoweruse == NULL || page->chpoweruse == '\0' ||
!str_cmp(page->chpoweruse,"(null)"))
{
if (!are_runes(page))
send_to_char("This page is blank.\n\r",ch);
else if (IS_AFFECTED(ch, AFF_DETECT_MAGIC) &&
!IS_SET(page->quest, QUEST_MASTER_RUNE))
show_runes(ch, page, FALSE);
else
send_to_char("This page is blank.\n\r",ch);
return;
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(page->chpoweruse,ch);
send_to_char("\n\r--------------------------------------------------------------------------------\n\r",ch);
if (IS_AFFECTED(ch, AFF_DETECT_MAGIC) &&
!IS_SET(page->quest, QUEST_MASTER_RUNE))
show_runes(ch, page, TRUE);
}
}
}
if (!found)
send_to_char("This page has been torn out.\n\r",ch);
return;
}
void show_runes( CHAR_DATA *ch, OBJ_DATA *page, bool endline )
{
return;
}
bool are_runes( OBJ_DATA *page )
{
if (page->value[1] + page->value[2] + page->value[3] < 1) return FALSE;
return TRUE;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void take_key(CHAR_DATA *ch, int key)
{
OBJ_DATA *obj;
bool found = FALSE;
for( obj = ch->carrying; obj && !found; obj = obj->next_content)
{
if( obj->pIndexData->vnum == key)
{
obj_from_char(obj);
extract_obj(obj);
found = TRUE;
return;
}
}
return;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'lock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* lock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'unlock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( pexit->key >= 26007 && pexit->key <= 26056 )
{
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
stc("The door unlocks, and suddenly the key explodes!\n\r", ch);
act("$n unlocks the $d and suddenly the key explodes!\n\r", ch, NULL, pexit->keyword, TO_ROOM);
take_key(ch, pexit->key);
return;
}
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
{
send_to_char( "You failed.\n\r", ch);
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
/* 'pick object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be picked.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* pick the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) )
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
send_to_char( "You wake and stand up.\n\r", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_RESTING:
case POS_SITTING:
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_MEDITATING:
send_to_char( "You uncross your legs and stand up.\n\r", ch );
act( "$n uncrosses $s legs and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char( "You are already standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_rest( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
case POS_SITTING:
case POS_STANDING:
send_to_char( "You rest.\n\r", ch );
act( "$n rests.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_RESTING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_sit( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
send_to_char( "You are already meditating.\n\r", ch );
break;
case POS_SITTING:
send_to_char( "You are already sitting.\n\r", ch );
break;
case POS_STANDING:
send_to_char( "You sit down.\n\r", ch );
act( "$n sits down.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SITTING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_meditate( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch))
{
send_to_char("You are unable to attain the correct state of mind.\n\r",ch);
return;
}
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
send_to_char( "You are already meditating.\n\r", ch );
break;
case POS_SITTING:
send_to_char( "You cross your legs and start meditating.\n\r", ch );
act( "$n crosses $s legs and starts meditating.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_MEDITATING;
break;
case POS_STANDING:
send_to_char( "You sit down, cross your legs and start meditating.\n\r", ch );
act( "$n sits down, crosses $s legs and starts meditating.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_MEDITATING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_SITTING:
case POS_MEDITATING:
case POS_RESTING:
case POS_STANDING:
send_to_char( "You sleep.\n\r", ch );
act( "$n sleeps.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ do_stand( ch, argument ); return; }
if ( !IS_AWAKE(ch) )
{ send_to_char( "You are asleep yourself!\n\r", ch ); return; }
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{ send_to_char( "They aren't here.\n\r", ch ); return; }
if ( IS_AWAKE(victim) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED(victim, AFF_SLEEP) )
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
if (victim->position < POS_SLEEPING)
{ act( "$E doesn't respond!", ch, NULL, victim, TO_CHAR ); return; }
act( "You wake $M.", ch, NULL, victim, TO_CHAR );
act( "$n wakes you.", ch, NULL, victim, TO_VICT );
victim->position = POS_STANDING;
return;
}
void do_sneak( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
send_to_char( "You attempt to move silently.\n\r", ch );
affect_strip( ch, gsn_sneak );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] )
{
af.type = gsn_sneak;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
return;
}
void do_hide( CHAR_DATA *ch, char *argument )
{
send_to_char( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
REMOVE_BIT(ch->affected_by, AFF_HIDE);
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
SET_BIT(ch->affected_by, AFF_HIDE);
return;
}
/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA *ch, char *argument )
{
affect_strip ( ch, gsn_invis );
affect_strip ( ch, gsn_mass_invis );
affect_strip ( ch, gsn_sneak );
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ch->affected_by, AFF_SNEAK );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_unpolymorph( CHAR_DATA *ch, char *argument )
{
if (!is_affected(ch, gsn_polymorph) )
{
send_to_char("But you are not polymorphed!\n\r",ch);
return;
}
act("$n's body begins to distort.",ch,NULL,NULL,TO_ROOM);
affect_strip ( ch, gsn_polymorph );
act("$n resumes $s normal form.",ch,NULL,NULL,TO_ROOM);
send_to_char( "You resume your normal form.\n\r", ch );
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
act( "$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM );
act( "Your body flickers with green energy.", ch, NULL, NULL, TO_CHAR );
if ( ( location = get_room_index( ch->home ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location && ch->in_room->vnum != 26)
return;
if( in_arena(ch))
{
stc("You can't recall from the arena.\n\r", ch);
return;
}
if( IS_AFFECTED(ch, AFF_CURSE) && ch->level > 2 )
{
send_to_char( "You are unable to recall.\n\r", ch );
return;
}
if (IS_NPC(ch) && ch->level <= 500)
{
send_to_char( "You are unable to recall.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
if ( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 4 );
sprintf( buf, "You failed!\n\r" );
send_to_char( buf, ch );
return;
}
sprintf( buf, "You recall from combat!\n\r");
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
if( ch->home != 26 )
{
char_from_room( ch );
char_to_room( ch, location );
}
else
{
stc("\n\r#7The miners have kicked you out of their home!#n\n\r\n\r",
ch);
ch->home = 3001;
char_from_room(ch);
char_to_room(ch, get_room_index(3001));
}
act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
if ( ( mount = ch->mount ) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
return;
}
void do_home( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( arg[0] == '\0' || str_cmp(arg,"here") )
{
send_to_char( "If you wish this to be your room, you must type 'home here'.\n\r", ch );
return;
}
if ( ch->in_room->vnum == ch->home )
{
send_to_char( "But this is already your home!\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
IS_SET(ch->in_room->room_flags, ROOM_SAFE) ||
(ch->in_room->vnum >= 26000 && ch->in_room->vnum <= 26206)
|| (ch->in_room->vnum >= 500 && ch->in_room->vnum <= 599) ) /* Reserved for clanhalls --Kline */
{
send_to_char( "You are unable to make this room your home.\n\r", ch );
return;
}
if( ch->in_room->vnum == 26 && !IS_IMMORTAL(ch) )
{
stc("The miners won't stoop that low to let your kind home here!\n\r", ch);
return;
}
ch->home = ch->in_room->vnum;
send_to_char( "This room is now your home.\n\r", ch );
return;
}
void do_escape( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) || !IS_HERO(ch))
return;
if (ch->hit > 0)
{
send_to_char("You can only do this if you are wounded.\n\r", ch);
return;
}
if ( ch->position >= POS_SLEEPING )
{
send_to_char( "You can only do this if you are dying.\n\r", ch );
return;
}
if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
ch->move = 0;
ch->mana = 0;
act( "$n fades out of existance.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
sprintf(buf,"%s has escaped defenceless from a fight.",ch->pcdata->switchname);
do_info(ch,buf);
return;
}
/* Old train */
void do_oldtrain( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
sh_int *pAbility;
char *pOutput;
int cost;
int magic;
int immcost;
int primal;
int ancilla;
int methuselah;
int elder;
int max_stat = 18;
bool last = TRUE;
bool is_ok = FALSE;
bool immutest = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) )
return;
if ( arg1[0] == '\0' )
{
sprintf( buf, "You have %d experience points.\n\r", ch->exp );
send_to_char( buf, ch );
strcpy(arg1,"foo");
}
if (!str_cmp(arg1,"str") ) is_ok = TRUE;
else if (!str_cmp(arg1,"int") ) is_ok = TRUE;
else if (!str_cmp(arg1,"wis") ) is_ok = TRUE;
else if (!str_cmp(arg1,"dex") ) is_ok = TRUE;
else if (!str_cmp(arg1,"con") ) is_ok = TRUE;
else if (!str_cmp(arg1,"hp") ) is_ok = TRUE;
else if (!str_cmp(arg1,"mana") ) is_ok = TRUE;
else if (!str_cmp(arg1,"move") ) is_ok = TRUE;
else if (!str_cmp(arg1,"primal")) is_ok = TRUE;
if ((!str_cmp(arg1,"hp") || !str_cmp(arg1,"hit")) && ch->max_hit < 30001)
{
if (ch->exp < ch->max_hit * 50)
{
send_to_char("You dont have the experience required to improve hp by 50.\n\r",ch);
return;
}
ch->exp-=ch->max_hit*50;
ch->max_hit+= 50;
if (ch->max_hit > 30000)
ch->max_hit = 30000;
return;
}
if ( arg2[0] != '\0' && is_ok )
{
int amount = 0;
if (!is_number(arg2))
{
send_to_char("Please enter a numeric value.\n\r",ch);
return;
}
amount = atoi( arg2 );
if (amount < 1 || amount > 50)
{
send_to_char("Please enter a value between 1 and 50.\n\r",ch);
return;
}
if(amount > 1)
{
sprintf(buf,"%s %d",arg1,amount-1);
do_oldtrain(ch,buf);
last = FALSE;
}
}
cost = 200;
immcost = count_imms(ch);
primal = (1+ch->practice)*500;
magic = 0;
ancilla = 1500000;
elder = 7500000;
methuselah = 15000000;
if ( !str_cmp( arg1, "str" ) )
{
pAbility = &ch->pcdata->perm_str;
pOutput = "strength";
}
else if ( !str_cmp( arg1, "int" ) )
{
pAbility = &ch->pcdata->perm_int;
pOutput = "intelligence";
}
else if ( !str_cmp( arg1, "wis" ) )
{
pAbility = &ch->pcdata->perm_wis;
pOutput = "wisdom";
}
else if ( !str_cmp( arg1, "dex" ) )
{
pAbility = &ch->pcdata->perm_dex;
pOutput = "dexterity";
}
else if ( !str_cmp( arg1, "constitution" ) )
{
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
else if ( !str_cmp(arg1, "con"))
{
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
else if ( !IS_NPC(ch) && !str_cmp( arg1, "avatar") && (ch->level == 2) && ch->max_hit >= 8000
&& ch->pcdata->race->complete)
{
cost = 1000;
pAbility = &ch->level;
pOutput = "level";
}
else if ( !str_cmp( arg1, "mana") && ch->max_mana < 30000)
{
cost = (ch->max_mana - ch->pcdata->perm_wis);
pAbility = &ch->max_mana;
pOutput = "mana";
}
else if ( !str_cmp( arg1, "move") && ch->max_move < 30000)
{
cost = (ch->max_move - ch->pcdata->perm_dex);
pAbility = &ch->max_move;
pOutput = "move";
}
else if ( !str_cmp( arg1, "primal") && ch->practice < 999)
{
cost = primal;
pAbility = &ch->practice;
pOutput = "primal";
}
else if ( !str_cmp( arg1, "slash") && !IS_IMMUNE(ch,IMM_SLASH) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SLASH);
send_to_char( "You are now more resistant to slashing and slicing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "stab") && !IS_IMMUNE(ch,IMM_STAB) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STAB);
send_to_char( "You are now more resistant to stabbing and piercing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "smash") && !IS_IMMUNE(ch,IMM_SMASH) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SMASH);
send_to_char( "You are now more resistant to blasting, pounding and crushing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "beast") && !IS_IMMUNE(ch,IMM_ANIMAL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ANIMAL);
send_to_char( "You are now more resistant to claw and bite attacks.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "grab") && !IS_IMMUNE(ch,IMM_MISC) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_MISC);
send_to_char( "You are now more resistant to grepping, sucking and whipping weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "charm") && !IS_IMMUNE(ch,IMM_CHARM) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_CHARM);
send_to_char( "You are now immune to charm spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "heat") && !IS_IMMUNE(ch,IMM_HEAT) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HEAT);
send_to_char( "You are now immune to heat and fire spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "cold") && !IS_IMMUNE(ch,IMM_COLD) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_COLD);
send_to_char( "You are now immune to cold spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "lightning") && !IS_IMMUNE(ch,IMM_LIGHTNING) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_LIGHTNING);
send_to_char( "You are now immune to lightning and electrical spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "acid") && !IS_IMMUNE(ch,IMM_ACID) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ACID);
send_to_char( "You are now immune to acid spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "sleep") && !IS_IMMUNE(ch,IMM_SLEEP) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SLEEP);
send_to_char( "You are now immune to the sleep spell.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "drain") && !IS_IMMUNE(ch,IMM_DRAIN) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DRAIN);
send_to_char( "You are now immune to the energy drain spell.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "voodoo") && !IS_IMMUNE(ch,IMM_VOODOO) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_VOODOO);
send_to_char( "You are now immune to voodoo magic.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "hurl") && !IS_IMMUNE(ch,IMM_HURL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HURL);
send_to_char( "You are now immune to being hurled.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "backstab") && !IS_IMMUNE(ch,IMM_BACKSTAB) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_BACKSTAB);
send_to_char( "You are now immune to being backstabbed.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "kick") && !IS_IMMUNE(ch,IMM_KICK) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_KICK);
send_to_char( "You are now immune to being kicked.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "disarm") && !IS_IMMUNE(ch,IMM_DISARM) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DISARM);
send_to_char( "You are now immune to being disarmed.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "steal") && !IS_IMMUNE(ch,IMM_STEAL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STEAL);
send_to_char( "You are now immune to being stolen from.\n\r", ch );
return;
}
else
{
immutest = FALSE;
if ( ( ch->pcdata->perm_str >= max_stat )
&& ( ch->pcdata->perm_wis >= max_stat )
&& ( ch->pcdata->perm_int >= max_stat )
&& ( ch->pcdata->perm_dex >= max_stat )
&& ( ch->pcdata->perm_con >= max_stat ) )
immutest = TRUE;
if (immutest == FALSE)
{
sprintf( buf, "You can train the following:\n\r" );
send_to_char( buf, ch );
send_to_char( "Stats:", ch );
if ( ch->pcdata->perm_str < max_stat ) send_to_char( " Str", ch );
if ( ch->pcdata->perm_int < max_stat ) send_to_char( " Int", ch );
if ( ch->pcdata->perm_wis < max_stat ) send_to_char( " Wis", ch );
if ( ch->pcdata->perm_dex < max_stat ) send_to_char( " Dex", ch );
if ( ch->pcdata->perm_con < max_stat ) send_to_char( " Con", ch );
if ( ( ch->pcdata->perm_str >= max_stat )
&& ( ch->pcdata->perm_wis >= max_stat )
&& ( ch->pcdata->perm_int >= max_stat )
&& ( ch->pcdata->perm_dex >= max_stat )
&& ( ch->pcdata->perm_con >= max_stat ) )
send_to_char( " None left to train.\n\r", ch );
else
send_to_char( ".\n\r", ch );
}
immutest = FALSE;
if ( !IS_NPC(ch) && ch->level == 2 && ch->max_hit >= 8000 && ch->pcdata->race->complete)
{
sprintf( buf, "Become an avatar - 1000 exp.\n\r" );
send_to_char( buf, ch );
}
if ( ch->max_hit < 30000)
{
sprintf (buf,"Hp - %d exp per point.\n\r", (ch->max_hit) );
send_to_char(buf,ch);
}
if ( ch->max_mana < 30000 )
{
sprintf( buf, "Mana - %d exp per point.\n\r",(ch->max_mana - ch->pcdata->perm_wis) );
send_to_char( buf, ch );
}
if ( ch->max_move < 30000 )
{
sprintf( buf, "Move - %d exp per point.\n\r",(ch->max_move - ch->pcdata->perm_con) );
send_to_char( buf, ch );
}
if ( ch->practice < 999 )
{
sprintf( buf, "Primal - %d exp per point of primal energy.\n\r", primal );
send_to_char( buf, ch );
}
immutest = FALSE;
if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) &&
IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) &&
IS_IMMUNE(ch, IMM_MISC) &&
IS_IMMUNE(ch, IMM_CHARM) && IS_IMMUNE(ch, IMM_HEAT) &&
IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) &&
IS_IMMUNE(ch, IMM_ACID) && IS_IMMUNE(ch, IMM_SLEEP) &&
IS_IMMUNE(ch, IMM_DRAIN) && IS_IMMUNE(ch, IMM_VOODOO) &&
IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) &&
IS_IMMUNE(ch, IMM_KICK) && IS_IMMUNE(ch, IMM_DISARM) &&
IS_IMMUNE(ch, IMM_STEAL) )
immutest = TRUE;
if (immutest == FALSE)
{
sprintf( buf, "Natural resistances and immunities - %d exp each.\n\r", immcost );
send_to_char( buf, ch );
}
immutest = FALSE;
/* Weapon resistance affects */
if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) &&
IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) &&
IS_IMMUNE(ch, IMM_MISC) )
immutest = TRUE;
if (immutest == FALSE)
{
send_to_char( "Weapon resistances:", ch );
if ( !IS_IMMUNE(ch, IMM_SLASH) ) send_to_char( " Slash", ch );
if ( !IS_IMMUNE(ch, IMM_STAB) ) send_to_char( " Stab", ch );
if ( !IS_IMMUNE(ch, IMM_SMASH) ) send_to_char( " Smash", ch );
if ( !IS_IMMUNE(ch, IMM_ANIMAL) ) send_to_char( " Beast", ch );
if ( !IS_IMMUNE(ch, IMM_MISC) ) send_to_char( " Grab", ch );
if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) &&
IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) &&
IS_IMMUNE(ch, IMM_MISC) )
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
}
immutest = FALSE;
/* Spell immunity affects */
if ( IS_IMMUNE(ch, IMM_CHARM) && IS_IMMUNE(ch, IMM_HEAT) &&
IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) &&
IS_IMMUNE(ch, IMM_ACID) && IS_IMMUNE(ch, IMM_SLEEP) &&
IS_IMMUNE(ch, IMM_DRAIN) && IS_IMMUNE(ch, IMM_VOODOO) )
immutest = TRUE;
if (immutest == FALSE)
{
send_to_char( "Magical immunities:", ch );
if ( !IS_IMMUNE(ch, IMM_CHARM) ) send_to_char( " Charm", ch );
if ( !IS_IMMUNE(ch, IMM_HEAT) ) send_to_char( " Heat", ch );
if ( !IS_IMMUNE(ch, IMM_COLD) ) send_to_char( " Cold", ch );
if ( !IS_IMMUNE(ch, IMM_LIGHTNING) ) send_to_char( " Lightning", ch );
if ( !IS_IMMUNE(ch, IMM_ACID) ) send_to_char( " Acid", ch );
if ( !IS_IMMUNE(ch, IMM_SLEEP) ) send_to_char( " Sleep", ch );
if ( !IS_IMMUNE(ch, IMM_DRAIN) ) send_to_char( " Drain", ch );
if ( !IS_IMMUNE(ch, IMM_VOODOO) ) send_to_char( " Voodoo", ch );
if ( IS_IMMUNE(ch, IMM_CHARM) && IS_IMMUNE(ch, IMM_HEAT) &&
IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) &&
IS_IMMUNE(ch, IMM_ACID) && IS_IMMUNE(ch, IMM_SLEEP) &&
IS_IMMUNE(ch, IMM_DRAIN) && IS_IMMUNE(ch, IMM_VOODOO) )
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
}
immutest = FALSE;
if ( IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) && IS_IMMUNE(ch, IMM_KICK)
&& IS_IMMUNE(ch, IMM_DISARM) && IS_IMMUNE(ch, IMM_STEAL) )
immutest = TRUE;
if (immutest == FALSE)
{
/* Skill immunity affects */
send_to_char( "Skill immunities:", ch );
if ( !IS_IMMUNE(ch, IMM_HURL) ) send_to_char( " Hurl", ch );
if ( !IS_IMMUNE(ch, IMM_BACKSTAB) ) send_to_char( " Backstab", ch );
if ( !IS_IMMUNE(ch, IMM_KICK) ) send_to_char( " Kick", ch );
if ( !IS_IMMUNE(ch, IMM_DISARM) ) send_to_char( " Disarm", ch );
if ( !IS_IMMUNE(ch, IMM_STEAL) ) send_to_char( " Steal", ch );
if ( IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) &&
IS_IMMUNE(ch, IMM_KICK) && IS_IMMUNE(ch, IMM_DISARM) &&
IS_IMMUNE(ch, IMM_STEAL) )
send_to_char( " None left to learn.\n\r", ch );
else
send_to_char( ".\n\r", ch );
}
immutest = FALSE;
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "str")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "int")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "wis")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "dex")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ((*pAbility >= max_stat) && (!str_cmp( arg1, "constitution")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ((*pAbility >= max_stat) && (!str_cmp( arg1, "con")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 30000) && (!str_cmp( arg1, "mana")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 30000) && (!str_cmp( arg1, "move")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 999) && (!str_cmp( arg1, "primal")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( cost < 1 )
cost = 1;
else if ( cost > ch->exp )
{
if (last) send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
else
ch->exp -= cost;
*pAbility += 1;
if ( !str_cmp( arg1, "avatar") )
{
if (ch->max_hit < 8000)
{
send_to_char ("You may not train avatar until you have 8k hp.\n\r", ch);
return;
}
if( !ch->pcdata->race->complete)
{
stc("You must have a race first.\n\r", ch);
return;
}
act( "You become an avatar!", ch, NULL, NULL, TO_CHAR );
sprintf( buf, "%s has become an avatar!",ch->name );
do_info(ch,buf);
if( ch->trust < 3)
ch->trust = 3;
if (ch->level < ch->trust) ch->level = ch->trust;
}
else if (last)
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
return;
}
void primal_buyback( CHAR_DATA *ch)
{
int primal = 0;
int count1;
int count2;
for( count1 = 15; count1 < 210; count1 +=15)
{
for( count2 = 1; count2 < count1; count2++)
{
primal += 500 * count2;
}
}
ch->exp += primal;
}
int get_primal_cost( int primal, int value)
{
int ret_val = 0;
int counter = 1;
int holder = primal+1;
if( value < 0)
value = 0;
ret_val += ((holder) * 500);
while( (value != 1) && (value > 0))
{
ret_val += ((holder+counter)*500);
counter++;
value--;
}
if( ret_val < 1)
ret_val = 500;
return ret_val;
}
/**************** COMMIT SUICIDE *************/
void do_commit(CHAR_DATA *ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
int cost = 0;
argument = one_argument(argument, arg1);
if( IS_NPC(ch) )
return;
if( ch->pcdata->remort > 0 )
{
stc("Remorts can not be damned.\n\r", ch);
return;
}
if( arg1[0] == '\0' || str_cmp("suicide", arg1) )
{
stc("If you wish to commit suicide, you must type it out fully.\n\r", ch);
return;
}
if( ch->fighting != NULL || ch->fight_timer > 0 )
{
stc("The #0Angel of Death#n already lurks about you.\n\r", ch);
return;
}
if( ch->level < 3 )
{
stc("Only avatars can commit suicide.\n\r", ch);
return;
}
if( IS_DAMNED(ch) ) return;
if( ch->max_hit < 10000 || ch->max_mana < 10000 || ch->max_move < 10000 )
{
stc("You must have at least 10000 hp, mana and move.\n\r", ch);
return;
}
if( is_clan_leader(ch) || is_clan_coleader(ch) )
{
stc("Leaders of a clan cannot leave their clan that way!\n\r", ch);
return;
}
stc("You kneel down and begin to pray for death.\n\r", ch);
stc("Suddenly a figure cloaked in black appears before you,\n\r", ch);
stc("and with a quick slash slices your head from your body!\n\r", ch);
stc("You here a voice like thunder speak 'YOU HAVE BEEN DAMNED!'\n\r", ch);
stc("The only way to return to the avatar realm is to repent.\n\r", ch);
stc("The dark figure vanishes as your limp body falls to the ground.\n\r", ch);
behead(ch);
do_sacrifice(ch, "head");
ch->hit = -10;
ch->mana = -10;
ch->move = -10;
cost = 200 * (ch->race);
if( cost < 1000 )
cost = 1000;
if( cost > 10000 )
cost = 10000;
ch->max_hit -= cost;
ch->max_move -= cost;
ch->max_mana -= cost;
ch->level = 4;
ch->trust = 4;
sprintf(buf, "You feel a chill in the air as the #0Angel of Death#n answers %s's prayer for death.\n\r", ch->name);
do_info(ch, buf);
sprintf(buf, "%s has been damned!\n\r", ch->name);
do_info(ch, buf);
set_title(ch, "DAMNED");
STRFREE(ch->clan);
ch->clan = str_dup("DAMNED");
do_save(ch, "");
return;
}
/*************** END SUICIDE FUNCTION **************/
/*************** REPENT FUNCTION *******************/
void do_repent(CHAR_DATA *ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if( IS_NPC(ch) )
return;
if( ch->level != 4 && ch->trust != 4 && !str_cmp(ch->pcdata->title, "DAMNED") )
{
stc("You have not been damned.\n\r", ch);
return;
}
stc("A figure shrouded in white appears before you. You drop to\n\r", ch);
stc("your knees and ask for repentance. A voice like thunder speaks\n\r", ch);
stc("the words 'SALVATION IS YOURS!'\n\r", ch);
ch->level = 2;
ch->trust = 2;
ch->hit = -10;
ch->mana = -10;
ch->move = -10;
sprintf(buf, "%s has repented of their sins!", ch->name);
do_info(ch, buf);
set_title(ch, "REPENTANT");
STRFREE(ch->clan);
ch->clan = str_dup("None");
do_save(ch, "");
return;
}
/*************** END REPENT ************/
/*Kale & SaTaN*/
void do_train(CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
int cost;
int value;
int hp = 0;
int move = 0;
int mana = 0;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if( IS_NPC(ch)) return;
hp = (30000 + (ch->pcdata->remort * 3000));
mana = (30000 + (ch->pcdata->remort * 3000));
move = (30000 + (ch->pcdata->remort * 3000));
if(arg1[0] == '\0')
{
sprintf(buf,"You have %d experience points.\n\r", ch->exp);
stc(buf, ch);
stc("You can train the following:\n\r", ch);
sprintf(buf, "Stats: ");
if( ch->pcdata->perm_str < 18)
sprintf(buf+strlen(buf), "Str ");
if( ch->pcdata->perm_int < 18)
sprintf(buf+strlen(buf), "Int ");
if( ch->pcdata->perm_con < 18)
sprintf(buf+strlen(buf), "Con ");
if( ch->pcdata->perm_wis < 18)
sprintf(buf+strlen(buf), "Wis ");
if( ch->pcdata->perm_dex < 18)
sprintf(buf+strlen(buf), "Dex ");
sprintf(buf+strlen(buf), "\n\r");
stc(buf, ch);
sprintf(buf, "Primal - %d.\n\r", ((ch->practice+1)*500));
stc(buf, ch);
if(ch->max_hit < (hp + (ch->race * 50)))
{
sprintf(buf, "Hp - %d exp per point.\n\r",
((ch->max_hit - ch->pcdata->perm_con)*(ch->pcdata->remort + 1)));
stc(buf, ch);
}
if( ch->max_move < (move + (ch->race * 50)))
{
sprintf(buf, "Move - %d exp per point.\n\r",
((ch->max_move - ch->pcdata->perm_dex)*(ch->pcdata->remort + 1)));
stc( buf, ch);
}
if( ch->max_mana < (mana + (ch->race * 50)))
{
sprintf(buf, "Mana - %d exp per point.\n\r",
((ch->max_mana - ch->pcdata->perm_int)*(ch->pcdata->remort + 1)));
stc(buf, ch);
}
sprintf(buf, "Weapon immunes: ");
if( !IS_IMMUNE(ch,IMM_SLASH))
sprintf(buf+strlen(buf), "slash ");
if( !IS_IMMUNE(ch,IMM_STAB))
sprintf(buf+strlen(buf), "stab ");
if( !IS_IMMUNE(ch,IMM_SMASH))
sprintf(buf+strlen(buf), "smash ");
if( !IS_IMMUNE(ch,IMM_ANIMAL))
sprintf(buf+strlen(buf), "animal ");
if( !IS_IMMUNE(ch,IMM_MISC))
sprintf(buf+strlen(buf), "grab ");
sprintf(buf+strlen(buf), "\n\r");
stc(buf, ch);
sprintf(buf, "Magical immunities: ");
if( !IS_IMMUNE(ch,IMM_CHARM))
sprintf(buf+strlen(buf), "charm ");
if( !IS_IMMUNE(ch,IMM_HEAT))
sprintf(buf+strlen(buf), "heat ");
if( !IS_IMMUNE(ch,IMM_COLD))
sprintf(buf+strlen(buf), "cold ");
if( !IS_IMMUNE(ch,IMM_LIGHTNING))
sprintf(buf+strlen(buf), "lightning ");
if( !IS_IMMUNE(ch,IMM_ACID))
sprintf(buf+strlen(buf), "acid ");
if( !IS_IMMUNE(ch,IMM_SLEEP))
sprintf(buf+strlen(buf), "sleep ");
if( !IS_IMMUNE(ch,IMM_DRAIN))
sprintf(buf+strlen(buf), "drain ");
if( !IS_IMMUNE(ch,IMM_VOODOO))
sprintf(buf+strlen(buf), "voodoo ");
sprintf(buf+strlen(buf), "\n\r");
stc(buf, ch);
sprintf( buf, "Skill immunities: ");
if( !IS_IMMUNE(ch,IMM_HURL))
sprintf(buf+strlen(buf), "hurl ");
if( !IS_IMMUNE(ch,IMM_BACKSTAB))
sprintf(buf+strlen(buf), "backstab ");
if( !IS_IMMUNE(ch,IMM_KICK))
sprintf(buf+strlen(buf), "kick ");
if( !IS_IMMUNE(ch,IMM_DISARM))
sprintf(buf+strlen(buf), "disarm ");
if( !IS_IMMUNE(ch,IMM_STEAL))
sprintf(buf+strlen(buf), "steal ");
sprintf(buf+strlen(buf), "\n\r");
if ( !IS_NPC(ch) && ch->level == 2 && ch->max_hit >= 8000 && ch->pcdata->race->complete)
sprintf( buf+strlen(buf), "Become an avatar - 1000 exp.\n\r");
stc(buf, ch);
if( IS_CLASS(ch,CLASS_VAMPIRE) && GET_POWERS(ch,VAMP_AGE) < AGE_METHUSELAH )
{
switch( GET_POWERS(ch,VAMP_AGE) )
{
case AGE_NONE: cost = 42188; break;
case AGE_CAITIFF: cost = 56250; break;
case AGE_ANCILLA: cost = 75000; break;
case AGE_ELDER: cost = 100000; break;
default: break;
}
sprintf(buf,"Age - %d discipline points\n\r",cost);
stc(buf,ch);
}
if( IS_CLASS(ch,CLASS_DROW) && GET_POWERS(ch,DROW_MAGIC) < 100 )
{
cost = ((GET_POWERS(ch,DROW_MAGIC)+1)*100);
sprintf(buf,"Magic Resistance - %d drow points\n\r",cost);
stc(buf,ch);
return;
}
return;
}
if( !str_cmp("hit", arg1) || !str_cmp("hp", arg1))
{
if( arg2[0] == '\0') value = 1;
else
{
if( !is_number(arg2))
{
stc("You must supply a number.\n\r", ch);
return;
}
value = atoi(arg2);
}
if( (ch->max_hit + value) > (hp + (ch->race * 50)))
{
stc("You can't train your hitpoints that much.\n\r", ch);
return;
}
cost = 0;
cost = ((ch->max_hit - ch->pcdata->perm_con) * value)+(((value/2) * (value)) + (value/2));
cost *= (ch->pcdata->remort + 1);
if( cost > ch->exp)
{
stc("You cant afford it.\n\r", ch);
return;
}
if( cost < 1000 )
cost = 1000;
ch->max_hit += value;
ch->exp -= cost;
return;
}
else if( !str_cmp("mana", arg1))
{
if( arg2[0] == '\0') value = 1;
else
{
if( !is_number(arg2))
{
stc("You must supply a number.\n\r", ch);
return;
}
value = atoi(arg2);
}
if( (ch->max_mana + value) > (mana + (ch->race * 50)))
{
sprintf( buf, "mana = %d", mana);
log_string(buf);
stc("You can't train your mana that much.\n\r", ch);
return;
}
cost = 0;
cost = ((ch->max_mana - ch->pcdata->perm_int) * value) + (((value/2) * (value)) + (value/2));
cost *= (ch->pcdata->remort + 1);
if( cost > ch->exp)
{
stc("You cant afford it.\n\r", ch);
return;
}
if( cost < 1000 )
cost = 1000;
ch->max_mana += value;
ch->exp -= cost;
return;
}
else if( !str_cmp("move", arg1))
{
if( arg2[0] == '\0') value = 1;
else
{
if( !is_number(arg2))
{
stc("You must supply a number.\n\r", ch);
return;
}
value = atoi(arg2);
}
if( (ch->max_move + value) > (move + (ch->race * 50)))
{
sprintf( buf, "move = %d", move);
log_string( buf );
stc("You can't train your move that much.\n\r", ch);
return;
}
cost = 0;
cost = ((ch->max_move - ch->pcdata->perm_dex) * value) +(((value/2) * (value)) + (value/2));
cost *= (ch->pcdata->remort + 1);
if( cost > ch->exp)
{
stc("You cant afford it.\n\r", ch);
return;
}
if( cost < 1000 )
cost = 1000;
ch->max_move += value;
ch->exp -= cost;
return;
}
else if( !str_cmp("primal", arg1))
{
if( arg2[0] == '\0')
value = 1;
else
{
if( !is_number(arg2))
{
stc("You must supply a number.\n\r", ch);
return;
}
value = atoi(arg2);
if( value < 1)
{
stc("Supply a value of at least 1.\n\r", ch);
return;
}
if( value > 500)
{
stc("Value can not be higher than 500.\n\r", ch);
return;
}
}
cost = 0;
cost = get_primal_cost(ch->practice, value);
if( cost > ch->exp)
{
stc("You cant afford it.\n\r", ch);
return;
}
ch->practice += value;
ch->exp -= cost;
return;
}
else if( !str_cmp(arg1, "slash"))
{
if( IS_IMMUNE(ch, IMM_SLASH))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_SLASH);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "stab"))
{
if( IS_IMMUNE(ch, IMM_STAB))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_STAB);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "smash"))
{
if( IS_IMMUNE(ch, IMM_SMASH))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_SMASH);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "animal"))
{
if( IS_IMMUNE(ch, IMM_ANIMAL))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_ANIMAL);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "grab"))
{
if( IS_IMMUNE(ch, IMM_MISC))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_MISC);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "charm"))
{
if( IS_IMMUNE(ch, IMM_CHARM))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_CHARM);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "heat"))
{
if( IS_IMMUNE(ch, IMM_HEAT))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_HEAT);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "cold"))
{
if( IS_IMMUNE(ch, IMM_COLD))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_COLD);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "lightning"))
{
if( IS_IMMUNE(ch, IMM_LIGHTNING))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_LIGHTNING);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "acid"))
{
if( IS_IMMUNE(ch, IMM_ACID))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_ACID);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "sleep"))
{
if( IS_IMMUNE(ch, IMM_SLEEP))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_SLEEP);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "drain"))
{
if( IS_IMMUNE(ch, IMM_DRAIN))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_DRAIN);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "voodoo"))
{
if( IS_IMMUNE(ch, IMM_VOODOO))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_VOODOO);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "hurl"))
{
if( IS_IMMUNE(ch, IMM_HURL))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_HURL);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "kick"))
{
if( IS_IMMUNE(ch, IMM_KICK))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_KICK);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "backstab"))
{
if( IS_IMMUNE(ch, IMM_BACKSTAB))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_BACKSTAB);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "disarm"))
{
if( IS_IMMUNE(ch, IMM_DISARM))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_DISARM);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "steal"))
{
if( IS_IMMUNE(ch, IMM_STEAL))
return;
cost = count_imms(ch);
if( ch->exp < cost)
{
stc("You can't afford it.\n\r", ch);
return;
}
ch->exp -= cost;
SET_BIT(ch->immune, IMM_STEAL);
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp( arg1, "int"))
{
cost = 300000;
if( cost > ch->exp)
{
stc("You can't afford it.\n\r", ch);
return;
}
if( ch->pcdata->perm_int >= 18)
{
stc("You have already reached the maximum.\n\r", ch);
return;
}
ch->exp -= cost;
ch->pcdata->perm_int++;
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp( arg1, "str"))
{
cost = 300000;
if( cost > ch->exp)
{
stc("You can't afford it.\n\r", ch);
return;
}
if( ch->pcdata->perm_str >= 18)
{
stc("You have already reached the maximum.\n\r", ch);
return;
}
ch->exp -= cost;
ch->pcdata->perm_str++;
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp( arg1, "wis"))
{
cost = 300000;
if( cost > ch->exp)
{
stc("You can't afford it.\n\r", ch);
return;
}
if( ch->pcdata->perm_wis >= 18)
{
stc("You have already reached the maximum.\n\r", ch);
return;
}
ch->exp -= cost;
ch->pcdata->perm_wis++;
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp( arg1, "con"))
{
cost = 300000;
if( cost > ch->exp)
{
stc("You can't afford it.\n\r", ch);
return;
}
if( ch->pcdata->perm_con >= 18)
{
stc("You have already reached the maximum.\n\r", ch);
return;
}
ch->exp -= cost;
ch->pcdata->perm_con++;
stc("Done.\n\r", ch);
return;
}
else if( !str_cmp( arg1, "dex"))
{
cost = 300000;
if( cost > ch->exp)
{
stc("You can't afford it.\n\r", ch);
return;
}
if( ch->pcdata->perm_dex >= 18)
{
stc("You have already reached the maximum.\n\r", ch);
return;
}
ch->exp -= cost;
ch->pcdata->perm_dex++;
stc("Done.\n\r", ch);
return;
}
else if ( !str_cmp( arg1, "avatar") && (!ch->pcdata->race->complete))
{
send_to_char ("You may not train avatar until you set your class.\n\r", ch);
return;
}
else if( !str_cmp( arg1, "avatar") && (ch->level == 2) && ch->pcdata->race->complete)
{
if( IS_SET(ch->special, SPC_NEWBIEPASS))
{
stc("WARNING: if you type train avatar again you will be able to be pkilled.\n\r", ch);
stc("DO NOT train avatar unless you are sure you are ready to fight the other players.\n\r", ch);
REMOVE_BIT(ch->special, SPC_NEWBIEPASS);
return;
}
if( deathmatch )
{
stc("Wait till the deathmatch is over!\n\r",ch);
return;
}
cost = 1000;
act( "You become an avatar!", ch, NULL, NULL, TO_CHAR );
sprintf( buf, "%s has become an avatar!",ch->name );
do_info(ch,buf);
if( ch->trust < 3) ch->trust = 3;
if (ch->level < ch->trust) ch->level = ch->trust;
if( !str_cmp(ch->clan, "DAMNED") )
{
ch->level = 4;
ch->trust = 4;
}
}
else if( !str_cmp(arg1,"age") && IS_CLASS(ch,CLASS_VAMPIRE) && GET_POWERS(ch,VAMP_AGE) < AGE_METHUSELAH )
{
switch( GET_POWERS(ch,VAMP_AGE) )
{
case AGE_NONE: cost = 42188; break;
case AGE_CAITIFF: cost = 56250; break;
case AGE_ANCILLA: cost = 75000; break;
case AGE_ELDER: cost = 100000; break;
default: break;
}
if( GET_POWERS(ch,VAMP_POINTS) < cost )
{
sprintf(buf,"You lack the %d discipline points to further your age.\n\r",cost);
stc(buf,ch);
return;
}
GET_POWERS(ch,VAMP_AGE)++;
GET_POWERS(ch,VAMP_POINTS) -= cost;
stc("You have risen to a new level of vampiric power!\n\r",ch);
}
else if( !str_cmp(arg1,"magic") && IS_CLASS(ch,CLASS_DROW) && GET_POWERS(ch,DROW_MAGIC) < 100 )
{
cost = ((GET_POWERS(ch,DROW_MAGIC)+1)*100);
if( GET_POWERS(ch,DROW_POINTS) < cost )
{
sprintf(buf,"You lack the %d drow points to enhance your magic resistance.\n\r",cost);
stc(buf,ch);
return;
}
GET_POWERS(ch,DROW_MAGIC)++;
GET_POWERS(ch,DROW_POINTS) -= cost;
}
else
{
stc("Train what?\n\r", ch);
return;
}
return;
}
/* /SaTaN */
void do_mount( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Mount what?\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You cannot ride in this form.\n\r",ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r",ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot ride on your own back!\n\r",ch );
return;
}
if ( ch->mounted > 0 )
{
send_to_char( "You are already riding.\n\r",ch );
return;
}
if ( !IS_NPC(victim) || victim->mounted > 0 || (IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) ) )
{
send_to_char( "You cannot mount them.\n\r",ch );
return;
}
if ( victim->position < POS_STANDING )
{
if ( victim->position < POS_SLEEPING )
act( "$N is too badly hurt for that.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_SLEEPING )
act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_RESTING )
act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_MEDITATING )
act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_SITTING )
act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_SLEEPING )
act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_FIGHTING )
act( "Not while $e's fighting.", ch, NULL, victim, TO_CHAR );
return;
}
if (!IS_NPC(ch) && ch->stance[0] != -1 && ((ch->trust > 2) || (ch->level > 2))) do_stance(ch,"");
ch->mounted = IS_RIDING;
victim->mounted = IS_MOUNT;
ch->mount = victim;
victim->mount = ch;
act( "You clamber onto $N's back.", ch, NULL, victim, TO_CHAR );
act( "$n clambers onto $N's back.", ch, NULL, victim, TO_ROOM );
return;
}
void do_dismount( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if ( ch->mounted == 0 )
{
send_to_char( "But you are not riding!\n\r",ch );
return;
}
if ( (victim = ch->mount) == NULL )
{
send_to_char( "But you are not riding!\n\r",ch );
return;
}
act( "You clamber off $N's back.", ch, NULL, victim, TO_CHAR );
act( "$n clambers off $N's back.", ch, NULL, victim, TO_ROOM );
ch->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
ch->mount = NULL;
victim->mount = NULL;
return;
}
void do_tie( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (ch->level < 3)
{
send_to_char("Can't do this as a mortal.\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("You cannot do that to a mob.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char( "You cannot tie yourself up!\n\r", ch );
return;
}
if (IS_EXTRA(victim,TIED_UP))
{
send_to_char( "But they are already tied up!\n\r", ch );
return;
}
if (victim->position > POS_STUNNED || victim->hit > 0)
{
send_to_char( "You can only tie up a defenceless person.\n\r", ch );
return;
}
act("You quickly tie up $N.",ch,NULL,victim,TO_CHAR);
act("$n quickly ties up $N.",ch,NULL,victim,TO_ROOM);
send_to_char("You have been tied up!\n\r",victim);
SET_BIT(victim->extra,TIED_UP);
sprintf(buf,"%s has been tied up by %s.",victim->name,ch->name);
do_info(ch,buf);
return;
}
void do_untie( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_EXTRA(victim,TIED_UP))
{
send_to_char( "But they are not tied up!\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char( "You cannot untie yourself!\n\r", ch );
return;
}
act("You quickly untie $N.",ch,NULL,victim,TO_CHAR);
act("$n quickly unties $N.",ch,NULL,victim,TO_NOTVICT);
act("$n quickly unties you.",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,TIED_UP);
return;
}
void do_gag( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch && !IS_EXTRA(victim,GAGGED) && IS_EXTRA(victim,TIED_UP))
{
send_to_char( "You cannot gag yourself!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,TIED_UP) && !IS_EXTRA(victim,GAGGED))
{
send_to_char( "You can only gag someone who is tied up!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,GAGGED))
{
act("You place a gag over $N's mouth.",ch,NULL,victim,TO_CHAR);
act("$n places a gag over $N's mouth.",ch,NULL,victim,TO_NOTVICT);
act("$n places a gag over your mouth.",ch,NULL,victim,TO_VICT);
SET_BIT(victim->extra,GAGGED);
return;
}
if (ch == victim)
{
act("You remove the gag from your mouth.",ch,NULL,victim,TO_CHAR);
act("$n removes the gag from $s mouth.",ch,NULL,victim,TO_ROOM);
REMOVE_BIT(victim->extra,GAGGED);
return;
}
act("You remove the gag from $N's mouth.",ch,NULL,victim,TO_CHAR);
act("$n removes the gag from $N's mouth.",ch,NULL,victim,TO_NOTVICT);
act("$n removes the gag from your mouth.",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,GAGGED);
return;
}
void do_blindfold( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch && !IS_EXTRA(victim,BLINDFOLDED) && IS_EXTRA(victim,TIED_UP))
{
send_to_char( "You cannot blindfold yourself!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,TIED_UP) && !IS_EXTRA(victim,BLINDFOLDED))
{
send_to_char( "You can only blindfold someone who is tied up!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,BLINDFOLDED))
{
act("You place a blindfold over $N's eyes.",ch,NULL,victim,TO_CHAR);
act("$n places a blindfold over $N's eyes.",ch,NULL,victim,TO_NOTVICT);
act("$n places a blindfold over your eyes.",ch,NULL,victim,TO_VICT);
SET_BIT(victim->extra,BLINDFOLDED);
return;
}
if (ch == victim)
{
act("You remove the blindfold from your eyes.",ch,NULL,victim,TO_CHAR);
act("$n removes the blindfold from $s eyes.",ch,NULL,victim,TO_ROOM);
REMOVE_BIT(victim->extra,BLINDFOLDED);
return;
}
act("You remove the blindfold from $N's eyes.",ch,NULL,victim,TO_CHAR);
act("$n removes the blindfold from $N's eyes.",ch,NULL,victim,TO_NOTVICT);
act("$n removes the blindfold from your eyes.",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,BLINDFOLDED);
return;
}
int count_imms( CHAR_DATA *ch )
{
int count = 0;
if ( IS_IMMUNE(ch, IMM_SLASH) ) count += 1;
if ( IS_IMMUNE(ch, IMM_STAB) ) count += 1;
if ( IS_IMMUNE(ch, IMM_SMASH) ) count += 1;
if ( IS_IMMUNE(ch, IMM_ANIMAL) ) count += 1;
if ( IS_IMMUNE(ch, IMM_MISC) ) count += 1;
if ( IS_IMMUNE(ch, IMM_CHARM) ) count += 1;
if ( IS_IMMUNE(ch, IMM_HEAT) ) count += 1;
if ( IS_IMMUNE(ch, IMM_COLD) ) count += 1;
if ( IS_IMMUNE(ch, IMM_LIGHTNING) ) count += 1;
if ( IS_IMMUNE(ch, IMM_ACID) ) count += 1;
if ( IS_IMMUNE(ch, IMM_SLEEP) ) count += 1;
if ( IS_IMMUNE(ch, IMM_DRAIN) ) count += 1;
if ( IS_IMMUNE(ch, IMM_VOODOO) ) count += 1;
if ( IS_IMMUNE(ch, IMM_HURL) ) count += 1;
if ( IS_IMMUNE(ch, IMM_BACKSTAB) ) count += 1;
if ( IS_IMMUNE(ch, IMM_KICK) ) count += 1;
if ( IS_IMMUNE(ch, IMM_DISARM) ) count += 1;
if ( IS_IMMUNE(ch, IMM_STEAL) ) count += 1;
return ( ( count * 10000 ) + 10000 );
}
void do_track( CHAR_DATA *ch, char *argument )
{
bool found = FALSE;
if (!IS_NPC(ch) && ch->position == POS_MORTAL)
{
send_to_char("You are too hurt to track anyone!\n\r", ch);
return;
}
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
return;
}
if (check_track(ch,0)) found = TRUE;
if (check_track(ch,1)) found = TRUE;
if (check_track(ch,2)) found = TRUE;
if (check_track(ch,3)) found = TRUE;
if (check_track(ch,4)) found = TRUE;
if (found == FALSE)
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
return;
}
act("$n carefully examines the ground for tracks.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_hunt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
if (strlen(ch->hunting) > 1)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
send_to_char( "You stop hunting your prey.\n\r", ch );
}
else send_to_char( "Who do you wish to hunt?\n\r", ch );
return;
}
if (!str_cmp(arg,ch->name))
{
send_to_char("How can you hunt yourself?\n\r",ch);
return;
}
if (ch->position == POS_MORTAL)
{
send_to_char("You are too hurt to hunt!\n\r", ch);
return;
}
ch->hunting = str_dup(arg);
send_to_char( "Ok.\n\r", ch );
return;
}
void check_hunt( CHAR_DATA *ch )
{
CHAR_DATA *victim;
bool found = FALSE;
int direction = 0;
int i = 0;
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return;
}
if (check_track(ch,0)) {found = TRUE;direction = ch->in_room->track_dir[0];}
else if (check_track(ch,1)) {found = TRUE;direction = ch->in_room->track_dir[1];}
else if (check_track(ch,2)) {found = TRUE;direction = ch->in_room->track_dir[2];}
else if (check_track(ch,3)) {found = TRUE;direction = ch->in_room->track_dir[3];}
else if (check_track(ch,4)) {found = TRUE;direction = ch->in_room->track_dir[4];}
else if ( ( victim = get_char_room( ch, ch->hunting ) ) == NULL )
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return;
}
if (strlen(ch->hunting) < 2) return;
if ( ( victim = get_char_room( ch, ch->hunting ) ) != NULL ) return;
act("$n carefully examines the ground for tracks.",ch,NULL,NULL,TO_ROOM);
for( i = 0 ; i < 10 ; i++ )
move_char(ch,direction);
if( i == 10 )
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
i = 0;
stc("You pause in your pursuit.\n\r", ch);
return;
}
if (in_room == ch->in_room || victim != NULL)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
}
return;
}
void add_tracks( CHAR_DATA *ch, int direction )
{
int loop;
if (IS_NPC(ch)) return;
if (IS_ITEMAFF(ch, ITEMA_STALKER)) return;
if( IS_CLASS(ch, CLASS_SHADOW) && ( GET_POWERS(ch, SHADOW_TRACK) > 2 ) )
return;
for ( loop = 0; loop <= 4; loop++ )
{
if (ch->in_room->track[loop] != NULL && !str_cmp(ch->in_room->track[loop],ch->name))
{
free_string(ch->in_room->track[loop]);
ch->in_room->track[loop] = str_dup("");
}
}
if (strlen(ch->in_room->track[0]) < 2)
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->name);
ch->in_room->track_dir[0] = direction;
}
else if (strlen(ch->in_room->track[1]) < 2)
{
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->name);
ch->in_room->track_dir[1] = direction;
}
else if (strlen(ch->in_room->track[2]) < 2)
{
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->name);
ch->in_room->track_dir[2] = direction;
}
else if (strlen(ch->in_room->track[3]) < 2)
{
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->name);
ch->in_room->track_dir[3] = direction;
}
else if (strlen(ch->in_room->track[4]) < 2)
{
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->name);
ch->in_room->track_dir[4] = direction;
}
else
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->in_room->track[1]);
ch->in_room->track_dir[0] = ch->in_room->track_dir[1];
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->in_room->track[2]);
ch->in_room->track_dir[1] = ch->in_room->track_dir[2];
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->in_room->track[3]);
ch->in_room->track_dir[2] = ch->in_room->track_dir[3];
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->in_room->track[4]);
ch->in_room->track_dir[3] = ch->in_room->track_dir[4];
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->name);
ch->in_room->track_dir[4] = direction;
}
return;
}
bool check_track( CHAR_DATA *ch, int direction )
{
CHAR_DATA *victim;
char buf [MAX_INPUT_LENGTH];
char vict [MAX_INPUT_LENGTH];
int door;
strcpy(vict,ch->hunting);
if (strlen(ch->hunting) > 1)
{
if (!str_cmp(ch->hunting,vict))
{
if ( ( victim = get_char_room( ch, vict ) ) != NULL )
{
act("You have found $N!",ch,NULL,victim,TO_CHAR);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return TRUE;
}
}
}
if (strlen(ch->in_room->track[direction]) < 2) return FALSE;
if (!str_cmp(ch->in_room->track[direction],ch->name)) return FALSE;
if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction],ch->hunting)) return FALSE;
door = ch->in_room->track_dir[direction];
sprintf(buf,"You sense the trail of %s leading $T from here.",ch->in_room->track[direction]);
act( buf, ch, NULL, dir_name[door], TO_CHAR );
return TRUE;
}
void do_autostance( CHAR_DATA *ch, char *argument )
{
if( IS_NPC(ch) )
return;
stc("We don't offer a 'complete' autostance here as we think it is quite lame, and lacking in skill.\n\r",ch);
stc("However, if you are mortal, you can stance and it won't come undone while moving!\n\r",ch);
stc("Avatars, however, do not have this luxury.\n\r",ch);
return;
}
/******** DRAG HIDING PLAYERS FROM PRIVATE ROOMS ********/
/* void do_drag( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
char arg[MAX_INPUT_LENGTH];
int door;
int dam;
argument = one_argument(argument, arg);
if( arg[0] == '\0' )
{
stc("Drag who?\n\r", ch);
return;
}
if( (victim = get_char_world(ch, arg)) == NULL )
{
stc("They are not here.\n\r", ch);
return;
}
if( IS_NPC(victim) )
{
stc("Not on mobs.\n\r", ch);
return;
}
if( IS_IMMORTAL(victim) )
{
stc("Not on Immortals!\n\r", ch);
return;
}
if( (victim = get_char_area(ch, arg)) == NULL )
{
stc("You're not even in the same area!\n\r", ch);
return;
}
if( IS_DAMNED(ch) || IS_DAMNED(victim) ) return;
if( ch->in_room == victim->in_room )
{
stc("You are already in the same room!\n\r", ch);
return;
}
if( ch->move < 5000 )
{
stc("You are too exhausted to drag anyone.\n\r", ch);
return;
}
for( door = 0; door < 6; door++ )
{
if( (pexit = ch->in_room->exit[door]) == NULL
|| (to_room = pexit->to_room) == NULL )
continue;
if( victim->in_room == pexit->to_room )
{
if( !IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) )
{
stc("That room isn't private, just walk in!\n\r", ch);
return;
}
char_from_room(victim);
char_to_room(victim, ch->in_room);
dam = ( victim->race * 250 );
if( dam < 250 )
dam = 250;
dam *= ( 1 + (ch->move / ch->max_move) );
dam += number_range(1,500);
act2("You drag $N from $S hiding spot, catching $M by surprise! [$D]", ch, NULL, victim, TO_CHAR,dam);
act2("$n drags you from your hiding spot, catching you by surprise! [$D]", ch, NULL, victim, TO_VICT,dam);
act2("$n drags $N from $S hiding spot, catching $M by surprise! [$D]", ch, NULL, victim, TO_NOTVICT,dam);
victim->hit -= dam;
ch->move -= 5000;
return;
}
}
stc("You aren't even standing outside their hiding spot.\n\r", ch);
return;
}
*/
/******* END FUNCTION DO_DRAG *******/
void do_scry( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AREA_DATA *area;
ROOM_INDEX_DATA *room;
char arg[MAX_INPUT_LENGTH];
sh_int cost = 500;
argument = one_argument( argument, arg );
if( IS_CLASS(ch,CLASS_NONE) )
{
do_huh(ch,"");
return;
}
else if( IS_CLASS(ch,CLASS_VAMPIRE) && GET_POWERS(ch,DISC_AUSPEX) < 1 )
{
stc("You need Auspex 1 to scry.\n\r",ch);
return;
}
else if( IS_CLASS(ch,CLASS_WOLF) && GET_POWERS(ch,DISC_OWL) < 1 )
{
stc("You need Owl 1 to scry.\n\r",ch);
return;
}
else if( IS_CLASS(ch,CLASS_ALIEN) && GET_POWERS(ch,ALIEN_SENSE) < 1 )
{
stc("You need to train your senses to level 1 to scry.\n\r",ch);
return;
}
else if( IS_CLASS(ch,CLASS_MONK) )
{
do_clairvoyance(ch,arg);
return;
}
else if( IS_CLASS(ch,CLASS_SHADOW) && GET_POWERS(ch,SHADOW_TRACK) < 5 )
{
stc("You must first fully master the art of tracking to use scry.\n\r",ch);
return;
}
else if( IS_CLASS(ch,CLASS_DRAGON) )
{
do_dscan(ch,arg);
return;
}
if( ch->mana < cost )
{
stc("You lack the strength to see through the ethers of space and time.\n\r",ch);
return;
}
if( arg[0] == '\0' )
{
stc("Scry who?\n\r",ch);
return;
}
if( (victim = get_char_world(ch,arg)) == NULL )
{
stc("They are not here.\n\r",ch);
return;
}
if( IS_IMMORTAL(victim) )
{
stc("You cannot scry Immortals.\n\r", ch);
return;
}
if( victim->in_room == NULL)
{
bug("Do_scry: victim in NULL room.\n\r",0);
return;
}
if( (area = victim->in_room->area) == NULL )
{
bug("Do_scry: victim in NULL area.\n\r",0);
return;
}
room = ch->in_room;
if( IS_CLASS(ch,CLASS_APOCRYPHIC) && has_power_level(ch,SCHOOL_ARCANE,2) )
{
sprintf(arg,"You sense $N's presence in %s.",area->name);
act(arg,ch,NULL,victim,TO_CHAR);
}
char_from_room(ch);
char_to_room(ch,victim->in_room);
if( IS_SET(ch->affected_by,AFF_SHADOWPLANE) )
{
REMOVE_BIT(ch->affected_by,AFF_SHADOWPLANE);
do_look(ch,"auto");
SET_BIT(ch->affected_by,AFF_SHADOWPLANE);
}
else
do_look(ch,"auto");
if( !IS_NPC(victim) )
{
if( IS_CLASS(victim,CLASS_MONK) && HAS_TECH(victim,TECH_CLAIR) )
stc("You sense that someone is watching you.\n\r",victim);
else if( IS_CLASS(victim,CLASS_JEDI) )
stc("You sense movement in the force.\n\r",victim);
else if( IS_CLASS(victim,CLASS_APOCRYPHIC) && has_power_level(ch,SCHOOL_ARCANE,7) )
stc("You feel a magical presence watching you.\n\r",victim);
}
char_from_room(ch);
char_to_room(ch,room);
ch->mana -= cost;
FIGHT_TIMER(ch,5);
return;
}