/***************************************************************************
* 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"
/*
* Local functions.
*/
void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void birth_write args( ( CHAR_DATA *ch, char *argument ) );
bool birth_ok args( ( CHAR_DATA *ch, char *argument ) );
/* Need to get rid of those flames somehow - KaVir */
void do_clan(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if( IS_NPC(ch))
return;
if( arg1[0] == '\0')
{
stc("Clan who?\n\r", ch);
return;
}
if( arg2[0] == '\0')
{
stc("What do you want to do with them?\n\r", ch);
return;
}
if( (victim = get_char_room(ch, arg1)) == NULL)
{
stc("They are not here.\n\r", ch);
return;
}
if( !IS_SET(ch->clanbits, CLAN_LDR) && !IS_SET(ch->clanbits, CLAN_CO))
{
stc("You are not a clan leader.\n\r", ch);
return;
}
if( victim->class <= 0)
{
stc("But they dont have a class yet.\n\r", ch);
return;
}
if( victim->level < 3)
{
stc("They are not an avatar.\n\r", ch);
return;
}
if( ch->level < 3)
{
stc("You must be an avatar.\n\r", ch);
return;
}
if( !str_cmp(arg2, "accept"))
{
if( str_cmp( victim->clan, ""))
{
stc("They already have a clan.\n\r", ch);
return;
}
if( IS_SET(victim->clanbits, CLAN_LDR))
{
stc("Not on a clan leader.\n\r", ch);
return;
}
if( IS_SET(victim->clanbits, CLAN_CO))
{
stc("Not on a coleader.\n\r", ch);
return;
}
free_string(victim->clan);
victim->clan = str_dup(ch->clan);
stc("You have inducted a new member.\n\r", ch);
stc("You have been inducted into a clan.\n\r", victim);
return;
}
else if( !str_cmp(arg2, "banish"))
{
if( str_cmp(ch->clan, victim->clan))
{
stc("You are not in the same clan.\n\r", ch);
return;
}
if( IS_SET(ch->clanbits, CLAN_LDR)
&& IS_SET(victim->clanbits, CLAN_CO))
REMOVE_BIT(victim->clanbits, CLAN_CO);
if( IS_SET(victim->clanbits, CLAN_LDR))
{
stc("Not on your clan leader.\n\r", ch);
return;
}
free_string(victim->clan);
victim->clan = str_dup("");
stc("You have kicked them out of your clan!\n\r", ch);
stc("You have been removed from your clan!\n\r", victim);
return;
}
else
{
stc("Not a valid option.\n\r", ch);
return;
}
return;
}
void do_flex( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *holder;
int chance;
chance = number_range(1, 100);
act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR);
act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM);
if (IS_NPC(ch)) return;
if( ch->pcdata->held_by != NULL
&& ch->pcdata->held_by != '\0'
&& chance <= 65 )
{
holder = get_char_world(ch, ch->pcdata->held_by);
if( holder != NULL && holder != ch)
do_drelease(holder, holder->pcdata->held);
if( ch->pcdata->held_by != NULL
&& ch->pcdata->held_by != '\0')
ch->pcdata->held_by = strdup( "" );
}
if ( IS_EXTRA(ch, TIED_UP) )
{
act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR);
act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
WAIT_STATE(ch,12);
return;
}
void do_loner( CHAR_DATA *ch, char*argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if( IS_NPC(ch))
return;
if( !str_cmp(ch->clan, ""))
{
send_to_char("You are already clanless.\n\r", ch);
return;
}
if( arg[0] == '\0')
{
send_to_char("You must supply your password to validate the declanning.\n\r", ch);
return;
}
if( str_cmp(arg, ch->pcdata->pwd))
{
send_to_char("THAT IS NOT YOUR PASSWORD.\n\r", ch);
return;
}
free_string( ch->clan);
ch->clan = str_dup("");
send_to_char("You are now a loner.\n\r", ch);
do_save(ch, "");
return;
}
void do_rolldirt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *inroom;
one_argument( argument, arg );
inroom=ch->in_room;
if (!IS_AFFECTED(ch, AFF_FLAMING))
{
send_to_char( "You aren't on fire\n\r", ch );
return;
}
if ( number_range(1,100) < 70 )
{
send_to_char("You roll in the dirt trying to put out the flames.\n\r", ch);
act( "$n rolls in the dirt trying to stop the burning flames", ch, NULL, NULL, TO_ROOM );
return;
}
send_to_char("You manage to roll off the flames around you.\n\r", ch);
act( "$n manages to roll of the flames around them", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->affected_by, AFF_FLAMING);
return;
}
/* End of Roll Dirt Command */
void do_smother( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *inroom;
one_argument( argument, arg );
if (IS_NPC( ch )) return;
inroom=ch->in_room;
if ( arg[0] == '\0' && !IS_SET(inroom->room_flags,ROOM_FLAMING))
{
send_to_char( "Smother whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot smother yourself.\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
send_to_char( "But they are not on fire!\n\r", ch );
return;
}
if ( number_range(1,100) < 80 )
{
act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR );
act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT );
act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT );
if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) )
{
act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR );
act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT );
act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT );
SET_BIT(ch->affected_by, AFF_FLAMING);
}
return;
}
act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR );
act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT );
act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT );
REMOVE_BIT(victim->affected_by, AFF_FLAMING);
return;
}
/* Loads of Vampire powers follow. KaVir */
void do_generation( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int gen;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: generation <char> <generation>.\n\r", ch );
send_to_char("Generation 1 is a Master <Class> and 2 is clan leader.\n\r", ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "That player is not here.\n\r", ch);
return;
}
gen = is_number( arg2 ) ? atoi( arg2 ) : -1;
send_to_char("Generation Set.\n\r",ch);
victim->generation = gen;
return;
}
void reset_weapon( CHAR_DATA *ch, int dtype )
{
if ( ch->wpn[dtype] > 200 )
ch->wpn[dtype] = 200;
return;
}
void reset_spell( CHAR_DATA *ch, int dtype )
{
if ( ch->spl[dtype] > 200 )
ch->spl[dtype] = 200;
return;
}
/*Added in from sage vic code for multi class clananme*/
void do_clanname( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( arg[0] == '\0' )
{
send_to_char( "Who's clan do you wish to change or name?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) ) return;
smash_tilde( argument );
if ( strlen(argument) < 0 || strlen(argument) > 20 )
{
send_to_char( "Clan name should be between 0 and 20 letters long.\n\r", ch );
send_to_char( "Leave a blank to remove clan.\n\r", ch);
return;
}
free_string( victim->clan );
victim->clan = str_dup( argument );
send_to_char("Clan set.\n\r", ch);
send_to_char("Clan set.\n\r", victim);
return;
}
void do_truesight( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if( !IS_SET(ch->pcdata->askills[AS_BITS],ABIT_TRUESIGHT) )
return;
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses increase to incredible proportions.\n\r", ch );
}
return;
}
/*
void do_scry( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( arg[0] == '\0' )
{
send_to_char( "Scry on whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
chroom = ch->in_room;
victimroom = victim->in_room;
char_from_room(ch);
char_to_room(ch,victimroom);
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE)))
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else
do_look(ch,"auto");
char_from_room(ch);
char_to_room(ch,chroom);
if (!IS_NPC(victim))
{
if (ch->fight_timer > 30)
ch->fight_timer = 30;
else
ch->fight_timer += 10;
}
return;
}
*/
void werewolf_regen( CHAR_DATA *ch )
{
int min = 1;
int max;
if (IS_NPC(ch)) return;
if (ch->hit < 1 )
{
ch->hit = ch->hit + number_range(1,3);
update_pos(ch);
}
else if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
return;
else
{
if (((ch->max_hit) > (ch->max_mana)) && ((ch->max_hit) > (ch->max_move)))
max = ch->max_hit / 175;
else if (((ch->max_move) > (ch->max_hit)) && ((ch->max_move) > (ch->max_mana)))
max = ch->max_move / 175;
else
max = ch->max_mana / 175;
if (max < 25)
max = 50;
ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit);
ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana);
ch->move = UMIN(ch->move + number_range(min,max), ch->max_move);
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move)
send_to_char("Your body has completely regenerated itself.\n\r",ch);
if ((ch->position == POS_STUNNED) && (ch->hit > ch->max_hit * 0.05) && (number_range(1,3) == 1))
{
act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR);
ch->position = POS_STANDING;
}
}
return;
}
void mortal_regen( CHAR_DATA *ch )
{
int min = 5;
int max = 10;
if (IS_NPC(ch)) return;
if (ch->hit < 1 )
{
send_to_char( "You have been KILLED!!\n\r\n\r", ch );
raw_kill(ch);
return;
}
else if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move )
{
if (((ch->max_hit) > (ch->max_mana)) && ((ch->max_hit) > (ch->max_move)))
max = ch->max_hit / 190;
else if (((ch->max_move) > (ch->max_hit)) && ((ch->max_move) > (ch->max_mana)))
max = ch->max_move / 190;
else if (((ch->max_mana) > (ch->max_hit)) && ((ch->max_mana) > (ch->max_move)))
max = ch->max_mana / 190;
if (max < 25)
max = 50;
ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit);
ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana);
ch->move = UMIN(ch->move + number_range(min,max), ch->max_move);
}
return;
}
void reg_mend( CHAR_DATA *ch )
{
int ribs = 0;
int teeth = 0;
if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16;
if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16;
if (IS_BLEEDING(ch,BLEEDING_HEAD))
{
act("$n's head stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("Your head stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_HEAD);
}
else if (IS_BLEEDING(ch,BLEEDING_THROAT))
{
act("$n's throat stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("Your throat stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_THROAT);
}
else if (IS_BLEEDING(ch,BLEEDING_ARM_L))
{
act("The stump of $n's left arm stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your left arm stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_ARM_L);
}
else if (IS_BLEEDING(ch,BLEEDING_ARM_R))
{
act("The stump of $n's right arm stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your right arm stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_ARM_R);
}
else if (IS_BLEEDING(ch,BLEEDING_LEG_L))
{
act("The stump of $n's left leg stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your left leg stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_LEG_L);
}
else if (IS_BLEEDING(ch,BLEEDING_LEG_R))
{
act("The stump of $n's right leg stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your right leg stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_LEG_R);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_L))
{
act("The stump of $n's left wrist stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your left wrist stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_HAND_L);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_R))
{
act("The stump of $n's right wrist stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your right wrist stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_HAND_R);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_L))
{
act("The stump of $n's left ankle stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your left ankle stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_FOOT_L);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_R))
{
act("The stump of $n's right ankle stops bleeding.",ch,NULL,NULL,TO_ROOM);
act("The stump of your right ankle stops bleeding.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[6],BLEEDING_FOOT_R);
}
else if (ribs > 0)
{
if (IS_BODY(ch,BROKEN_RIBS_1 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(ch,BROKEN_RIBS_2 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(ch,BROKEN_RIBS_4 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(ch,BROKEN_RIBS_8 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(ch,BROKEN_RIBS_16))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(ch,LOST_EYE_L))
{
act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L);
}
else if (IS_HEAD(ch,LOST_EYE_R))
{
act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R);
}
else if (IS_HEAD(ch,LOST_EAR_L))
{
act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L);
}
else if (IS_HEAD(ch,LOST_EAR_R))
{
act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R);
}
else if (IS_HEAD(ch,LOST_NOSE))
{
act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM);
act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (teeth > 0)
{
if (IS_HEAD(ch,LOST_TOOTH_1 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(ch,LOST_TOOTH_2 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(ch,LOST_TOOTH_4 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(ch,LOST_TOOTH_8 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(ch,LOST_TOOTH_16))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR);
act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_HEAD(ch,BROKEN_NOSE))
{
act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(ch,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(ch,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(ch,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(ch,BROKEN_NECK))
{
act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
}
else if (IS_ARM_R(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
}
else if (IS_LEG_L(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,BROKEN_ARM))
{
act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(ch,BROKEN_ARM))
{
act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(ch,BROKEN_LEG))
{
act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(ch,BROKEN_LEG))
{
act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
}
else if (IS_LEG_L(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,LOST_THUMB))
{
act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,BROKEN_THUMB))
{
act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_I))
{
act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_M))
{
act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_R))
{
act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_L))
{
act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_THUMB))
{
act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,BROKEN_THUMB))
{
act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_I))
{
act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_M))
{
act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_R))
{
act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if ( IS_ARM_R(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if ( IS_ARM_R(ch,BROKEN_FINGER_L))
{
act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(ch,CUT_THROAT))
{
if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) return;
act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT);
}
return;
}
/*
void do_familiar( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
return;
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to make your familiar?\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( "Become your own familiar?\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
familiar->wizard = NULL;
ch->pcdata->familiar = victim;
victim->wizard = ch;
send_to_char("Ok.\n\r",ch);
return;
}
*/
bool char_exists( bool backup, char *argument )
{
FILE *fp;
char buf [MAX_STRING_LENGTH];
bool found = FALSE;
fclose( fpReserve );
if (backup)
sprintf( buf, "%sbackup/%s", PLAYER_DIR, capitalize( argument ) );
else
sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) );
if ( ( fp = fopen( buf, "r" ) ) != NULL )
{
found = TRUE;
fclose( fp );
}
fpReserve = fopen( NULL_FILE, "r" );
return found;
}