#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/* Mercenary */
void do_sharpen(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
if (!IS_PROF(ch, PROF_MERCENARY))
{
send_to_char("#0You are not a Mercenary.#n\n\r", ch);
return;
}
if (argument[0] == '\0')
{
send_to_char("#0Which item do you wish to sharpen?#n\n\r", ch);
return;
}
if ( (obj = get_obj_carry(ch, argument)) == NULL)
{
send_to_char("#0You are not carrying that item.#n\n\r", ch);
return;
}
if (IS_SET(obj->quest,QUEST_SHARPEN))
{
send_to_char("#0This item has already been sharpened!#n\n\r",ch);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
obj->value[1] += 500;
obj->value[2] += 500;
obj->level = 50;
SET_BIT(obj->quest, QUEST_SHARPEN);
obj->condition = 100;
obj->toughness = 100;
obj->resistance = 1;
act("#0You sharpen#n $p.", ch, obj, NULL, TO_CHAR);
act("#0$n sharpens#n $p..", ch, obj, NULL, TO_ROOM);
ch->practice -= 1500;
WAIT_STATE(ch, 8);
return;
}
}
/* Cleric */
void do_thorns(CHAR_DATA * ch, char *argument)
{
AREA_AFFECT af;
AREA_DATA *pArea;
int cost = 15000;
if (IS_NPC(ch))
return;
if (!IS_PROF(ch, PROF_CLERIC))
{
send_to_char("#0You are not a Cleric.#n\n\r", ch);
return;
}
if ((pArea = ch->in_room->area) == NULL)
{
send_to_char("#0You cannot cast this spell in this place.#n\n\r", ch);
return;
}
if (has_area_affect(pArea, AREA_AFF_THORNS, 0))
{
send_to_char("#0This holy enchantment has already been invoked here.#n\n\r",ch);
return;
}
if (ch->mana < cost)
{
send_to_char("#0You don't have enough mana.#n\n\r", ch);
return;
}
if (has_area_affect(pArea, AREA_AFF_CHAOS, 0))
{
if (number_range(1, 4) != 2)
{
int dam;
dam = number_range(10, 20);
dam *= ch->pcdata->current_faith; // wicked :)
ch->hit -= dam;
if (ch->hit < 1)
ch->hit = 1;
ch->mana -= cost;
send_to_char
("Your enchantment backfires, the spell is spoiled.\n\r",
ch);
WAIT_STATE(ch, 24);
return;
}
}
af.type = AREA_AFF_THORNS;
af.duration = ch->pcRaceLevel;
af.level = ch->pcRaceLevel;
affect_to_area(pArea, &af);
act("$n invokes the name of $s god, as $e lays the Thorns and Brambles enchantment.", ch, NULL, NULL, TO_ROOM);
send_to_char("You lay the Thorns and Brambles enchantment on this area.\n\r",ch);
ch->mana -= cost;
WAIT_STATE(ch, 36);
return;
}
/* Cleric */
void do_landscape(CHAR_DATA * ch, char *argument)
{
AREA_AFFECT af;
AREA_DATA *pArea;
int cost = 20000;
int fps = 1;
if (IS_NPC(ch))
return;
if (!IS_PROF(ch, PROF_CLERIC))
{
send_to_char("#0You are not a Cleic.#n\n\r", ch);
return;
}
if ((pArea = ch->in_room->area) == NULL)
{
send_to_char("You cannot cast this spell in this place.\n\r",
ch);
return;
}
if (has_area_affect(pArea, AREA_AFF_CHAOS, 0))
{
send_to_char
("This unholy enchantment has already been invoked here.\n\r",
ch);
return;
}
if (ch->mana < cost)
{
send_to_char("You don't have enough mana.\n\r", ch);
return;
}
af.type = AREA_AFF_CHAOS;
af.duration = ch->pcRaceLevel;
af.level = ch->pcRaceLevel;
affect_to_area(pArea, &af);
act("$n invokes the name of $s god, as $e lays the Chaotic Landscape enchantment.", ch, NULL, NULL, TO_ROOM);
send_to_char("You lay the Chaotic Landscape enchantment on this area.\n\r", ch);
ch->mana -= cost;
WAIT_STATE(ch, 12);
return;
}
/* Solider */
void do_blink(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_PROF(ch, PROF_SOLDIER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->mana < 2500)
{
send_to_char("This costs 2500 mana.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 18);
ch->mana -= 2500;
act("You enter limbo, steps back into reality behind $N and attack.",
ch, NULL, victim, TO_CHAR);
act("$n vanishes and suddenly someone strikes you from behind.", ch,
NULL, victim, TO_VICT);
act("$n vanishes and appear behind $N striking $S in the back.", ch,
NULL, victim, TO_NOTVICT);
multi_hit(ch, victim, TYPE_UNDEFINED);
return;
}
/* Monk */
void do_darkblaze(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
AFFECT_DATA af;
if (IS_NPC(ch))
return;
if (!IS_PROF(ch, PROF_MONK))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->fighting != NULL)
victim = ch->fighting;
else
return;
if (IS_SET(victim->act, PLR_HOLYLIGHT))
{
REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
}
if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
af.type = skill_lookup("blindness");
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 60;
af.bitvector = AFF_BLIND;
affect_to_char(victim, &af);
send_to_char("Your hands blaze up, blinding your opponent.\n\r", ch);
send_to_char
("Your opponents hands flashes with a blinding light.\n\r",
victim);
WAIT_STATE(ch, 18);
return;
}
/* Barbarian */
void do_eyegouge( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam;
int chance;
if (IS_NPC(ch)) return;
if (!IS_PROF(ch, PROF_BARBARIAN))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if (ch->fighting == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
else victim = ch->fighting;
}
chance = number_range(1,4);
if (!IS_NPC(victim)) dam = number_range(4000,8000);
else dam = number_range(15000,25000);
if (chance == 1)
{
if (IS_SET(victim->loc_hp[0], LOST_EYE_L))
{
send_to_char("They already dont have a left eye!.\n\r",ch);
return;
}
SET_BIT(victim->loc_hp[0], LOST_EYE_L);
send_to_char("You gouge out their left eye.\n\r",ch);
send_to_char("Your left eye has been gouged out!.\n\r",ch);
sprintf(buf,"Your Eye Gouge strikes $N blinding them in their left eye! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's Eye Gouge strikes you destroying your left eye [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n's Eye Gouge $N destroying their left eye! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
hurt_person(ch,victim, dam);
WAIT_STATE( ch, 6 );
}
if (chance == 2)
{
if (IS_SET(victim->loc_hp[0], LOST_EYE_R))
{
send_to_char("They already dont have a right eye!.\n\r",ch);
return;
}
SET_BIT(victim->loc_hp[0], LOST_EYE_R);
send_to_char("You gouge out their right eye.\n\r",ch);
send_to_char("Your right eye has been gouged out!.\n\r",ch);
sprintf(buf,"Your Eye Gouge strikes $N blinding them in their right eye! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's Eye Gouge strikes you destroying your right eye [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n's Eye Gouge $N destroying their right eye! [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
hurt_person(ch,victim, dam);
WAIT_STATE( ch, 6 );
}
if (chance == 3 || chance == 4)
{
send_to_char("You fail to gouge out an eye.\n\r",ch);
WAIT_STATE(ch, 12);
return;
}
return;
}
/* Barbarian */
void do_rage(CHAR_DATA *ch, char *argument)
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (ch->pcdata->powers[RAGE_TIMER] > 0 )
{
send_to_char("#0You may not rage yet.#n\n\r",ch);
return;
}
WAIT_STATE( ch, 6);
act("#0You Roar with #RBARBARIAN #YR#yA#7G#RE#0!#n",ch,NULL,NULL,TO_CHAR);
act("#0$n Roars with #RBARBARIAN #YR#yA#7G#RE#0!#n#n",ch,NULL,NULL,TO_ROOM);
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (ch == vch)
{
act("You throw back your head and howl with rage!",
ch, NULL, NULL, TO_CHAR);
continue;
}
if (!IS_NPC(vch) && vch->pcdata->chobj != NULL)
continue;
if (!IS_NPC(vch))
{
// if (vch->in_room == ch->in_room)
if (vch->in_room->area == ch->in_room->area)
send_to_char
("You hear a Warcry close by!\n\r",
vch);
else if (!CAN_PK(vch))
continue;
}
if (vch->in_room == ch->in_room && can_see(ch, vch))
{
multi_hit(ch, vch, TYPE_UNDEFINED);
if (vch == NULL || vch->position <= POS_STUNNED)
continue;
multi_hit(ch, vch, TYPE_UNDEFINED);
}
}
ch->pcdata->powers[RAGE_TIMER] = 5;
return;
}
/* Knight */
void do_layonhands( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam;
if (IS_NPC(ch)) return;
if (IS_PROF(ch, PROF_KNIGHT))
{
send_to_char("#0This is a Knight Ability#n\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, 12 );
if (!IS_NPC(victim)) dam = number_range(4000,6000);
else dam = number_range(4500,7000);
sprintf(buf,"#0You lay your hands on $N #R[#0%d#R]#n\n\r",dam);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's #0lays their hands on you!#n [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n's #0lays their hands on $N [%d]\n\r",dam);
act(buf,ch,NULL,victim,TO_NOTVICT);
hurt_person(ch,victim, dam);
ch->hit += dam;
if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
return;
}
/* Knight */
void do_bash(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_PROF(ch, PROF_KNIGHT))
{
send_to_char("#0You are not a knight#n.\n\r",ch);
return;
}
if (!(arg2[0] == '\0') || ch->fighting != NULL)
{
if (arg2[0] == '\0') victim = ch->fighting;
else if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
WAIT_STATE(ch, 18);
act("You take a step back, then launch yourself straight at $N...",ch,NULL,victim,TO_CHAR);
act("$n takes a step back, then launches $mself straight at you...",ch,NULL,victim,TO_VICT);
act("$n takes a step back, then launches $mself straight at $N...",ch,NULL,victim,TO_NOTVICT);
if ( number_range(1,3) == 3 )
{
act("$N sidesteps, leaving you wide open!",ch,NULL,victim,TO_CHAR);
act("You sidestep, leaving $n wide open!",ch,NULL,victim,TO_VICT);
act("$N sidesteps, leaving $n wide open!",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(victim, 24);
if ( number_range(1,2) == 1 )
{
act("$N takes the opportunity to strike back!",ch,NULL,victim,TO_CHAR);
act("You take the opportunity to strike back!",ch,NULL,victim,TO_VICT);
act("$N takes the opportunity to strike back!",ch,NULL,victim,TO_NOTVICT);
multi_hit(victim,ch,TYPE_UNDEFINED);
}
else
{
act("You recover yourself before $N can strike back.",ch,NULL,victim,TO_CHAR);
act("$n recovers $mself before you can strike back.",ch,NULL,victim,TO_VICT);
act("$n recovers $mself before $N can strike back.",ch,NULL,victim,TO_NOTVICT);
}
return;
}
stop_fighting(ch, TRUE);
return;
}
}
/* Thief */
void do_dirtkick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
int dam;
AFFECT_DATA af;
if (IS_NPC(ch)) return;
if (!IS_PROF(ch, PROF_THIEF))
{
send_to_char("#0This is a Thief Ability#n\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (is_safe(ch, victim)) return;
act("#0$n Kicks Dirt in $N's Eyes#n",ch,NULL,victim,TO_NOTVICT);
act("#0You kick dirt in $N's Eyes#n'.",ch,NULL,victim,TO_CHAR);
act("#0$n Kicks Dirt in your Eyes!#n'.",ch,NULL,victim,TO_VICT);
if (IS_SET(victim->act,PLR_HOLYLIGHT)) REMOVE_BIT(victim->act,PLR_HOLYLIGHT);
if (IS_SET(victim->affected_by, AFF_DETECT_HIDDEN))
REMOVE_BIT(victim->affected_by, AFF_DETECT_HIDDEN);
if (IS_SET(victim->affected_by, AFF_DETECT_INVIS))
REMOVE_BIT(victim->affected_by, AFF_DETECT_INVIS);
af.type = skill_lookup("blindness");
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 60;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
WAIT_STATE(ch,12);
return;
}
/* Assassin */
void do_sandman( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
if (IS_NPC(ch)) return;
if (IS_PROF(ch, PROF_ASSASSIN))
{
send_to_char("#0This is an Assassin Ability#n\n\r",ch);
return;
}
if (ch->in_room != NULL)
{
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "You cannot use this power in a safe room.\n\r", ch );
return;
}
}
if ( arg1[0] == '\0' )
{
send_to_char( "Put who to sleep?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Not on yourself!\n\r", ch );
return;
}
if (is_safe( ch, victim ))
{
stc("Not in a safe room or while ethereal.\n\r", ch);
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "Not while fighting!\n\r", ch );
return;
}
if (ch->move < 500)
{
send_to_char("You don't have enough movement points.\n\r", ch);
return;
}
if ( victim->in_room == ch->in_room )
{
act("You invoke the power of Takhisis and put $N to sleep.",ch,NULL,victim,TO_CHAR);
act("$n invokes the power of Takhisis and you drift into dreamland.",ch,NULL,victim,TO_VICT);
victim->position = POS_SLEEPING;
ch->move -= 500;
WAIT_STATE(ch, 1);
return;
}
return;
}
/* Assassin */
void do_impale (CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_PROF(ch, PROF_ASSASSIN))
{
send_to_char("Huh?\n\r",ch);
return;
}
else if (arg[0] == '\0')
{
send_to_char("Please choose your victim.\n\r", ch );
return;
}
else if ((victim = get_char_room(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch );
return;
}
if(((obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
{
if(((obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON)
{
send_to_char("You dont have a weapon to throw.\n\r", ch );
return;
}
}
obj_from_char( obj );
obj_to_char(obj, victim);
do_say(ch, "Fool, perish at my feet.");
act( "#0$n has thrown his weapon, impaling his victim.#n",ch,NULL,NULL,TO_ROOM);
SET_BIT(victim->extra, PINNEDWALL);
send_to_char("You have impaled your victim.\n\r",ch);
send_to_char("Has thrown his weapon and impaled you, flex to remove it.\n\r", victim );
WAIT_STATE(victim, 6);
WAIT_STATE(ch, 12);
}