/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void giantattack args((CHAR_DATA * ch, int attacktype));
void do_giantarmor(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("What?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Please specify which piece of giant armor you wish to make: Branch Bracer\n\r"
"Collar Ring Plate Helmet Leggings Boots Gloves Sleeves Cloak Belt Visor.\n\r",
ch);
return;
}
if (ch->practice < 60)
{
send_to_char
("It costs 60 points of primal to create giant equipment.\n\r",
ch);
return;
}
if (!str_cmp(arg, "ring"))
vnum = 33280;
else if (!str_cmp(arg, "bracer"))
vnum = 33281;
else if (!str_cmp(arg, "collar"))
vnum = 33282;
else if (!str_cmp(arg, "plate"))
vnum = 33283;
else if (!str_cmp(arg, "helmet"))
vnum = 33284;
else if (!str_cmp(arg, "belt"))
vnum = 33285;
else if (!str_cmp(arg, "visor"))
vnum = 33286;
else if (!str_cmp(arg, "gloves"))
vnum = 33287;
else if (!str_cmp(arg, "sleeves"))
vnum = 33288;
else if (!str_cmp(arg, "boots"))
vnum = 33289;
else if (!str_cmp(arg, "leggings"))
vnum = 33290;
else if (!str_cmp(arg, "cloak"))
vnum = 33291;
else if (!str_cmp(arg, "branch"))
vnum = 33292;
else
{
do_giantarmor(ch, "");
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r", ch);
return;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
ch->practice -= 60;
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
return;
}
void do_ggrow(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int cost = 12000000;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->rank >= FOOT_30)
{
send_to_char("Your quite a tall giant already.\n\r", ch);
return;
}
if (ch->exp < cost * (ch->pcdata->rank + 1))
{
xprintf(buf, "You need %ld more exp to grow.\n\r",
cost * (ch->pcdata->rank + 1) - ch->exp);
send_to_char(buf, ch);
return;
}
ch->pcdata->rank++;
ch->exp -= ch->pcdata->rank * cost;
send_to_char("You grow and grow, you can almost touch the stars.\n\r",
ch);
return;
}
void do_thwack(CHAR_DATA * ch, char *argument)
{
giantattack(ch, 1);
return;
}
void do_smack(CHAR_DATA * ch, char *argument)
{
giantattack(ch, 2);
return;
}
void do_bash(CHAR_DATA * ch, char *argument)
{
giantattack(ch, 3);
return;
}
void giantattack(CHAR_DATA * ch, int attacktype)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->move < 1000)
{
send_to_char
("You're not up to it, you ain't got the stamina in ya.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
ch->move -= 1000;
if (attacktype == ch->pcdata->powers[GIANT_ATTACK])
{
do_say(ch,
"Oi Oi, I smell a tiny humaaaan, thwack, smack, bash you skull, humaaan.");
one_hit(ch, victim, gsn_thwack, 1);
one_hit(ch, victim, gsn_smack, 1);
one_hit(ch, victim, gsn_bash, 1);
}
else
{
if (attacktype == 1)
one_hit(ch, victim, gsn_thwack, 1);
if (attacktype == 2)
one_hit(ch, victim, gsn_smack, 1);
if (attacktype == 3)
one_hit(ch, victim, gsn_bash, 1);
}
WAIT_STATE(ch, 12);
return;
}
void do_dawnstrength(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->rank == 0)
{
send_to_char("You're too short, piss off.\n\r", ch);
return;
}
if (IS_SET(ch->newbits, NEW_CUBEFORM))
{
REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act("$n lets the strenght of old fade away.", ch, NULL, NULL,
TO_ROOM);
send_to_char("You let the strength of old fade away.\n\r",
ch);
ch->damroll -= ch->pcdata->rank * 100;
ch->hitroll -= ch->pcdata->rank * 100;
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
else
{
act("$n grows to enormous heights.", ch, NULL, NULL, TO_ROOM);
send_to_char
("You call upon the strength of old to guide you..\n\r",
ch);
SET_BIT(ch->newbits, NEW_CUBEFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
xprintf(buf, "%s the giant", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->damroll += ch->pcdata->rank * 100;
ch->hitroll += ch->pcdata->rank * 100;
return;
}
return;
}
void do_giantgift(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int cost = 100000;
int max_gifts = 6;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[GGIFTS_GAINED] >= max_gifts)
{
send_to_char("You already have all giant gifts.\n\r", ch);
return;
}
if (ch->pcdata->stats[GIANT_POINTS] < cost)
{
xprintf(buf,
"You still need %d class points for the next gift.\n\r",
cost - ch->pcdata->stats[GIANT_POINTS]);
send_to_char(buf, ch);
return;
}
ch->pcdata->stats[GIANT_POINTS] -= cost;
if (ch->pcdata->powers[GGIFTS_GAINED] < 1)
{
SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_LEATHERSKIN);
send_to_char
("You are gifted with leather skin, preventing damage taken.\n\r",
ch);
}
else if (ch->pcdata->powers[GGIFTS_GAINED] < 2)
{
SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STONESHAPE);
send_to_char
("You are gifted with the ability to shape stone onto tools of war.\n\r",
ch);
}
else if (ch->pcdata->powers[GGIFTS_GAINED] < 3)
{
SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_REVIVAL);
send_to_char
("You are gifted the power of revival, the healing of nature.\n\r",
ch);
}
else if (ch->pcdata->powers[GGIFTS_GAINED] < 4)
{
SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_EARTHPUNCH);
send_to_char
("You are granted the power to strike the earth with a mighty punch, shaking everyone in the room.\n\r",
ch);
}
else if (ch->pcdata->powers[GGIFTS_GAINED] < 5)
{
SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STANDFIRM);
send_to_char
("You are granted the power to stand firm, thus taking less damage in combat.\n\r",
ch);
}
else
{
SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_LONGLEGS);
send_to_char
("You are granted the gift of long legs, thus being able to step in front of a fleeing opponent. (auto)\n\r",
ch);
}
ch->pcdata->powers[GGIFTS_GAINED]++;
return;
}
void do_gsweep(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (IS_CLASS(ch, CLASS_MONK))
{
do_sweep(ch, argument);
return;
}
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You're not fighting anyone you can sweep.\n\r",
ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobiles.\n\r", ch);
return;
}
if (number_range(1, 3) == 3)
{
do_say(ch, "Oi Oi, Im gonna crush you little skull, Humaaan.");
send_to_char("You have been STUNNED by the giants sweep.",victim);
one_hit(ch, victim, gsn_backfist, 0);
one_hit(ch, victim, gsn_headbutt, 0);
one_hit(ch, victim, gsn_bash, 1);
WAIT_STATE(victim, 16);
}
WAIT_STATE(ch, 8);
return;
}
void do_revival(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_REVIVAL))
{
send_to_char("You don't have that gift.\n\r", ch);
return;
}
ch->hit += number_range(300, 600);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
send_to_char("You feel revived.\n\r", ch);
WAIT_STATE(ch, 12);
return;
}
void do_earthpunch(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *gch;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_EARTHPUNCH))
{
send_to_char("You don't have that gift.\n\r", ch);
return;
}
send_to_char
("You slam your fist into the ground creating a minor earthquake.\n\r",
ch);
act("$n slams $m fist into the ground, creating a minor earthquake.",
ch, NULL, NULL, TO_ROOM);
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (IS_NPC(gch))
continue;
if (ch == gch)
continue;
if (is_safe(ch, gch))
continue;
if (gch->fighting != NULL)
{
one_hit(ch, gch, gsn_bash, 0);
if (number_range(1, 8) == 4)
{
send_to_char("You lose your balance.\n\r", gch);
do_stance(gch, "");
}
}
else
{
send_to_char("You drop to the ground, stunned.\n\r",
gch);
stop_fighting(gch, TRUE);
gch->position = POS_STUNNED;
}
}
WAIT_STATE(ch, 16);
return;
}
void do_standfirm(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STANDFIRM))
{
send_to_char("You don't have that gift.\n\r", ch);
return;
}
if (ch->pcdata->powers[GIANT_STANDFIRM] == 0)
{
send_to_char
("You slam your feet hard into the ground, and refuse to budge.\n\r",
ch);
ch->pcdata->powers[GIANT_STANDFIRM] = 1;
}
else
{
send_to_char("You relax from your standfirm.\n\r", ch);
ch->pcdata->powers[GIANT_STANDFIRM] = 0;
}
return;
}
void do_stoneshape(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int cost = 500;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STONESHAPE))
{
send_to_char("You don't have that gift.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Stoneshape what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You dont have that item.\n\r", ch);
return;
}
if ((obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR)
|| obj->chobj != NULL || IS_SET(obj->quest, QUEST_GIANTSTONE))
{
send_to_char("You are unable to stoneshape this item.\n\r",
ch);
return;
}
if (ch->bones < cost)
{
xprintf(buf,
"It costs %d bones to use this power, and you don't have that much.\n\r",
cost);
send_to_char(buf, ch);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
obj->value[1] += number_range(1, 8);
obj->value[2] += number_range(3, 10);
}
forge_affect(obj, number_range(1, 5));
SET_BIT(obj->quest, QUEST_GIANTSTONE);
ch->bones -= cost;
send_to_char
("You shape the ancient stone of the world onto the item, making it more poweful.\n\r",
ch);
return;
}
void do_deathfrenzy(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_GIANT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->hit > 30000)
{
send_to_char("Your still in good health.\n\r", ch);
return;
}
if (ch->pcdata->powers[GIANT_FRENZY] == 1)
{
send_to_char("Your already raging.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char
("But, your not fighting anyone, who in the world do you plan on getting pissed at?\n\r",
ch);
return;
}
send_to_char("You enter your deathfrenzy.\n\r", ch);
ch->pcdata->powers[GIANT_FRENZY] = 1;
do_say(ch,
"You Humaaans think you so smart, me bash little humaaan skull, you not so smart no more!");
multi_hit(ch, victim, TYPE_UNDEFINED);
return;
}