/***************************************************************************
* 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 <unistd.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
ALIAS_DATA *alias_free;
void do_bountylist(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
xprintf(buf, " %s\n\r", get_dystopia_banner(" Bountylist ", 60));
send_to_char(buf, ch);
stc(" #CName Bounty Status Generation Tier\n\r#n", ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->character != NULL)
{
if (!d->connected == CON_PLAYING)
continue;
if (d->character->level > 6)
continue;
if (!can_see(ch, d->character))
continue;
xprintf(buf,
" #G%-15s#n %6d %2d %d %d\n\r",
d->character->name,
d->character->pcdata->bounty,
d->character->race,
d->character->generation, d->character->tier);
stc(buf, ch);
}
}
xprintf(buf, " %s\n\r", get_dystopia_banner("", 60));
send_to_char(buf, ch);
return;
}
void do_top(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int i;
if (IS_NPC(ch))
return;
stc("#r==--==#L**#r==--==#L**#r==--==#L**#r==--== #GTOP PKSCORE #r==--==#L**#r==--==#L**#r==--#r==#L**#r==--==#n\n\r\n\r", ch);
for (i = 1; i <= MAX_TOP_PLAYERS / 2; i++)
{
xprintf(buf,
" %2d. %-15s %5d %2d. %-15s %5d\n\r",
i, top_board[i].name, top_board[i].pkscore,
i + MAX_TOP_PLAYERS / 2,
top_board[i + MAX_TOP_PLAYERS / 2].name,
top_board[i + MAX_TOP_PLAYERS / 2].pkscore);
send_to_char(buf, ch);
}
xprintf(buf,
"\n\r #GYou #0:#G %-4d\n\r",
ch->race);
send_to_char(buf, ch);
stc("\n\r#r--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--#n\n\r", ch);
return;
}
void do_trigger(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char ttime[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int tick;
argument = one_argument(argument, arg);
one_argument(argument, ttime);
if (arg[0] == '\0')
{
send_to_char("Trigger what ?\n\r", ch);
return;
}
if (!is_number(ttime))
{
send_to_char
("What should the timer be set at (a number please) ?\n\r",
ch);
return;
}
tick = atoi(ttime);
if (tick < 1 || tick > 3)
{
send_to_char("Between 1 and 3 ticks please.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You don't have that item.\n\r", ch);
return;
}
if (obj->item_type != ITEM_GRENADE)
{
send_to_char("That is not a grenade or a bomb.\n\r", ch);
return;
}
if (obj->timer > 0)
{
send_to_char("It's already ticking, better run.\n\r", ch);
return;
}
obj->timer = tick;
send_to_char("You set the timer.\n\r", ch);
act("$n fiddles with $p.", ch, obj, NULL, TO_ROOM);
WAIT_STATE(ch, 6);
return;
}
void do_dcredits(CHAR_DATA * ch, char *argument)
{
do_help(ch, "dcredits");
return;
}
void do_version(CHAR_DATA * ch, char *argument)
{
send_to_char
("#w*************************************************#n\n\r",
ch);
send_to_char
("#w* #BThis is MC #R3.0 #BCode#w *#n\n\r",
ch);
send_to_char
("#w* #0Based on Dystopia 1.2,#YGold, #rSoH #0and #PMC1 & 2#w *#n\n\r",
ch);
send_to_char
("#w*************************************************#n\n\r",
ch);
}
void do_runeeq(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 (arg[0] == '\0')
{
send_to_char
("Please specify which piece of rune armor you wish to make: \n\rRing Collar Plate Helmet Leggings Boots Gloves Sleeves Cape Belt Bracer Mask.\n\r",
ch);
return;
}
if (ch->bones < 15000)
{
send_to_char("You don't have the 15K bones needed.\n\r", ch);
return;
}
if (!str_cmp(arg, "ring"))
vnum = 814;
else if (!str_cmp(arg, "collar"))
vnum = 815;
else if (!str_cmp(arg, "plate"))
vnum = 817;
else if (!str_cmp(arg, "helmet"))
vnum = 818;
else if (!str_cmp(arg, "leggings"))
vnum = 819;
else if (!str_cmp(arg, "boots"))
vnum = 820;
else if (!str_cmp(arg, "gloves"))
vnum = 821;
else if (!str_cmp(arg, "sleeves"))
vnum = 822;
else if (!str_cmp(arg, "cape"))
vnum = 823;
else if (!str_cmp(arg, "belt"))
vnum = 824;
else if (!str_cmp(arg, "bracer"))
vnum = 816;
else if (!str_cmp(arg, "mask"))
vnum = 825;
else
{
do_runeeq(ch, "");
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform Jobo .\n\r", ch);
return;
}
if (!IS_IMMORTAL(ch))
ch->bones -= 15000;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
ch->pcdata->rune_count++;
act("You transform the 10K qp into $p.", ch, obj, NULL, TO_CHAR);
act("$n forms $p out of 10K qp.", ch, obj, NULL, TO_ROOM);
return;
}
void do_upkeep(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
send_to_char("#RUpkeep list#n\n\r\n\r", ch);
if (IS_SET(ch->act, AFF_HIDE))
send_to_char("* You cannot be seen by other players.\n\r",
ch);
if (IS_SET(ch->act, PLR_WIZINVIS))
send_to_char("* You cannot be seen by other players.\n\r",
ch);
if (IS_SET(ch->newbits, NEW_DARKNESS))
send_to_char("* You are shrouded in a globe of darkness.\n\r",
ch);
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
send_to_char("* You are standing in the shadowplane.\n\r",
ch);
if (IS_AFFECTED(ch, AFF_ETHEREAL))
send_to_char("* You are in ethereal form.\n\r", ch);
if (IS_SET(ch->act, PLR_HOLYLIGHT))
send_to_char("* You have superior vision.\n\r", ch);
if (IS_IMMUNE(ch, IMM_SHIELDED))
send_to_char("* You are shielded from scrying eyes.\n\r", ch);
if (IS_CLASS(ch, CLASS_GIANT))
{
if (ch->pcdata->powers[GIANT_STANDFIRM] == 1)
send_to_char
("* You have your feet planted firmly in the ground.\n\r",
ch);
if (IS_SET(ch->newbits, NEW_CUBEFORM))
send_to_char
("* You feel the strength of the dawn running through you.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_DROW))
{
if (IS_SET(ch->newbits, NEW_DROWHATE))
send_to_char
("* You are filled with hatred towards other creatures.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_LICH))
{
if (IS_IMMUNE(ch, IMM_SHIELD2))
send_to_char
("* You are shielded by the powers of chaos.\n\r",
ch);
if (ch->tick_timer[TIMER_CALLGOLEMS] < 1)
send_to_char("* You can call on your golems.\n\r",
ch);
if (!IS_SET
(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE))
send_to_char
("* You can summon another #Rfire#n golem.\n\r",
ch);
if (!IS_SET
(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY))
send_to_char
("* You can summon another #oclay#n golem.\n\r",
ch);
if (!IS_SET
(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE))
send_to_char
("* You can summon another #Lstone#n golem.\n\r",
ch);
if (!IS_SET
(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON))
send_to_char
("* You can summon another #ciron#n golem.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_NINJA))
{
if (IS_VAMPAFF(ch, VAM_CLAWS))
send_to_char("* You have iron wrists attached.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (ch->pcdata->powers[TANARRI_FURY_ON] == 1)
send_to_char("* You are in a mad fury.\n\r", ch);
}
if (IS_CLASS(ch, CLASS_DRONE))
{
if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_OFF)
send_to_char("* Your mindseye is off.\n\r", ch);
else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_LEVEL)
send_to_char
("* Your mindseye reads the level of your victims.\n\r",
ch);
else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_READAURA)
send_to_char
("* Your mindseye reads the aura of your victims.\n\r",
ch);
else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_CUSTOM)
{
xprintf(buf, "* Your mindseye : %s\n\r",
ch->poweraction);
send_to_char(buf, ch);
}
else
send_to_char("* Your mindseye is bugged.\n\r", ch);
if (ch->pcdata->powers[DRONE_NIGHTMARE] == 1)
send_to_char
("* You have unleashed your nightmarish aura.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (IS_GAR1(ch, WOLF_COCOON))
send_to_char("* You are engulfed in a cocoon.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_FAE))
{
if (IS_SET(ch->newbits, NEW_CUBEFORM))
send_to_char("* You are a force of nature.\n\r", ch);
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if (IS_POLYAFF(ch, POLY_ZULOFORM))
send_to_char("* You are in demonic form.\n\r", ch);
if (IS_VAMPAFF(ch, VAM_CLAWS))
send_to_char
("* You have wicked claws extending from your fingers.\n\r",
ch);
if (IS_VAMPAFF(ch, VAM_FANGS))
send_to_char
("* You have sharp fangs extending from your gums.\n\r",
ch);
if (IS_DEMAFF(ch, DEM_TAIL))
send_to_char
("* You have a long tail extending from your back.\n\r",
ch);
if (IS_DEMAFF(ch, DEM_HOOVES))
send_to_char("* You have hooves instead of feet.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (IS_SET(ch->extra, EXTRA_FLASH))
send_to_char("* You move with lightning speed.\n\r",
ch);
if (IS_SET(ch->extra, EXTRA_BAAL))
send_to_char("* You carry the spirit of Baal.\n\r",
ch);
}
return;
}
/* The costy healer */
void do_healme(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (ch->in_room != NULL && ch->in_room->vnum != ROOM_VNUM_ALTAR)
{
send_to_char
("The healer is located at the altar in midgaard.\n\r",
ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not with a fighttimer.\n\r", ch);
return;
}
if (ch->bones < 1000)
{
send_to_char
("The healer demands 1000 bones as payment for his service.\n\r",
ch);
return;
}
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
send_to_char
("The healer heals your wounds and takes 1000 bones as payment.\n\r",
ch);
ch->bones -= 1000;
WAIT_STATE(ch, 36);
return;
}
/* MUDSTAT command */
void do_mudstat(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int ratio, mspusers, a, b, c;
extern char str_boot_time[];
if (IS_NPC(ch))
return;
send_to_char
("#0--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==--#n\n\r\n\r",
ch);
if (global_exp)
{
send_to_char("#R*** #0Double Experience is #GON!#n\n\r", ch);
if (pulse_exp > 0)
{
xprintf(buf,
" #Y%d #0minutes remaining#n\n\r\n\r",
pulse_exp);
send_to_char(buf, ch);
}
}
else
{
send_to_char("#R*** #0Double Experience is #ROFF#n\n\r", ch);
xprintf(buf, "#0--- #wCost for Exp still: #Y%d#n\n\r\n\r",
exp_cost);
send_to_char(buf, ch);
}
if (global_qp)
{
send_to_char("#R*** #0Double Bones is #GON!#n\n\r\n\r#n", ch);
xprintf(buf,
" #Y%d #0minutes remaining#n\n\r\n\r",
pulse_qp);
send_to_char(buf, ch);
}
else
{
send_to_char("#R*** #0Double Bones is #ROFF#n\n\r\n\r#n", ch);
xprintf(buf, "#0--- #wCost for bones still: #Y%d#n\n\r\n\r",
bones_cost);
send_to_char(buf, ch);
}
if (global_cp)
{
send_to_char
("#R*** #0Double Class Points is #GON!#n\n\r\n\r#n",
ch);
if (pulse_cp > 0)
{
xprintf(buf,
" #Y%d #0minutes remaining#n\n\r\n\r",
pulse_cp);
send_to_char(buf, ch);
}
}
else
{
send_to_char("#R*** #0Double Class Points is #ROFF#n\n\r#n",
ch);
xprintf(buf,
"#0--- #wCost for Double CP still: #Y%d#n\n\r\n\r",
cp_cost);
send_to_char(buf, ch);
}
if (global_dt)
{
send_to_char("#R*** #0SUPER TRAINING is #GON!#n\n\r#n", ch);
if (pulse_dt > 0)
{
xprintf(buf,
" #Y%d #0minutes remaining#n\n\r\n\r",
pulse_dt);
send_to_char(buf, ch);
}
}
else
{
send_to_char("#R*** #0SUPER TRAINING is #ROFF#n\n\r#n", ch);
xprintf(buf,
"#0--- #wCost for Super Training still: #Y%d#n\n\r\n\r",
dt_cost);
send_to_char(buf, ch);
}
if (global_chaos)
send_to_char
("#s*#s*#s* #GWorld is in #sC#sh#sa#so#ss#n\n\r\n\r#n",
ch);
else
send_to_char("\n\r#n", ch);
if (ragnarok)
send_to_char
("#CRAGNAROK MODE!!!!!!!#n Everyone can kill everyone (HELP RAGNAROK)\n\r\n\r",
ch);
else
{
xprintf(buf,
"#RRagnarok is still #Y%d #Rbones from happening.#n\n\r\n\r",
ragnarok_cost);
send_to_char(buf, ch);
}
xprintf(buf,
"#0Number of players connected since last copyover/restart :#C %d\n\r#n",
players_logged);
send_to_char(buf, ch);
xprintf(buf,
"#0Number of players beheaded since last copyover/restart :#C %d\n\r#n",
players_decap);
send_to_char(buf, ch);
xprintf(buf,
"#0Amount of generation stolen since last copyover/restart :#C %d\n\r\n\r#n",
players_gstolen);
send_to_char(buf, ch);
xprintf(buf,
"%s was last (re)started at : %s\rThe system time is currently : %s\n\r",
MUDNAME, str_boot_time, (char *) ctime(¤t_time));
send_to_char(buf, ch);
xprintf(buf, "Total Players Created : %d players\n\r",
top_playerid);
send_to_char(buf, ch);
a = mudinfo[MUDINFO_UPDATED] / 120;
b = a / 24;
c = a - b * 24;
xprintf(buf,
"Mudinfo : Days running : %d days and %d hours\n\r",
b, c);
send_to_char(buf, ch);
if (mudinfo[MUDINFO_MCCP_USERS] + mudinfo[MUDINFO_OTHER_USERS] == 0)
ratio = 0;
else
ratio = (100 * mudinfo[MUDINFO_MCCP_USERS] /
(mudinfo[MUDINFO_MCCP_USERS] +
mudinfo[MUDINFO_OTHER_USERS]));
xprintf(buf, "Players : Mccp Users : %d %%\n\r",
ratio);
send_to_char(buf, ch);
if (mudinfo[MUDINFO_MCCP_USERS] + mudinfo[MUDINFO_OTHER_USERS] == 0)
mspusers = 0;
else
mspusers = (100 * mudinfo[MUDINFO_MSP_USERS] /
(mudinfo[MUDINFO_MCCP_USERS] +
mudinfo[MUDINFO_OTHER_USERS]));
xprintf(buf, "Players : MSP Users : %d %%\n\r",
mspusers);
send_to_char(buf, ch);
/*
* a : Amount of kbit data send totally.
* b : Amount of kbit data send each 10 seconds
* c : The fractional part
*/
a = mudinfo[MUDINFO_MBYTE] * 1024 + mudinfo[MUDINFO_BYTE] / 1024;
b = a / (mudinfo[MUDINFO_UPDATED] * 3);
c = b / 10;
c = c * 10;
c = b - c;
xprintf(buf,
"Datatransfer : Average Rate : %d.%d kb/sec\n\r",
b / 10, c);
send_to_char(buf, ch);
b = mudinfo[MUDINFO_DATA_PEAK] / (3 * 1024);
c = b / 10;
c = c * 10;
c = b - c;
xprintf(buf,
"Datatransfer : Peak Rate : %d.%d kb/sec\n\r",
b / 10, c);
send_to_char(buf, ch);
xprintf(buf, "Datatransfer : This Week : %d MB\n\r",
mudinfo[MUDINFO_MBYTE]);
send_to_char(buf, ch);
xprintf(buf, "Datatransfer : This Boot : %d MB\n\r",
mudinfo[MUDINFO_MBYTE_S]);
send_to_char(buf, ch);
return;
send_to_char
("#0--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==#B**#0==--==--#n\n\r\n\r",
ch);
return;
}
void do_pkvision(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 45)
{
send_to_char("huh?\n\r", ch);
return;
}
if (has_timer(ch))
return;
if (!IS_SET(ch->itemaffect, ITEMA_VISION))
{
SET_BIT(ch->itemaffect, ITEMA_VISION);
SET_BIT(ch->newbits, NEW_VISION); // so we know to remove it again.
send_to_char
("Your eyes flicker, and everything is clear.\n\r",
ch);
}
else
send_to_char("You already have superior sight.\n\r", ch);
return;
}
void do_pkscry(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 10)
{
send_to_char("huh?\n\r", 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;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobs.\n\r", ch);
return;
}
if (victim->in_room)
{
if (has_area_affect
(victim->in_room->area, AREA_AFF_BADMOON, 0))
{
send_to_char
("Some powerful magic prevent your scrying attempt.\n\r",
ch);
return;
}
}
if (victim->trust > 6)
{
send_to_char("SPYING ON THE GODS!?!?!?!\n\r", ch);
send_to_char("Someone is scrying you.\n\r", victim);
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, "scry");
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, "scry");
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
}
else
do_look(ch, "scry");
char_from_room(ch);
char_to_room(ch, chroom);
if (ch->level < 7)
ch->fight_timer += 3;
if (victim->race > 14)
send_to_char("You feel a slight tingle.\n\r", victim);
return;
}
void do_pkobjscry(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *gch;
CHAR_DATA *victim;
OBJ_DATA *obj;
ROOM_INDEX_DATA *location;
ROOM_INDEX_DATA *from;
DESCRIPTOR_DATA *tmp;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
bool afk = FALSE;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 35)
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((obj = get_obj_world(ch, arg)) == NULL)
{
send_to_char
("Nothing like that in hell, earth, or heaven.\n\r",
ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
{
send_to_char
("A powerful force prevents the scrying of this object.\n\r",
ch);
return;
}
if ((gch = obj->carried_by) != NULL)
{
if (gch->in_room == NULL)
{
send_to_char
("All you see is a chaotic mass of colors, nothing seems right.\n\r",
ch);
return;
}
if (has_area_affect(gch->in_room->area, AREA_AFF_BADMOON, 0))
{
send_to_char
("Some powerful magic prevent your scrying attempt.\n\r",
ch);
return;
}
tmp = gch->desc;
gch->desc = ch->desc;
xprintf(buf,
"A pair of eyes grows on %s's %s.\n\rThe eyes blink once, then disappear.\n\r",
gch->name, obj->short_descr);
for (victim = gch->in_room->people; victim != NULL;
victim = victim->next_in_room)
{
if (victim == gch)
continue; // the victim cannot see this.
send_to_char(buf, victim);
}
if (IS_SET(gch->extra, EXTRA_AFK))
{
afk = TRUE;
REMOVE_BIT(gch->extra, EXTRA_AFK);
}
do_look(gch, "");
gch->desc = tmp;
if (afk)
SET_BIT(gch->extra, EXTRA_AFK);
return;
}
else if ((location = obj->in_room) != NULL)
{
if (has_area_affect(location->area, AREA_AFF_BADMOON, 0))
{
send_to_char
("Some powerful magic prevent your scrying attempt.\n\r",
ch);
return;
}
xprintf(buf,
"A pair of eyes grows on %s.\n\rThe eyes blink once, then disappear.\n\r",
obj->short_descr);
for (victim = location->people; victim != NULL;
victim = victim->next_in_room)
{
if (victim == ch)
continue; // the player is seeing through the item, and will not see the eyes even if he is in the room.
send_to_char(buf, victim);
}
obj_from_room(obj);
from = ch->in_room;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "");
char_from_room(ch);
char_to_room(ch, from);
obj_to_room(obj, location);
return;
}
else // inside something.
{
send_to_char
("It's pitch black, wonder where this item is.\n\r",
ch);
return;
}
}
void do_pkhunter(CHAR_DATA * ch, char *argument)
{
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *mob;
MOB_TRIGGER *mProg;
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 60)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!TIME_UP(ch, TIMER_HUNTER))
{
send_to_char
("You can only summon the hunter once every 18 hours.\n\r",
ch);
return;
}
if ((pMobIndex = get_mob_index(MOB_VNUM_HUNTER)) == NULL)
{
send_to_char("Bug, please report this to an immortal.\n\r",
ch);
return;
}
mob = create_mobile(pMobIndex);
if (trigger_free == NULL)
{
mProg = alloc_perm(sizeof(*mProg));
}
else
{
mProg = trigger_free;
trigger_free = trigger_free->next;
}
mProg->type = MTRIG_HUNTER;
mProg->vnum = 0;
mProg->keywords = str_dup("&tracking*");
mProg->roomOutput =
str_dup("Follow me master, I have found the trail.");
mProg->chOutput = str_dup("I cannot find the trail, master.");
mProg->next = mob->triggers;
mob->triggers = mProg;
mob->decay_pulse = number_range(6, 8);
char_to_room(mob, ch->in_room);
act("You call upon the dark hunter, and it appears in a puff of smoke.", ch, NULL, NULL, TO_CHAR);
act("$n calls upon the dark hunter, and it appears in a puff of smoke.", ch, NULL, NULL, TO_ROOM);
do_follow(ch, "hunter");
SET_TIMER(ch, TIMER_HUNTER, 18);
return;
}
void do_pkportal(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 50)
{
send_to_char("Huh?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("Walk the silverpath to whom?\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on mobs.\n\r", ch);
return;
}
if (victim->fight_timer == 0)
{
send_to_char("They are not engaged in pk.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
location = victim->in_room;
act("You step onto the silverpath.", ch, NULL, NULL, TO_CHAR);
act("$n steps into thin air.", ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You leave the silverpath.", ch, NULL, NULL, TO_CHAR);
act("$n steps out of thin air.", ch, NULL, NULL, TO_ROOM);
WAIT_STATE(ch, 6);
return;
}
void do_pkaura(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 20)
{
send_to_char("huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Read the aura of who?\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))
{
send_to_char("Not on mobs.\n\r", ch);
return;
}
if (victim->in_room)
{
if (has_area_affect
(victim->in_room->area, AREA_AFF_BADMOON, 0))
{
send_to_char
("Some powerful magic prevent your aura scrying attempt.\n\r",
ch);
return;
}
}
if (victim->trust > 6)
{
send_to_char("SPYING ON THE GODS!?!?!?!\n\r", ch);
send_to_char("Someone is trying to read your aura.\n\r",
victim);
return;
}
xprintf(buf, "Hp:%d/%d, Mana:%d/%d,Move:%d/%d.\n\r",
victim->hit, victim->max_hit, victim->mana, victim->max_mana,
victim->move, victim->max_move);
send_to_char(buf, ch);
if (ch->trust < 7)
send_to_char("You are being examined.\n\r", victim);
xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
char_hitroll(victim), char_damroll(victim), char_ac(victim));
send_to_char(buf, ch);
xprintf(buf, "Generation:%d\n\r", victim->generation);
send_to_char(buf, ch);
if (ch->level < 7)
ch->fight_timer += 3;
return;
}
void do_pkheal(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 5)
{
send_to_char("huh?\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("You cannot focus your mind.\n\r", ch);
return;
}
ch->hit += UMIN(ch->race, 25);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
send_to_char
("You release your control and let harmony and peace flow over you.\n\r",
ch);
WAIT_STATE(ch, 12);
return;
}
void do_pkpowers(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 5)
send_to_char("You suck, get lost.\n\r", ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 4)
send_to_char
("* Sanctum - Concentrate on your inner peace.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 9)
send_to_char
("* Eaglesight - Scry on players even through shield.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 14)
send_to_char("* You have enhanced awereness.\n\r", ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 19)
send_to_char("* Lifesense - Global readaura.\n\r", ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 24)
send_to_char("* You have enhanced fighting abilities.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 29)
send_to_char
("* Calltoarms - Call for help during battle.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 34)
send_to_char
("* Objectscry - See through the 'eyes' of an item.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 39)
send_to_char
("* Ironmind - Prepare yourself mentally for battle.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 44)
send_to_char
("* Crystalsight - Gain superior sight for a short while.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 49)
send_to_char
("* Silverpath - Low lag portal to players with a fighttimer.\n\r",
ch);
if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 59)
send_to_char
("* Darkhunter - The ability to summon The Dark Hunter.\n\r",
ch);
return;
}
/* Mastery command to gain mastery items */
void do_mastery(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
int vnum;
char buf[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
if (IS_SET(ch->newbits, NEW_MASTERY) && ch->level < 6)
{
send_to_char
("You've already gotten your mastery. If you lost it, tough luck!\n\r",
ch);
return;
}
if (ch->wpn[0] < 200 || ch->wpn[1] < 200 || ch->wpn[2] < 200
|| ch->wpn[3] < 200 || ch->wpn[4] < 200 || ch->wpn[5] < 200
|| ch->wpn[6] < 200 || ch->wpn[7] < 200 || ch->wpn[8] < 200
|| ch->wpn[9] < 200 || ch->wpn[10] < 200 || ch->wpn[11] < 200
|| ch->wpn[12] < 200)
{
send_to_char
("Maybe you should grandmaster your weapons first.\n\r",
ch);
return;
}
if (ch->spl[0] < 200 || ch->spl[1] < 200 || ch->spl[2] < 200
|| ch->spl[3] < 200 || ch->spl[4] < 200)
{
send_to_char
("Maybe you should be grand sorcerer in all spell colors first.\n\r",
ch);
return;
}
if (ch->stance[1] < 200 || ch->stance[2] < 200 || ch->stance[3] < 200
|| ch->stance[4] < 200 || ch->stance[5] < 200
|| ch->stance[6] < 200 || ch->stance[7] < 200
|| ch->stance[8] < 200 || ch->stance[9] < 200
|| ch->stance[10] < 200)
{
send_to_char
("Maybe you should grandmaster your stances first.\n\r",
ch);
return;
}
if (IS_CLASS(ch, CLASS_MAGE))
vnum = 33014;
else if (IS_CLASS(ch, CLASS_WEREWOLF))
vnum = 33112;
else if (IS_CLASS(ch, CLASS_NINJA))
vnum = 33094;
else if (IS_CLASS(ch, CLASS_MONK))
vnum = 33032;
else if (IS_CLASS(ch, CLASS_DROW))
vnum = 33074;
else if (IS_CLASS(ch, CLASS_DEMON))
vnum = 33134;
else if (IS_CLASS(ch, CLASS_VAMPIRE))
vnum = 33054;
else if (IS_CLASS(ch, CLASS_CYBORG))
vnum = 33153;
else if (IS_CLASS(ch, CLASS_SAMURAI))
vnum = 33177;
else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
vnum = 29989;
else if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
vnum = 33174;
else if (IS_CLASS(ch, CLASS_ANGEL))
vnum = 33193;
else if (IS_CLASS(ch, CLASS_TANARRI))
vnum = 33213;
else if (IS_CLASS(ch, CLASS_LICH))
vnum = 33233;
else if (IS_CLASS(ch, CLASS_SKYBLADE))
vnum = 33326;
else if (IS_CLASS(ch, CLASS_PRIEST))
vnum = 33415;
else if (IS_CLASS(ch, CLASS_SHADOW))
vnum = 33369;
else if (IS_CLASS(ch, CLASS_HOBBIT))
vnum = 33255;
else if (IS_CLASS(ch, CLASS_FAE))
vnum = 33261;
else if (IS_CLASS(ch, CLASS_GIANT))
vnum = 33293;
else if (IS_CLASS(ch, CLASS_DRONE))
vnum = 33313;
else if (IS_CLASS(ch, CLASS_GHOUL))
vnum = 6216;
else if (IS_CLASS(ch, CLASS_DRACONIAN))
vnum = 33341;
else if (IS_CLASS(ch, CLASS_THIEF))
vnum = 33356;
else if (IS_CLASS(ch, CLASS_JEDI))
vnum = 33418;
else if (IS_CLASS(ch, CLASS_BLADE_MASTER))
vnum = 401;
else if (IS_CLASS(ch, CLASS_ELEMENTAL))
vnum = 400;
else if (IS_CLASS(ch, CLASS_DRAGON))
vnum = 404;
else if (IS_CLASS(ch, CLASS_PALADIN))
vnum = 405;
else if (IS_CLASS(ch, CLASS_SHINOBI))
vnum = 406;
else
{
send_to_char
("Your class mastery is not done yet, please notify Zarius that you want him to make it.\n\r",
ch);
return;
}
if ((pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, inform Jobo.\n\r", ch);
return;
}
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
xprintf(buf, "%s has achieved mastery.", ch->name);
do_info(ch, buf);
SET_BIT(ch->newbits, NEW_MASTERY);
return;
}
/* superstances are in :-) */
void do_setstance(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
int currentstance;
char buf[MAX_STRING_LENGTH];
int cost = 0;
int count = 0;
int max_supreme = 0;
int max_greater = 0;
int max_lesser = 0;
int min_cost = 0;
int max_cost = 0;
int current_supreme = 0;
int current_greater = 0;
int current_lesser = 0;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (ch->stance[STANCE_COUGAR] < 200 || ch->stance[STANCE_GRIZZLY] < 200
|| ch->stance[STANCE_WOLVERINE] < 200
|| ch->stance[STANCE_HAWK] < 200
|| ch->stance[STANCE_BADGER] < 200)
{
send_to_char("You need to max your normal stances first.\n\r",
ch);
return;
}
if (ch->stance[19] == -1)
{
max_lesser = 3;
currentstance = 19;
min_cost = 40;
max_cost = 240;
}
else if (ch->stance[20] == -1)
{
max_lesser = 4;
max_greater = 1;
currentstance = 20;
min_cost = 80;
max_cost = 280;
}
else if (ch->stance[21] == -1)
{
max_lesser = 4;
max_greater = 2;
currentstance = 21;
min_cost = 120;
max_cost = 300;
}
else if (ch->stance[22] == -1)
{
currentstance = 22;
max_lesser = 4;
max_greater = 4;
max_supreme = 1;
min_cost = 160;
max_cost = 360;
}
else if (ch->stance[23] == -1)
{
currentstance = 23;
max_lesser = 4;
max_greater = 4;
max_supreme = 2;
min_cost = 200;
max_cost = 400;
}
else if (!str_cmp(arg1, "clear") || !str_cmp(arg1, "show"))
{
currentstance = 23;
max_lesser = 4;
max_greater = 4;
max_supreme = 2;
min_cost = 200;
max_cost = 380;
}
else
{
send_to_char
("You already have all your superstances, if you want to clear ALL your superstances, you can\n\r",
ch);
send_to_char
("type 'setstance clear all stances'. WARNING, this will remove ALL your superstances!\n\r",
ch);
return;
}
if (currentstance > 19 && ch->stance[currentstance - 7] < 200)
{
send_to_char
("Maybe you should max your current superstance first.\n\r",
ch);
return;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
{
count++;
cost += count * 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
{
count++;
cost += count * 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
{
count++;
cost += count * 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
{
count++;
cost += count * 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
{
current_lesser++;
cost += 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
{
current_greater++;
cost += 40;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
{
current_supreme++;
cost += 60;
}
if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
{
current_lesser++;
cost += 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
{
current_greater++;
cost += 40;
}
if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
{
current_supreme++;
cost += 60;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
{
current_lesser++;
cost += 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
{
current_greater++;
cost += 40;
}
if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
{
current_supreme++;
cost += 60;
}
if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
{
current_lesser++;
cost += 20;
}
if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
{
current_greater++;
cost += 40;
}
if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
{
current_supreme++;
cost += 60;
}
if (arg1[0] == '\0')
{
send_to_char
(" #r*****************************************************************************************#n\n\r",
ch);
send_to_char
(" #r*#C Superstance Editor v0.3 by Jobo #r*#n\n\r",
ch);
send_to_char
(" #r*****************************************************************************************#n\n\r",
ch);
send_to_char
(" #r*#n [DAMCAP] Increase your damcap. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [REV_DC] Lower your opponents damcap. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [DAMAGE] Increase your damage. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [RESIST] Resist more damage. #r*#n\n\r",
ch);
send_to_char
(" #r*---------------------------------------------------------------------------------------*#n\n\r",
ch);
send_to_char
(" #r*#n The above powers comes in lesser, greater and supreme versions. #r*#n\n\r",
ch);
send_to_char
(" #r*#n The powers each cost 20/40/60 million exp, depending on level. #r*#n\n\r",
ch);
if (currentstance == 19)
send_to_char
(" #r*#C You may choose up to three lesser powers. #r*#n\n\r",
ch);
else if (currentstance == 20)
send_to_char
(" #r*#C You may choose up to one greater power. #r*#n\n\r",
ch);
else if (currentstance == 21)
send_to_char
(" #r*#C You may choose up to two greater powers. #r*#n\n\r",
ch);
else if (currentstance == 22)
send_to_char
(" #r*#C You may choose up to one supreme power. #r*#n\n\r",
ch);
else if (currentstance == 23)
send_to_char
(" #r*#C You may choose up to two supreme powers. #r*#n\n\r",
ch);
if (currentstance > 19)
send_to_char
(" #r*#n There are no maximum on powers of lower level than that. #r*#n\n\r",
ch);
send_to_char
(" #r*---------------------------------------------------------------------------------------*#n\n\r",
ch);
send_to_char
(" #r*#n Currently you have chosen the following for your next superstance : #r*#n\n\r",
ch);
if (ch->stance[18] == 0)
send_to_char
(" #r*#n None. #r*#n\n\r",
ch);
else
{
if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
send_to_char
(" #r*#n Advanced dodge. #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
send_to_char
(" #r*#n Advanced parry. #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
send_to_char
(" #r*#n Superior Speed. #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
send_to_char
(" #r*#n Bypass Parry and Dodge. #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
send_to_char
(" #r*#n Increased damage (lesser) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
send_to_char
(" #r*#n Increased damage (greater) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
send_to_char
(" #r*#n Increased damage (supreme) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
send_to_char
(" #r*#n Increased damage resistance (lesser) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
send_to_char
(" #r*#n Increased damage resistance (greater) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
send_to_char
(" #r*#n Increased damage resistance (supreme) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
send_to_char
(" #r*#n Increased damcap (lesser) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
send_to_char
(" #r*#n Increased damcap (greater) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
send_to_char
(" #r*#n Increased damcap (supreme) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
send_to_char
(" #r*#n Damcap reduction for opponent (lesser) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
send_to_char
(" #r*#n Damcap reduction for opponent (greater) #r*#n\n\r",
ch);
if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
send_to_char
(" #r*#n Damcap reduction for opponent (supreme) #r*#n\n\r",
ch);
}
send_to_char
(" #r*---------------------------------------------------------------------------------------*#n\n\r",
ch);
send_to_char
(" #r*#n You may also select any of these powers for the cost of 20 mill exp for the first, #r*#n\n\r",
ch);
send_to_char
(" #r*#n 40 for the next, 60 for the third, and finally 80 for the last. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [SPEED] Increase your fighting speed. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [PARRY] Increase your parrying ability. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [DODGE] Increase your dodging ability. #r*#n\n\r",
ch);
send_to_char
(" #r*#n [BYPASS] Bypass the two above powers. #r*#n\n\r",
ch);
send_to_char
(" #r*---------------------------------------------------------------------------------------*#n\n\r",
ch);
send_to_char
(" #r*#n Type \"setstance <power> <lesser/greater/supreme>\" #r*#n\n\r",
ch);
send_to_char
(" #r*#n [the latter only for the four top powers] to set or remove a certain power #r*#n\n\r",
ch);
send_to_char
(" #r*#n to your stance. then type \"setstance done\" when your done. #r*#n\n\r",
ch);
send_to_char
(" #r*#n You can also type \"setstance clear\" to clear your current settings. #r*#n\n\r",
ch);
send_to_char
(" #r*---------------------------------------------------------------------------------------*#n\n\r",
ch);
send_to_char
(" #r*#n You can also type \"setstance show <ss1/ss2/etc>\" #r*#n\n\r",
ch);
send_to_char
(" #r*#n to show the settings on one of your stances. #r*#n\n\r",
ch);
send_to_char
(" #r*---------------------------------------------------------------------------------------*#n\n\r",
ch);
xprintf(buf,
" #r*#n Cost of current stance : %-3d million exp. #r*#n\n\r",
cost);
send_to_char(buf, ch);
xprintf(buf,
" #r*#n Minimum/Maximum Cost of Current stance : %-3d/%-3d million exp. #r*#n\n\r",
min_cost, max_cost);
send_to_char(buf, ch);
send_to_char
(" #r*****************************************************************************************#n\n\r",
ch);
return;
}
else if (!str_cmp(arg1, "show"))
{
if (!str_cmp(arg2, "ss1"))
currentstance = 19;
else if (!str_cmp(arg2, "ss2"))
currentstance = 20;
else if (!str_cmp(arg2, "ss3"))
currentstance = 21;
else if (!str_cmp(arg2, "pizza"))
currentstance = 22;
else if (!str_cmp(arg2, "zarius"))
currentstance = 23;
else
{
send_to_char("No stance by that name.\n\r", ch);
return;
}
if (ch->stance[currentstance] == -1)
{
send_to_char
("No, you don't have that stance yet, SILLY!\n\r",
ch);
return;
}
send_to_char("This stance has the following powers :\n\r",
ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DODGE))
send_to_char("Advanced Dodge.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_PARRY))
send_to_char("Advanced Parry.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_SPEED))
send_to_char("Superior Speed.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_BYPASS))
send_to_char("The Bypassing ability.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_1))
send_to_char("Lesser Damage.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_2))
send_to_char("Greater Damage.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_3))
send_to_char("Superior Damage.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_1))
send_to_char("Lesser Resistance.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_2))
send_to_char("Greater Resistance.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_3))
send_to_char("Supreme Resistance.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_1))
send_to_char("Lesser Damcap.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_2))
send_to_char("Greater Damcap.\n\r", ch);
if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_3))
send_to_char("Supreme Damcap.\n\r", ch);
if (IS_SET
(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_1))
send_to_char("Lesser reverse Damcap.\n\r", ch);
if (IS_SET
(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_2))
send_to_char("Greater reverse Damcap.\n\r", ch);
if (IS_SET
(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_3))
send_to_char("Supreme reverse Damcap.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "done"))
{
if (ch->exp < cost * 1000000)
{
send_to_char
("You don't have enough exp to buy this stance.\n\r",
ch);
return;
}
if (cost < min_cost)
{
xprintf(buf,
"You need to spend at least %d million exp on this stance.\n\r",
min_cost);
send_to_char(buf, ch);
return;
}
if (cost > max_cost)
{
xprintf(buf,
"You can only spend %d million exp on this stance.\n\r",
max_cost);
send_to_char(buf, ch);
return;
}
ch->stance[currentstance] = ch->stance[18];
ch->stance[18] = 0;
ch->exp -= cost * 1000000;
switch (currentstance)
{
default:
break;
case 19:
SET_BIT(ch->pcdata->jflags, JFLAG_SS1);
break;
case 20:
SET_BIT(ch->pcdata->jflags, JFLAG_SS2);
break;
case 21:
SET_BIT(ch->pcdata->jflags, JFLAG_SS3);
break;
case 22:
SET_BIT(ch->pcdata->jflags, JFLAG_SS4);
break;
case 23:
SET_BIT(ch->pcdata->jflags, JFLAG_SS5);
break;
}
send_to_char("ok.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "clear"))
{
if (arg2[0] == '\0')
{
ch->stance[18] = 0;
send_to_char("Stance cleared.\n\r", ch);
return;
}
if (!str_cmp(arg2, "all") && !str_cmp(arg3, "stances"))
{
if ((ch->in_room == NULL
|| ch->in_room->vnum != 3054))
{
send_to_char
("To clear ALL your superstance, you must be at the Temple Altar of Midgaard.\n\r",
ch);
return;
}
ch->stance[12] = STANCE_NONE;
ch->stance[0] = 0;
ch->stance[13] = 0;
ch->stance[14] = 0;
ch->stance[15] = 0;
ch->stance[16] = 0;
ch->stance[17] = 0;
ch->stance[18] = 0;
ch->stance[19] = -1;
ch->stance[20] = -1;
ch->stance[21] = -1;
ch->stance[22] = -1;
ch->stance[23] = -1;
send_to_char("Ok.\n\r", ch);
}
}
else if (!str_cmp(arg1, "dodge"))
{
if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
REMOVE_BIT(ch->stance[18], STANCEPOWER_DODGE);
else
SET_BIT(ch->stance[18], STANCEPOWER_DODGE);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "parry"))
{
if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
REMOVE_BIT(ch->stance[18], STANCEPOWER_PARRY);
else
SET_BIT(ch->stance[18], STANCEPOWER_PARRY);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "speed"))
{
if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
REMOVE_BIT(ch->stance[18], STANCEPOWER_SPEED);
else
SET_BIT(ch->stance[18], STANCEPOWER_SPEED);
send_to_char("Ok.\n\r", ch);
return;
}
else if (!str_cmp(arg1, "bypass"))
{
if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
REMOVE_BIT(ch->stance[18], STANCEPOWER_BYPASS);
else
SET_BIT(ch->stance[18], STANCEPOWER_BYPASS);
send_to_char("Ok.\n\r", ch);
return;
}
else if (arg2[0] == '\0')
{
send_to_char("What?!?\n\r", ch);
return;
}
else if (!str_cmp(arg1, "damage"))
{
if (!str_cmp(arg2, "lesser"))
{
if (max_lesser > current_lesser
|| IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMAGE_2)
|| IS_SET(ch->stance[18],
STANCEPOWER_DAMAGE_3))
{
send_to_char
("You allready have the damage power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMAGE_1))
{
current_lesser--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_DAMAGE_1);
}
else
{
current_lesser++;
SET_BIT(ch->stance[18],
STANCEPOWER_DAMAGE_1);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more lesser powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "greater"))
{
if (max_greater > current_greater
|| IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMAGE_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_DAMAGE_3))
{
send_to_char
("You allready have the damage power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMAGE_2))
{
current_greater--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_DAMAGE_2);
}
else
{
current_greater++;
SET_BIT(ch->stance[18],
STANCEPOWER_DAMAGE_2);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more greater powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "supreme"))
{
if (max_supreme > current_supreme
|| IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMAGE_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_DAMAGE_2))
{
send_to_char
("You allready have the damage power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMAGE_3))
{
current_supreme--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_DAMAGE_3);
}
else
{
current_supreme++;
SET_BIT(ch->stance[18],
STANCEPOWER_DAMAGE_3);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more supreme powers.\n\r",
ch);
return;
}
}
else
{
send_to_char("What?!?\n\r", ch);
return;
}
}
else if (!str_cmp(arg1, "damcap"))
{
if (!str_cmp(arg2, "lesser"))
{
if (max_lesser > current_lesser
|| IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMCAP_2)
|| IS_SET(ch->stance[18],
STANCEPOWER_DAMCAP_3))
{
send_to_char
("You allready have the damcap power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMCAP_1))
{
current_lesser--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_DAMCAP_1);
}
else
{
current_lesser++;
SET_BIT(ch->stance[18],
STANCEPOWER_DAMCAP_1);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more lesser powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "greater"))
{
if (max_greater > current_greater
|| IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMCAP_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_DAMCAP_3))
{
send_to_char
("You allready have the damcap power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMCAP_2))
{
current_greater--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_DAMCAP_2);
}
else
{
current_greater++;
SET_BIT(ch->stance[18],
STANCEPOWER_DAMCAP_2);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more greater powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "supreme"))
{
if (max_supreme > current_supreme
|| IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMCAP_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_DAMCAP_2))
{
send_to_char
("You allready have the damcap power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_DAMCAP_3))
{
current_supreme--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_DAMCAP_3);
}
else
{
current_supreme++;
SET_BIT(ch->stance[18],
STANCEPOWER_DAMCAP_3);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more supreme powers.\n\r",
ch);
return;
}
}
else
{
send_to_char("What?!?\n\r", ch);
return;
}
}
else if (!str_cmp(arg1, "resist"))
{
if (!str_cmp(arg2, "lesser"))
{
if (max_lesser > current_lesser
|| IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_RESIST_2)
|| IS_SET(ch->stance[18],
STANCEPOWER_RESIST_3))
{
send_to_char
("You allready have the resist power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_RESIST_1))
{
current_lesser--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_RESIST_1);
}
else
{
current_lesser++;
SET_BIT(ch->stance[18],
STANCEPOWER_RESIST_1);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more lesser powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "greater"))
{
if (max_greater > current_greater
|| IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_RESIST_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_RESIST_3))
{
send_to_char
("You allready have the resist power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_RESIST_2))
{
current_greater--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_RESIST_2);
}
else
{
current_greater++;
SET_BIT(ch->stance[18],
STANCEPOWER_RESIST_2);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more greater powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "supreme"))
{
if (max_supreme > current_supreme
|| IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_RESIST_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_RESIST_2))
{
send_to_char
("You allready have the resist power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18], STANCEPOWER_RESIST_3))
{
current_supreme--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_RESIST_3);
}
else
{
current_supreme++;
SET_BIT(ch->stance[18],
STANCEPOWER_RESIST_3);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more supreme powers.\n\r",
ch);
return;
}
}
else
{
send_to_char("What?!?\n\r", ch);
return;
}
}
else if (!str_cmp(arg1, "rev_dc"))
{
if (!str_cmp(arg2, "lesser"))
{
if (max_lesser > current_lesser
|| IS_SET(ch->stance[18],
STANCEPOWER_REV_DAMCAP_1))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)
|| IS_SET(ch->stance[18],
STANCEPOWER_REV_DAMCAP_3))
{
send_to_char
("You allready have the reverse damcap power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18],
STANCEPOWER_REV_DAMCAP_1))
{
current_lesser--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_REV_DAMCAP_1);
}
else
{
current_lesser++;
SET_BIT(ch->stance[18],
STANCEPOWER_REV_DAMCAP_1);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more lesser powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "greater"))
{
if (max_greater > current_greater
|| IS_SET(ch->stance[18],
STANCEPOWER_REV_DAMCAP_2))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_REV_DAMCAP_3))
{
send_to_char
("You allready have the reverse damcap power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18],
STANCEPOWER_REV_DAMCAP_2))
{
current_greater--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_REV_DAMCAP_2);
}
else
{
current_greater++;
SET_BIT(ch->stance[18],
STANCEPOWER_REV_DAMCAP_2);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more greater powers.\n\r",
ch);
return;
}
}
else if (!str_cmp(arg2, "supreme"))
{
if (max_supreme > current_supreme
|| IS_SET(ch->stance[18],
STANCEPOWER_REV_DAMCAP_3))
{
if (IS_SET
(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)
|| IS_SET(ch->stance[18],
STANCEPOWER_REV_DAMCAP_2))
{
send_to_char
("You allready have the reverse damcap power set.\n\r",
ch);
return;
}
if (IS_SET
(ch->stance[18],
STANCEPOWER_REV_DAMCAP_3))
{
current_supreme--;
REMOVE_BIT(ch->stance[18],
STANCEPOWER_REV_DAMCAP_3);
}
else
{
current_supreme++;
SET_BIT(ch->stance[18],
STANCEPOWER_REV_DAMCAP_3);
}
send_to_char("Ok.\n\r", ch);
return;
}
else
{
send_to_char
("You are not allowed to have any more supreme powers.\n\r",
ch);
return;
}
}
else
{
send_to_char("What?!?\n\r", ch);
return;
}
}
else
do_setstance(ch, "");
}
void do_address(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
send_to_char("Zarius's homepage : http://www.mindcloud.com", ch);
return;
}
void do_ragnarok(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int amount;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (ragnarok_timer < 120 * PULSE_AREA)
{
send_to_char("You may not call for ragnarok yet.\n\r", ch);
return;
}
if (has_timer(ch))
return;
if (arg[0] == '\0')
{
send_to_char("How many bones do you want to bid ?\n\r", ch);
return;
}
if (!is_number(arg))
{
send_to_char
("A number please, how many bones do you want to bid towards ragnarok.\n\r",
ch);
return;
}
amount = atoi(arg);
if (amount < 100)
{
send_to_char
("You cannot tempt the gods with this puny amount.\n\r",
ch);
return;
}
if (amount > 1000)
{
send_to_char
("You don't want to spend this many bones to end the world.\n\r",
ch);
return;
}
if (ch->bones < amount)
{
send_to_char("You don't have the bones.\n\r", ch);
return;
}
ch->bones -= amount;
ragnarok_cost -= amount;
if (ragnarok_cost <= 0)
{
ragnarok_cost = 5000;
ragnarok = TRUE;
ragnarok_timer = 0;
do_info(ch,
"#0The world comes to an end, #YRAGNAROK#0 is over us all!!!!#n");
}
else
do_info(ch,
"The ragnarok moves closer, the gods shiver with fear");
return;
}
void do_timer(CHAR_DATA * ch, char *argument)
{
int ragnaroktime;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (ragnarok)
ragnaroktime = 0;
else
ragnaroktime = (120 * PULSE_AREA - ragnarok_timer);
if (ragnaroktime < 0)
ragnaroktime = 0;
xprintf(buf, "Bidding on ragnarok starts in : %3d minutes.\n\r",
ragnaroktime / PULSE_AREA);
send_to_char(buf, ch);
if (global_exp)
{
xprintf(buf, "Double Exp will end in : %3d minutes.\n\r",
pulse_exp);
send_to_char(buf, ch);
}
if (global_dt)
{
xprintf(buf, "Double Training will end in : %3d minutes.\n\r",
pulse_dt);
send_to_char(buf, ch);
}
if (global_cp)
{
xprintf(buf, "Double Class Points will end in : %3d minutes.\n\r",
pulse_cp);
send_to_char(buf, ch);
}
return;
}
void do_exp(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
unsigned int cost, to, from;
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("Usage is :\n\r", ch);
send_to_char("exp <from> <to>\n\r", ch);
send_to_char
("ie. exp 4000 6000 will tell you how many exp it will cost to train from 4K to 6K\n\r",
ch);
send_to_char
("can be used for primal as well, just time the result by 500.\n\r",
ch);
return;
}
if (!is_number(arg1) || !is_number(arg2))
{
send_to_char("Please use numbers.\n\r", ch);
return;
}
from = atoi(arg1);
to = atoi(arg2);
if (from >= to)
{
send_to_char("Begin with a smaller number.\n\r", ch);
return;
}
if (to > 120000)
{
send_to_char("Thats beyond the statcap.\n\r", ch);
return;
}
if ((to > 50000 && to - from > 20000)
|| (to > 100000 && to - from > 10000) || (to - from > 50000))
{
send_to_char
("Please use a smaller interval to avoid integer overflows.\n\r",
ch);
return;
}
cost = (from + to) * (to - from + 1) / 2 - from;
if (cost > 500000000)
xprintf(buf, "The total cost in exp will be %d million\n\r",
cost / 1000000);
else
xprintf(buf, "The total cost in exp will be %d\n\r", cost);
send_to_char(buf, ch);
return;
}
void do_favor(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (IS_SET(ch->act, PLR_RIGHTHAND) || IS_SET(ch->act, PLR_LEFTHAND)
|| IS_SET(ch->act, PLR_AMBI))
{
send_to_char("Already set.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Favor left, right or both hands ?\n\r", ch);
return;
}
if (!str_cmp(arg, "left"))
{
SET_BIT(ch->act, PLR_LEFTHAND);
send_to_char("You favor your left arm in combat.\n\r", ch);
}
else if (!str_cmp(arg, "right"))
{
SET_BIT(ch->act, PLR_RIGHTHAND);
send_to_char("You favor your right arm in combat.\n\r", ch);
}
else if (!str_cmp(arg, "both"))
{
SET_BIT(ch->act, PLR_AMBI);
send_to_char("You fight well with both arms.\n\r", ch);
}
else
do_favor(ch, "");
return;
}
void do_alias(CHAR_DATA * ch, char *argument)
{
ALIAS_DATA *ali;
char arg1[MAX_INPUT_LENGTH];
char testarg[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg1);
one_argument(argument, testarg);
if ((ch->in_room == NULL || ch->in_room->vnum != 3054))
{
send_to_char
("You must be at the Temple Altar of Midgaard to create a new alias.\n\r",
ch);
return;
}
if (ch->pcdata->alias_count >= MAX_ALIAS)
{
send_to_char
("Sorry, you have reached the limit for aliases, you need to remove some before you can make more.\n\r",
ch);
return;
}
if (arg1[0] == '\0' || argument[0] == '\0')
{
send_to_char("Syntax : alias 'short' 'long'\n\r", ch);
send_to_char
("\n\rThe 'short' is the alias, and the 'long' is the string that the alias replaces.\n\r",
ch);
send_to_char("ie. alias tt teleport orc.\n\r", ch);
return;
}
if (strlen2(argument) > 400)
{
send_to_char("Behave... that's way to big.\n\r", ch);
return;
}
smash_tilde(arg1);
smash_tilde(testarg);
smash_tilde(argument);
if (!str_cmp(arg1, testarg))
{
send_to_char("You cannot alias the alias.\n\r", ch);
return;
}
if (!str_cmp(arg1, "showalias") || !str_cmp(arg1, "alias")
|| !str_cmp(arg1, "removealias"))
{
send_to_char
("You really shouldn't alias the alias commands.\n\r",
ch);
return;
}
for (ali = ch->pcdata->alias; ali; ali = ali->next)
{
if (!str_cmp(arg1, ali->short_n))
{
send_to_char("You already have such an alias.\n\r",
ch);
return;
}
if (!str_cmp(arg1, ali->long_n)
|| !str_cmp(argument, ali->short_n)
|| !str_cmp(argument, ali->long_n))
{
send_to_char("No looping aliases please.\n\r", ch);
return;
}
}
if (alias_free == NULL)
{
ali = alloc_perm(sizeof(*ali));
}
else
{
ali = alias_free;
alias_free = alias_free->next;
}
ali->short_n = str_dup(arg1);
ali->long_n = str_dup(argument);
ali->next = ch->pcdata->alias;
ch->pcdata->alias = ali;
ch->pcdata->alias_count++;
send_to_char("Ok.\n\r", ch);
return;
}
void do_showalias(CHAR_DATA * ch, char *argument)
{
ALIAS_DATA *ali;
bool found = FALSE;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
for (ali = ch->pcdata->alias; ali; ali = ali->next)
{
found = TRUE;
xprintf(buf, "%s '%s'\n\r", ali->short_n, ali->long_n);
send_to_char(buf, ch);
}
if (!found)
send_to_char("You have no aliases.\n\r", ch);
return;
}
void do_removealias(CHAR_DATA * ch, char *argument)
{
ALIAS_DATA *ali;
char arg[MAX_INPUT_LENGTH];
if (IS_NPC(ch))
return;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Remove which alias?\n\r", ch);
return;
}
for (ali = ch->pcdata->alias; ali; ali = ali->next)
{
if (!str_cmp(arg, ali->short_n))
{
alias_remove(ch, ali);
send_to_char("Alias removed.\n\r", ch);
ch->pcdata->alias_count--;
return;
}
}
send_to_char("No such alias.\n\r", ch);
return;
}
void do_birth(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
DESCRIPTOR_DATA *dummy;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (ch->sex != SEX_FEMALE)
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_EXTRA(ch, EXTRA_PREGNANT))
{
send_to_char("But you are not even pregnant!\n\r", ch);
return;
}
if (!IS_EXTRA(ch, EXTRA_LABOUR))
{
send_to_char("You're not ready to give birth yet.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
if (ch->pcdata->genes[4] == SEX_MALE)
send_to_char
("What do you wish to name your little boy?\n\r",
ch);
else if (ch->pcdata->genes[4] == SEX_FEMALE)
send_to_char
("What do you wish to name your little girl?\n\r",
ch);
else
send_to_char
("What do you wish to name your child?\n\r",
ch);
return;
}
if (!check_parse_name(arg))
{
send_to_char("Thats an illegal name.\n\r", ch);
return;
}
if (char_exists(FALSE, arg))
{
send_to_char("That player already exists.\n\r", ch);
return;
}
if (descriptor_free == NULL)
{
dummy = alloc_perm(sizeof(*dummy));
}
else
{
dummy = descriptor_free;
descriptor_free = descriptor_free->next;
}
arg[0] = UPPER(arg[0]);
load_char_short(dummy, arg);
victim = dummy->character;
victim->pcdata->perm_str = 18;
victim->pcdata->perm_int = 18;
victim->pcdata->perm_wis = 18;
victim->pcdata->perm_dex = 18;
victim->pcdata->perm_con = 18;
victim->stance[19] = -1;
victim->stance[20] = -1;
victim->stance[21] = -1;
victim->stance[22] = -1;
victim->stance[23] = -1;
victim->class = ch->class;
victim->max_hit = 5000;
victim->hit = 5000;
victim->max_mana = 5000;
victim->mana = 5000;
victim->max_move = 5000;
victim->move = 5000;
victim->sex = ch->pcdata->genes[4];
victim->level = 2;
victim->generation = 6;
victim->in_room = ch->in_room;
set_learnable_disciplines(victim);
save_char_obj(victim);
free_char(victim);
if (ch->pcdata->genes[4] == SEX_MALE)
xprintf(buf, "Son of %s and %s.", ch->name,
ch->pcdata->cparents);
else
xprintf(buf, "Daughter of %s and %s.", ch->name,
ch->pcdata->cparents);
victim->description = str_dup(buf);
/*
* Being nice and putting the descriptor back into the free list.
*/
dummy->next = descriptor_free;
descriptor_free = dummy;
ch->pcdata->genes[9] += 1;
REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
REMOVE_BIT(ch->extra, EXTRA_LABOUR);
save_char_obj(ch);
if (ch->pcdata->genes[4] == SEX_MALE)
xprintf(buf, "%s gives birth to %s's son, named %s!",
ch->name, ch->pcdata->cparents, arg);
else
xprintf(buf, "%s gives birth to %s's daughter, named %s!",
ch->name, ch->pcdata->cparents, arg);
do_info(ch, buf);
send_to_char("Pop!\n\r", ch);
interpret(ch, "bleed");
return;
}
void do_areaaffects(CHAR_DATA * ch, char *argument)
{
AREA_AFFECT *paf;
bool found = FALSE;
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
send_to_char("This area has been enchanted with :\n\r\n\r", ch);
for (paf = ch->in_room->area->affects; paf; paf = paf->next)
{
found = TRUE;
if (paf->type == AREA_AFF_GZONE)
xprintf(buf, " God's Zone");
else if (paf->type == AREA_AFF_THORNS)
xprintf(buf, " Thorns and Brambles");
else if (paf->type == AREA_AFF_PESTILENCE)
xprintf(buf, " Pestilence");
else if (paf->type == AREA_AFF_BADMOON)
xprintf(buf, " Bad Moon");
else if (paf->type == AREA_AFF_GAIA)
xprintf(buf, " Gaia's Blessing");
else if (paf->type == AREA_AFF_CHAOS)
xprintf(buf, " Chaotic Landscape");
else
xprintf(buf, " Unknown");
xprintf(buf2, "%s by %s for a duration of %d hours\n\r",
buf, religion_table[paf->religion].truename,
paf->duration);
send_to_char(buf2, ch);
}
if (!found)
send_to_char(" nothing.\n\r", ch);
return;
}
void do_selfdelete(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (argument[0] == '\0')
{
send_to_char("Syntax : selfdelete <your password>\n\r", ch);
send_to_char
("WARNING : THIS WILL REMOVE YOU PERMANENTLY!!\n\r",
ch);
return;
}
if (has_timer(ch))
return;
/*
* check for password.
*/
if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
{
send_to_char("Illegal password.\n\r", ch);
WAIT_STATE(ch, 12);
return;
}
/*
* logged.
*/
xprintf(buf, "%s has selfdeleted, what a fool.", ch->name);
log_string(LOG_SECURITY, buf);
/*
* set up the deletion
*/
xprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname));
/*
* make sure the player is offline.
*/
ch->fight_timer = 0;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
if (ch->level > 6)
{
update_wizlist(ch, 1);
}
do_quit(ch, "");
unlink(buf);
return;
}
void do_leader(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
xprintf(buf, " %s\n\r\n\r",
get_dystopia_banner(" Leader Board ", 72));
send_to_char(buf, ch);
send_to_char(" #yMost Player Kills #C---> ", ch);
xprintf(buf, "#G%-13s", leader_board.pk_name);
send_to_char(buf, ch);
xprintf(buf, " #ywith #G%d #yKills#n\n\r", leader_board.pk_number);
send_to_char(buf, ch);
send_to_char(" #yMost Hours Played #C---> ", ch);
xprintf(buf, "#G%-13s", leader_board.time_name);
send_to_char(buf, ch);
xprintf(buf, " #ywith #G%d #yHours#n\n\r", leader_board.time_number);
send_to_char(buf, ch);
send_to_char(" #yMost Mobs Killed #C---> ", ch);
xprintf(buf, "#G%-13s", leader_board.mobkills_name);
send_to_char(buf, ch);
xprintf(buf, " #ywith #G%d #yKills#n\n\r",
leader_board.mobkills_number);
send_to_char(buf, ch);
send_to_char(" #yHighest PK score #C---> ", ch);
xprintf(buf, "#G%-13s", leader_board.pkscore_name);
send_to_char(buf, ch);
xprintf(buf, " #ywith #G%d #yPoints#n\n\r",
leader_board.pkscore_number);
send_to_char(buf, ch);
send_to_char(" #yMost Arena Wins #C---> ", ch);
xprintf(buf, "#G%-13s", leader_board.arena_name);
send_to_char(buf, ch);
xprintf(buf, " #ywith #G%d #yWins#n\n\r", leader_board.arena_number);
send_to_char(buf, ch);
xprintf(buf, "\n\r %s\n\r", get_dystopia_banner("", 68));
send_to_char(buf, ch);
return;
}
void do_policy(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (IS_SET(ch->pcdata->jflags, JFLAG_POLICY))
{
send_to_char("You have already accepted the policy.\n\r", ch);
return;
}
if (!str_cmp(arg, "accept"))
{
if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
{
send_to_char("Illegal password.\n\r", ch);
WAIT_STATE(ch, 12);
return;
}
send_to_char
("You have accepted the player policy at Mindcloud Mud.\n\r",
ch);
SET_BIT(ch->pcdata->jflags, JFLAG_POLICY);
do_autosave(ch, "");
xprintf(buf, "%s has accepted the player policy.", ch->name);
log_string(LOG_GAME, buf);
return;
}
else if (!str_cmp(arg, "decline"))
{
if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd))
{
send_to_char("Illegal password.\n\r", ch);
WAIT_STATE(ch, 12);
return;
}
xprintf(buf, "%s has declined the player policy.", ch->name);
log_string(LOG_GAME, buf);
xprintf(buf, "%s%s", PLAYER_DIR,
capitalize(ch->pcdata->switchname));
ch->fight_timer = 0;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
do_quit(ch, "");
unlink(buf);
}
else
{
send_to_char
("Syntax : policy [accept|decline] [password]\n\r",
ch);
return;
}
return;
}
void extra_action(CHAR_DATA * ch, char *argument, int type)
{
EXTRA_DESCR_DATA *ed;
ROOM_INDEX_DATA *location;
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
CHAR_DATA *gch;
CHAR_DATA *gch_next;
char arg[MAX_INPUT_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int sn;
one_argument(argument, arg);
for (ed = ch->in_room->extra_descr; ed; ed = ed->next)
{
if (is_full_name(arg, ed->keyword))
{
if (ed->type == type)
{
switch (type)
{
case ED_TYPE_PULL:
xprintf(buf1, "You pull %s.\n\r",
ed->keyword);
xprintf(buf2, "$n pulls %s.",
ed->keyword);
break;
case ED_TYPE_PRESS:
xprintf(buf1, "You press %s.\n\r",
ed->keyword);
xprintf(buf2, "$n presses %s.",
ed->keyword);
break;
case ED_TYPE_PUSH:
xprintf(buf1, "You push %s.\n\r",
ed->keyword);
xprintf(buf2, "$n pushes %s.",
ed->keyword);
break;
case ED_TYPE_TOUCH:
xprintf(buf1, "You touch %s.\n\r",
ed->keyword);
xprintf(buf2, "$n touches %s.",
ed->keyword);
break;
}
send_to_char(buf1, ch);
act(buf2, ch, NULL, NULL, TO_ROOM);
}
else
{
switch (type)
{
case ED_TYPE_PULL:
send_to_char
("That cannot be pulled.\n\r",
ch);
break;
case ED_TYPE_PUSH:
send_to_char
("That cannot be pushed.\n\r",
ch);
break;
case ED_TYPE_PRESS:
send_to_char
("That cannot be pressed.\n\r",
ch);
break;
case ED_TYPE_TOUCH:
send_to_char
("You seem unable to touch it.\n\r",
ch);
break;
}
return;
}
switch (ed->action)
{
default:
send_to_char("Nothing happens.\n\r", ch);
return;
case ED_ACTION_TELEPORT:
if ((location =
get_room_index(ed->vnum)) == NULL)
{
send_to_char("Nothing happens.\n\r",
ch);
return;
}
act(ed->buffer1, ch, NULL, NULL, TO_CHAR);
act(ed->buffer2, ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
return;
case ED_ACTION_OBJECT:
if ((pObjIndex =
get_obj_index(ed->vnum)) == NULL)
{
send_to_char
("Bug : Please report this.\n\r",
ch);
return;
}
obj = create_object(pObjIndex, 50);
if (CAN_WEAR(obj, ITEM_TAKE))
obj_to_char(obj, ch);
else
obj_to_room(obj, ch->in_room);
act(ed->buffer1, ch, NULL, NULL, TO_CHAR);
act(ed->buffer2, ch, NULL, NULL, TO_ROOM);
return;
case ED_ACTION_SPELL:
if ((sn = skill_lookup(ed->buffer1)) < 0)
{
send_to_char
("Bug : Please report this.\n\r",
ch);
return;
}
(*skill_table[sn].spell_fun) (sn,
number_range(40,
50),
ch, ch);
return;
case ED_ACTION_ELEVATOR:
if ((location =
get_room_index(ed->vnum)) == NULL)
{
send_to_char
("Bug : Please report this.\n\r",
ch);
return;
}
if (location->people)
{
act(ed->buffer2, ch, NULL, NULL,
TO_ALL);
return;
}
for (gch = ch->in_room->people; gch;
gch = gch_next)
{
gch_next = gch->next_in_room;
char_from_room(gch);
char_to_room(gch, location);
act(ed->buffer1, gch, NULL, NULL,
TO_CHAR);
}
return;
}
}
}
send_to_char("You are unable to find that.\n\r", ch);
}
/*
void do_pull(CHAR_DATA *ch, char *argument)
{
extra_action(ch, argument, ED_TYPE_PULL);
}
void do_press(CHAR_DATA *ch, char *argument)
{
extra_action(ch, argument, ED_TYPE_PRESS);
}
void do_push(CHAR_DATA *ch, char *argument)
{
extra_action(ch, argument, ED_TYPE_PUSH);
}
void do_touch(CHAR_DATA *ch, char *argument)
{
extra_action(ch, argument, ED_TYPE_TOUCH);
}
*/
void do_ignore(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int i;
if (IS_NPC(ch))
return;
one_argument(argument, arg);
if (arg[0] == '\0')
{
xprintf(buf, "You are currently ignoring :\n\r");
for (d = descriptor_list; d; d = d->next)
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
for (i = 0; i < MAX_IGNORE; i++)
{
if (ch->pcdata->ignore[i] ==
victim->pcdata->playerid)
{
strcat(buf, "* ");
strcat(buf, victim->name);
strcat(buf, "\n\r");
}
}
}
send_to_char(buf, ch);
return;
}
if (!str_cmp(arg, "clear"))
{
for (i = 0; i < MAX_IGNORE; i++)
{
ch->pcdata->ignore[i] = -1;
}
send_to_char("All ignores cleared.\n\r", ch);
return;
}
for (victim = char_list; victim; victim = victim->next)
{
if (IS_NPC(victim))
continue;
if (!str_prefix(victim->name, arg))
{
for (i = 0; i < MAX_IGNORE; i++)
{
if (ch->pcdata->ignore[i] ==
victim->pcdata->playerid)
{
ch->pcdata->ignore[i] = -1;
xprintf(buf,
"You stop ignoring %s.\n\r",
victim->name);
send_to_char(buf, ch);
return;
}
}
for (i = 0; i < MAX_IGNORE; i++)
{
if (ch->pcdata->ignore[i] == -1)
{
ch->pcdata->ignore[i] =
victim->pcdata->playerid;
xprintf(buf, "You now ignore %s.\n\r",
victim->name);
send_to_char(buf, ch);
return;
}
}
send_to_char
("You cannot ignore any more people, try 'ignore clear'.\n\r",
ch);
return;
}
}
send_to_char("Ignore whom?\n\r", ch);
return;
}
void do_vt100(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->pcdata->tempflag, TEMP_VT100))
{
REMOVE_BIT(ch->pcdata->tempflag, TEMP_VT100);
send_to_char(VT_RESET_TERMINAL, ch);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char
("You cannot enable vt100 outside safe rooms.\n\r",
ch);
return;
}
send_to_char("Requesting VT100 information from your client.\n\r",
ch);
send_to_char("\e[999;999H", ch);
send_to_char("\e[6n", ch);
return;
}
void do_classportal(CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
char buf4[MAX_STRING_LENGTH];
int cost = 0;
bool move = FALSE;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
switch (ch->class)
{
default:
send_to_char("Huh?\n\r", ch);
return;
case CLASS_DEMON:
if (!IS_DEMPOWER(ch, DEM_TRAVEL))
{
send_to_char
("You haven't been granted the gift of travel.\n\r",
ch);
return;
}
xprintf(buf1,
"You sink into the ground, and make your way towards $N.");
xprintf(buf2, "$n sinks into the ground.");
xprintf(buf3, "You rise up from the ground, opposing $N.");
xprintf(buf4, "$n rises up out of the ground.");
move = TRUE;
cost = 500;
break;
case CLASS_MAGE:
if (ch->pcdata->powers[PINVOKE] < 1)
{
send_to_char("You don't have that invoke yet.\n\r",
ch);
return;
}
xprintf(buf1,
"You utter a single powerword, teleporting you towards $N.");
xprintf(buf2,
"$n utters a strange sounding word and disappers.");
xprintf(buf3, "You materialize infront of $N.");
xprintf(buf4, "$n suddenly appears from out of nowhere.");
move = FALSE;
cost = 500;
break;
case CLASS_WEREWOLF:
if (ch->power[DISC_WERE_LUNA] < 6)
{
send_to_char
("You need to obtain level 6 Luna to use moongate.\n\r",
ch);
return;
}
move = FALSE;
cost = 500;
break;
//case CLASS_BEASTMASTER:
// Need something here
//xprintf(buf1, "You run through the forests, searching for $N.");
//xprintf(buf2, "$n disappears into the forest.");
//xprintf(buf3, "You leap out of the forest before $N.");
//xprintf(buf4, "$n leaps out of from behind a tree.");
//move = TRUE;
//cost = 500;
//break;
case CLASS_VAMPIRE:
if (ch->power[DISC_VAMP_AUSP] < 4)
{
send_to_char
("You must obtain level 4 Auspex to use Astral Walk.\n\r",
ch);
return;
}
xprintf(buf1,
"You enter the astral plane, searching for $N.");
xprintf(buf2, "$n enters the astral plane.");
xprintf(buf3, "You leap out of the astral plane before $N.");
xprintf(buf4, "$n leaps out of a rift in the astral plane.");
move = TRUE;
cost = 500;
break;
case CLASS_SAMURAI:
xprintf(buf1, "You follow the ancestral path to $N.");
xprintf(buf2,
"$n steps into the air, leaving behind no trace whatsoever.");
xprintf(buf3, "You step out of the air infront of $N.");
xprintf(buf4, "$n steps out of the air in front of you.");
move = TRUE;
cost = 1000;
break;
case CLASS_DROW:
if (!IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
{
send_to_char
("You have not been granted that power yet.\n\r",
ch);
return;
}
xprintf(buf1, "You walk into the shadows, hunting $N.");
xprintf(buf2, "$n walks into the shadows.");
xprintf(buf3, "You walk out of the shadows in front of $N.");
xprintf(buf4, "$n walks out of the shadows.");
move = TRUE;
cost = 500;
break;
case CLASS_MONK:
if (ch->pcdata->powers[PMONK] < 10)
{
send_to_char
("You must obtain level 10 in mantras to use Celestial Path.\n\r",
ch);
return;
}
xprintf(buf1,
"You concentrate and open a Celestial path to $N.");
xprintf(buf2,
"$n opens a celestial gateway and steps into it.");
xprintf(buf3,
"You leave a celestial path and stand before $N.");
xprintf(buf4,
"$n appears before you through a Celestial portal!");
move = FALSE;
cost = 500;
break;
case CLASS_NINJA:
if (!IS_SET
(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SHADOWWALK))
{
send_to_char
("You have not learned that kill yet.\n\r",
ch);
return;
}
xprintf(buf1, "You walk into the shadows, hunting $N.");
xprintf(buf2, "$n walks into the shadows.");
xprintf(buf3, "You walk out of the shadows in front of $N.");
xprintf(buf4, "$n walks out of the shadows.");
move = FALSE;
cost = 500;
break;
case CLASS_LICH:
if (ch->pcdata->powers[CON_LORE] < 3)
{
send_to_char
("You need conjuring level 3 to do this.\n\r",
ch);
return;
}
move = FALSE;
cost = 1000;
break;
case CLASS_SHAPESHIFTER:
if (ch->pcdata->powers[SHAPE_POWERS] < 2)
{
send_to_char("You need level 2 shiftpowers.\n\r", ch);
return;
}
xprintf(buf1,
"You reform into thin mist and seep into the floor, tracking $N.");
xprintf(buf2,
"$n reforms into thin mist and seeps into the floor.");
xprintf(buf3,
"You seep up from the floor and reform in front of $N.");
xprintf(buf4,
"A fine mist seeps up from the floor and reforms into $n.");
move = TRUE;
cost = 1000;
break;
case CLASS_TANARRI:
if (!IS_SET
(ch->pcdata->powers[TANARRI_POWER], TANARRI_CHAOSGATE))
{
send_to_char("You don't have that power yet.\n\r",
ch);
return;
}
xprintf(buf1,
"You open a gate made from pure chaos, trying to reach $N.");
xprintf(buf2,
"$n opens a gate of pure chaos and steps into it.");
xprintf(buf3, "You step out of the gate in front of $N.");
xprintf(buf4,
"A gate appears from out of nowhere and $n steps out of it.");
move = TRUE;
cost = 1000;
break;
case CLASS_ANGEL:
if (ch->pcdata->powers[ANGEL_JUSTICE] < 1)
{
send_to_char("You haven't learned to fly yet.\n\r",
ch);
return;
}
if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS))
{
send_to_char("Where are your wings?\n\r", ch);
return;
}
xprintf(buf1, "You fly towards $N.");
xprintf(buf2, "$n flies into the sky.");
xprintf(buf3, "You swoop down upon $N.");
xprintf(buf4, "$n swoops down from the sky.");
move = TRUE;
cost = 1000;
break;
case CLASS_UNDEAD_KNIGHT:
xprintf(buf1, "You ride your skeleton steed towards $N.");
xprintf(buf2, "$n leaves the room, riding a black horse.");
xprintf(buf3, "You arrive in front of $N.");
xprintf(buf4, "$n rides toward you on $s skeleton steed!");
move = TRUE;
cost = 1000;
break;
case CLASS_DRONE:
if (ch->pcdata->powers[DRONE_MINDCONTROL] < 3)
{
send_to_char
("You haven't learned to dreamwalk yet.\n\r",
ch);
return;
}
xprintf(buf1,
"You fade into the dreamworld, searching for $N's dreams.");
xprintf(buf2, "$n closes $s eyes and fades away.");
xprintf(buf3,
"You enter $N's dreams and step out into the real world next to $M.");
xprintf(buf4, "$n suddenly fades into existance.");
move = FALSE;
cost = 1000;
break;
case CLASS_HOBBIT:
if (ch->pcdata->powers[HOBBIT_DISHES] < 10)
{
send_to_char
("Only chefs that have mastered 10 ingredients can tunnel.\n\r",
ch);
return;
}
xprintf(buf1, "You start digging a tunnel towards $N.");
xprintf(buf2, "$n pulls out a shovel and digs a tunnel.");
xprintf(buf3, "You pop out of the earth in front of $N.");
xprintf(buf4, "$n pops out of a hole in the earth.");
move = TRUE;
cost = 500;
break;
case CLASS_FAE:
if (ch->power[DISC_FAE_NATURE] < 6)
{
send_to_char
("You need level 6 discipline in nature.\n\r",
ch);
return;
}
xprintf(buf1,
"You enter the nearest tree, searching for the roots of $N.");
xprintf(buf2, "$n steps right into a tree, and is gone.");
xprintf(buf3,
"You step out from another tree right in front of $N.");
xprintf(buf4, "$n steps out of a tree right next to you.");
move = FALSE;
cost = 1000;
break;
case CLASS_GIANT:
if (ch->pcdata->rank < FOOT_20)
{
send_to_char
("You're not high enough to do that, shorty.\n\r",
ch);
return;
}
xprintf(buf1, "You take a giant step towards $N.");
xprintf(buf2, "$n takes a giant step, and is gone.");
xprintf(buf3, "You step down in front of $N.");
xprintf(buf4,
"$n drops down in front of you, seemingly from one giant step.");
move = TRUE;
cost = 500;
break;
}
if (cost == 0)
cost = 10000; // debug.
if (is_webbed(ch))
return;
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("They are not here.\n\r", ch);
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("You are already there.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char("They are in the astral sphere.\n\r", ch);
return;
}
if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
{
if (IS_CLASS(ch, CLASS_DRONE)
&& victim->position == POS_SLEEPING);
else
{
send_to_char
("I don't think they want you to do that.\n\r",
ch);
return;
}
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char
("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
if (move && ch->move < cost)
{
send_to_char("You need more move.\n\r", ch);
return;
}
else if (!move && ch->mana < cost)
{
send_to_char("You need more mana.\n\r", ch);
return;
}
if (move)
ch->move -= cost;
else
ch->mana -= cost;
location = victim->in_room;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_LICH))
{
act(buf1, ch, NULL, victim, TO_CHAR);
act(buf2, ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act(buf3, ch, NULL, victim, TO_CHAR);
act(buf4, ch, NULL, NULL, TO_ROOM);
}
else
{
OBJ_DATA *obj;
int duration;
/*
* A portal to the victim
*/
duration = number_range(2, 3);
if (IS_CLASS(ch, CLASS_LICH))
obj = create_object(get_obj_index(OBJ_VNUM_PORTAL),
0);
else
obj = create_object(get_obj_index(OBJ_VNUM_GATE2), 0);
obj->value[0] = victim->in_room->vnum;
obj->value[3] = ch->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room(obj, ch->in_room);
/*
* and a portal that leads the other way
*/
if (IS_CLASS(ch, CLASS_LICH))
obj = create_object(get_obj_index(OBJ_VNUM_PORTAL),
0);
else
obj = create_object(get_obj_index(OBJ_VNUM_GATE2), 0);
obj->value[0] = ch->in_room->vnum;
obj->value[3] = victim->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room(obj, victim->in_room);
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
act("A look of concentration passes over $n's face.",
ch, NULL, NULL, TO_ROOM);
send_to_char
("A look of concentration passes over your face.\n\r",
ch);
act("$p appears in front of $n in a beam of moonlight.", ch, obj, NULL, TO_ROOM);
act("$p appears in front of you in a beam of moonlight.", ch, obj, NULL, TO_CHAR);
act("$p appears in front of $n in a beam of moonlight.", victim, obj, NULL, TO_ROOM);
act("$p appears in front of you in a beam of moonlight.", ch, obj, victim, TO_VICT);
}
else
{
act("$p appears in front of $n.", ch, obj, NULL,
TO_ROOM);
act("$p appears in front of you.", ch, obj, NULL,
TO_CHAR);
act("$p appears in front of $n.", victim, obj, NULL,
TO_ROOM);
act("$p appears in front of you.", ch, obj, victim,
TO_VICT);
}
}
return;
}
void do_newscore(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char tempbuf[MAX_STRING_LENGTH];
char linebuf1[MAX_STRING_LENGTH];
char linebuf2[MAX_STRING_LENGTH];
char linebuf3[MAX_STRING_LENGTH];
char linebuf4[MAX_STRING_LENGTH];
char linebuf5[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
xprintf(linebuf1, " %s\n\r",
get_dystopia_banner("Mindcloud 3 Score", 72));
xprintf(linebuf2, " %s\n\r", get_dystopia_banner("Stats", 72));
xprintf(linebuf3, " %s\n\r", get_dystopia_banner("Kill Info", 72));
xprintf(linebuf4, " %s\n\r",
get_dystopia_banner("Class/Misc Info", 72));
xprintf(linebuf5, " %s\n\r",
get_dystopia_banner("Immortal Info", 72));
send_to_char(linebuf1, ch);
send_to_char("\n\r", ch);
xprintf(buf,
" You are %s #C%s #nand you have been playing for #C%d #nhours\n\r",
getCurrRanking( ch, ch->pRank ),ch->name,
(ch->played + (int) (current_time - ch->logon)) / 3600);
send_to_char(buf, ch);
birth_date(ch, TRUE);
if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_PREGNANT))
birth_date(ch, FALSE);
send_to_char("\n\r", ch);
xprintf(tempbuf, " STR: #G%3d#n Hitpoints : #C%d#n/#C%d#n",
get_curr_str(ch), ch->hit, ch->max_hit);
xprintf(buf, "%-55s #uLast two kills#n\n\r", tempbuf);
send_to_char(buf, ch);
xprintf(tempbuf, " DEX: #G%3d#n Movement : #C%d#n/#C%d#n",
get_curr_dex(ch), ch->move, ch->max_move);
xprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[0]);
send_to_char(buf, ch);
xprintf(tempbuf, " CON: #G%3d#n Magics : #C%d#n/#C%d#n",
get_curr_con(ch), ch->mana, ch->max_mana);
xprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[1]);
send_to_char(buf, ch);
xprintf(tempbuf, " WIS: #G%3d#n Status : #Y%d#n",
get_curr_wis(ch), ch->race);
xprintf(buf, "%-51s #uRetaliation#n\n\r", tempbuf);
send_to_char(buf, ch);
/* xprintf(buf, " INT: #G%3d#n ", get_curr_int(ch));
send_to_char(buf, ch);
xprintf(buf, "Bones: #Y%s#n ", num_punct(ch->bones));
send_to_char(buf, ch);
xprintf(buf, "\Bank: #Y%s#n\n\r", num_punct(ch->pcdata->bank));
send_to_char(buf, ch);
*/
xprintf(tempbuf, " INT: #G%3d#n Bones/Bank: #Y%d#n/#G%d#n",
get_curr_int(ch), ch->bones,
(!IS_NPC(ch) ? ch->pcdata->bank : 0));
xprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->retaliation);
send_to_char(buf, ch);
xprintf(tempbuf, " You are currently on Tier #R%d#n", ch->tier);
xprintf(buf, "%-47s #uFighting#n\n\r", tempbuf);
stc(buf, ch);
xprintf(tempbuf, " You have #Y%d #nTier Kills for this tier#n",
ch->tks);
if (ch->combat == NULL) xprintf(buf, "%-49s #CNo One#n\n\r", tempbuf);
else xprintf(buf, "%-49s #C%s#n\n\r", tempbuf, ch->combat->pcdata->switchname);
send_to_char(buf, ch);
send_to_char(linebuf2, ch);
send_to_char("\n\r", ch);
xprintf(buf,
" Damroll : #C%d#n Hitroll : #C%d#n Armor : #C%d#n Damcap : #C%d#n\n\r",
char_damroll(ch), char_hitroll(ch), char_ac(ch),
ch->damcap[0]);
send_to_char(buf, ch);
xprintf(buf,
" You are carrying #C%d#n/#C%d#n items with weight #C%d#n/#C%d#n lbs\n\r",
ch->carry_number, can_carry_n(ch), ch->carry_weight,
can_carry_w(ch));
send_to_char(buf, ch);
if (!IS_NPC(ch))
{
// xprintf(buf, " Toughness: %d.%d%%", ch->pcdata->damreduct,
// ch->pcdata->damreductdec);
// send_to_char(buf, ch);
xprintf(buf, " Race Level: %d", ch->pcRaceLevel);
send_to_char(buf, ch);
xprintf(buf, " You are a %s#n member of the bank.",
ch->pcdata->membership == 0 ? "#Dbasic" :
ch->pcdata->membership == 1 ? "#ybronze" :
ch->pcdata->membership == 2 ? "#Wsilver" :
ch->pcdata->membership ==
3 ? "#Ygold" : "#Wp#Cl#Wa#Ct#Wi#Cn#Wu#Cm#n");
send_to_char(buf, ch);
}
xprintf(buf,
"\n\r Primal : #C%d#n Experience : #C%2.0f#n Faithpoints : #C%d#n/#C%d#n\n\r",
ch->practice, ch->exp, ch->pcdata->current_faith,
ch->pcdata->faith);
send_to_char(buf, ch);
xprintf(buf, " Alignment : #C%d#n - ", ch->alignment);
send_to_char(buf, ch);
/*
* class stuff
*/
if (IS_CLASS(ch, CLASS_DEMON))
{
xprintf(buf,
" Class Points : #C%d#n Souls : #C%d#n Rage : #C%d#n\n\r",
ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->souls,
ch->rage);
send_to_char(buf, ch);
}
else if (IS_CLASS(ch, CLASS_DROW))
{
xprintf(buf,
" Class Points : #C%d#n Magic Resistance : #C%d#n\n\r",
ch->pcdata->stats[DEMON_CURRENT],
ch->pcdata->stats[DROW_MAGIC]);
send_to_char(buf, ch);
}
else if(IS_CLASS(ch, CLASS_ZOMBIE)){
switch(ch->pcdata->powers[ZOM_LEVEL]){
case 1:
stc("#R[#nYou are currently a #0Skeleton#R]#n\n\r",ch);
break;
case 2:
stc("#R[#nYou are currently a #0Wretch#R]#n\n\r",ch);
break;
case 3:
stc("#R[#nYou are currently a #0Zombie#R]#n\n\r",ch);
break;
case 4:
stc("#R[#nYou are currently a #0Minion#R]#n\n\r",ch);
break;
case 5:
stc("#R[#nYou are currently a #0Undead#R]#n\n\r",ch);
break;
case 6:
stc("#R[#nYou are currently a #0Forsaken#R]#n\n\r",ch);
break;
case 7:
stc("#R[#nYou are currently a #0Wight#R]#n\n\r",ch);
break;
}
sprintf(buf, "#R[#nYou have #g%d#n Flesh Points#R]#n\n\r",ch->pcdata->powers[ZOM_FLESH]);
stc(buf,ch);
if(ch->pcdata->powers[ZOM_LEVEL] >= 6)
{sprintf(buf, "#R[#nYou have #r%d#n Corpse Points stored#R]#n\n\r",ch->pcdata->powers[ZOM_ASSIM]);
stc(buf,ch);}
}
else if (IS_CLASS( ch, CLASS_DRAGON))
{
sprintf( buf,
"#R[#nYou have #g%d#n Dragon Points#R]\n\r",
ch->pcdata->stats[DEMON_CURRENT]);
send_to_char( buf, ch );
}
else if (IS_CLASS( ch, CLASS_DRAGON))
{
sprintf(buf,
"#R[#nYou are an age #g%d#n Dragon#R]\n\r",
ch->pcdata->powers[dragonage]);
send_to_char (buf, ch );
}
else if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
xprintf(buf,
" Shift Counter : #C%d#n Phase Counter : #C%d#n\n\r",
ch->pcdata->powers[SHAPE_COUNTER],
ch->pcdata->powers[PHASE_COUNTER]);
send_to_char(buf, ch);
}
else if (IS_CLASS(ch, CLASS_ANGEL))
{
xprintf(buf,
" Justice : #C%d#n Love : #C%d#n Harmony : #C%d#n Peace : #C%d#n\n\r",
ch->pcdata->powers[ANGEL_JUSTICE],
ch->pcdata->powers[ANGEL_LOVE],
ch->pcdata->powers[ANGEL_HARMONY],
ch->pcdata->powers[ANGEL_PEACE]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ELEMENTAL))
{
sprintf(buf,"#R[#rFIRE#n : #C%d#R]#R[#GEARTH#n : #C%d#R]#R[#7AIR#n : #C%d#R]#R[#LWATER#n : #C%d#R]\n\r",
ch->pcdata->powers[ELEMENTAL_FIRE],
ch->pcdata->powers[ELEMENTAL_EARTH],
ch->pcdata->powers[ELEMENTAL_AIR],
ch->pcdata->powers[ELEMENTAL_WATER]);
stc(buf,ch);
}
else if (IS_CLASS(ch, CLASS_VAMPIRE))
{
xprintf(buf,
" Beast : #C%d#n Rage : #C%d#n Blood : #C%d#n\n\r",
ch->beast, ch->rage,
ch->pcdata->condition[COND_THIRST]);
send_to_char(buf, ch);
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
{
xprintf(buf, " Rage : #C%d#n Gnosis : #C%d#n/#C%d#n\n\r",
ch->rage, ch->gnosis[GCURRENT], ch->gnosis[GMAXIMUM]);
send_to_char(buf, ch);
}
else if(!IS_NPC(ch) && IS_CLASS(ch,CLASS_SHINOBI)){
sprintf(buf, "#R[#0Chakra: #C%d#R]\n\r", ch->chakra);
stc(buf,ch);
}
else if (IS_CLASS(ch, CLASS_MONK))
{
xprintf(buf,
" Block Counter : #C%d#n Chi : #C%d#n/#C%d#n\n\r",
ch->monkblock, ch->chi[CURRENT], ch->chi[MAXIMUM]);
send_to_char(buf, ch);
}
else if (IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_NINJA)
|| IS_CLASS(ch, CLASS_TANARRI))
{
xprintf(buf, " Class Points : #C%d#n\n\r",
ch->pcdata->stats[8]);
send_to_char(buf, ch);
}
send_to_char(" You are ", ch);
if (ch->alignment > 900)
send_to_char("#Cangelic#n", ch);
else if (ch->alignment > 700)
send_to_char("#Csai#Yn#Ctly#n", ch);
else if (ch->alignment > 350)
send_to_char("#Yg#Coo#Yd#n", ch);
else if (ch->alignment > 100)
send_to_char("#Ykind#n", ch);
else if (ch->alignment > -100)
send_to_char("#Bneutral#n", ch);
else if (ch->alignment > -350)
send_to_char("#0mean#n", ch);
else if (ch->alignment > -700)
send_to_char("#0e#Rvi#0l#n", ch);
else if (ch->alignment > -900)
send_to_char("#Rdem#0o#Rnic#n", ch);
else
send_to_char("#Rsatanic#n", ch);
send_to_char("\n\r", ch);
send_to_char(linebuf3, ch);
send_to_char("\n\r", ch);
xprintf(tempbuf, " Players : #C%6d#n %s and #C%3d#n %s",
ch->pkill, (ch->pkill == 1) ? "kill" : "kills",
ch->pdeath, (ch->pdeath == 1) ? "death" : "deaths");
xprintf(buf, "%-50s Ratio #C%3d#n%s\n\r",
tempbuf, calc_ratio(ch->pkill, ch->pdeath), "%");
send_to_char(buf, ch);
xprintf(tempbuf, " Arena : #C%6d#n %s and #C%3d#n %s",
ch->pcdata->awins,
(ch->pcdata->awins == 1) ? "kill" : "kills",
ch->pcdata->alosses,
(ch->pcdata->alosses == 1) ? "death" : "deaths");
xprintf(buf, "%-50s Ratio #C%3d#n%s\n\r", tempbuf,
calc_ratio(ch->pcdata->awins, ch->pcdata->alosses), "%");
send_to_char(buf, ch);
xprintf(buf, " Monsters : #C%6d#n %s and #C%3d#n %s\n\r",
ch->mkill, (ch->mkill == 1) ? "kill" : "kills",
ch->mdeath, (ch->mdeath == 1) ? "death" : "deaths");
send_to_char(buf, ch);
send_to_char(linebuf4, ch);
send_to_char("\n\r", ch);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON))
{
xprintf(buf,
" You have #C%d#n out of #C%d #npoints of demonic power stored.\n\r",
ch->pcdata->stats[DEMON_CURRENT],
ch->pcdata->stats[DEMON_TOTAL]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_CYBORG)))
{
xprintf(buf, " You have #C%d #nCyborg points stored\n\r",
ch->pcdata->stats[CYBORG_POWER]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHADOW))
{
xprintf(buf, " You have #C%d #nShadow Points stored\n\r",
ch->pcdata->powers[SHADOW_POWER]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PRIEST))
{
xprintf(buf, " You have #W%d #nFaith Points stored\n\r",
ch->pcdata->stats[FAITH_PTS]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_TANARRI)))
{
xprintf(buf, " You have #C%d #nTanar'ri points stored\n\r",
ch->pcdata->stats[TPOINTS]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_GHOUL)))
{
xprintf(buf,
" You have #C%d #GGhoul #nPoints stored\n\r",
ch->pcdata->stats[GHOUL_PTS]);
send_to_char(buf, ch);
}
if (IS_CLASS(ch, CLASS_GIANT))
{
xprintf(buf, " Giant Points : #C%d#n\n\r",
ch->pcdata->stats[8]);
send_to_char(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON))
{
xprintf(buf,
" You have obtained #C%d #nsouls, which you keep in a bloody jar\n\r",
ch->pcdata->souls);
stc(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROW))
{
xprintf(buf, " You have #C%d#n drow power points stored\n\r",
ch->pcdata->stats[DROW_POWER]);
send_to_char(buf, ch);
xprintf(buf,
" You have #C%d #npoints of magic resistance\n\r",
ch->pcdata->stats[DROW_MAGIC]);
send_to_char(buf, ch);
if (weather_info.sunlight == SUN_DARK)
send_to_char(" You feel strong in the night\n\r",
ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
xprintf(buf, " Your shapeshifter counter is : #C%d#n\n\r",
ch->pcdata->powers[SHAPE_COUNTER]);
stc(buf, ch);
xprintf(buf, " Your phase counter is : #C%d#n\n\r",
ch->pcdata->powers[PHASE_COUNTER]);
stc(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL))
{
xprintf(buf, " Angelic Justice : #C%d#n\n\r",
ch->pcdata->powers[ANGEL_JUSTICE]);
stc(buf, ch);
xprintf(buf, " Angelic Love : #C%d#n\n\r",
ch->pcdata->powers[ANGEL_LOVE]);
stc(buf, ch);
xprintf(buf, " Angelic Harmony : #C%d#n\n\r",
ch->pcdata->powers[ANGEL_HARMONY]);
stc(buf, ch);
xprintf(buf, " Angelic Peace : #C%d#n\n\r",
ch->pcdata->powers[ANGEL_PEACE]);
stc(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SKYBLADE))
{
xprintf(buf, " Your dragonx charge is #C%d#n/#C10#n\n\r",
ch->pcdata->powers[SKYBLADE_DTIMER]);
stc(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
{
xprintf(buf, " Your current beast is : #C%d#n\n\r",
ch->beast);
stc(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK))
{
xprintf(buf, " Your block counter is currently: #C%d#n\n\r",
ch->monkblock);
stc(buf, ch);
xprintf(buf, " Your current level of chi: #C%d#n\n\r",
ch->chi[CURRENT]);
stc(buf, ch);
xprintf(buf, " Your maximum level of chi: #C%d#n\n\r",
ch->chi[MAXIMUM]);
stc(buf, ch);
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_SAMURAI))
{
xprintf(buf, " Your current focus points: #C%d#n\n\r",
ch->focus[CURRENT]);
stc(buf, ch);
xprintf(buf, " Your maximum focus points: #C%d#n\n\r",
ch->focus[MAXIMUM]);
stc(buf, ch);
}
if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_WEREWOLF))
&& ch->gnosis[GMAXIMUM] > 0)
{
xprintf(buf, " Current Gnosis: #C%d#n\n\r",
ch->gnosis[GCURRENT]);
stc(buf, ch);
xprintf(buf, " Maximum Gnosis: #C%d#n\n\r",
ch->gnosis[GMAXIMUM]);
stc(buf, ch);
}
if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 100)
send_to_char(" You are feeling extremely horny\n\r", ch);
else if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 50)
send_to_char(" You are feeling pretty randy#R]\n\r", ch);
else if (!IS_NPC(ch) && ch->pcdata->stage[0] >= 1)
send_to_char(" You are feeling rather kinky#R]\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->stage[1] > 0
&& ch->position == POS_STANDING)
{
send_to_char(" You are having sexual intercourse\n\r", ch);
if (!IS_NPC(ch)
&& (ch->pcdata->stage[2] + 25) >= ch->pcdata->stage[1])
send_to_char
(" You are on the verge of having an orgasm\n\r",
ch);
}
else
switch (ch->position)
{
case POS_DEAD:
send_to_char(" You are #RD#0E#RA#0D#n!!\n\r", ch);
break;
case POS_MORTAL:
send_to_char(" You are #Rmortally #nwounded\n\r",
ch);
break;
case POS_INCAP:
send_to_char(" You are incapacitated\n\r", ch);
break;
case POS_STUNNED:
send_to_char(" You are stunned\n\r", ch);
break;
case POS_SLEEPING:
send_to_char(" You are sleeping\n\r", ch);
break;
case POS_RESTING:
send_to_char(" You are resting\n\r", ch);
break;
case POS_MEDITATING:
send_to_char(" You are meditating\n\r", ch);
break;
case POS_SITTING:
send_to_char(" You are sitting\n\r", ch);
break;
case POS_STANDING:
send_to_char(" You are standing\n\r", ch);
break;
case POS_FIGHTING:
send_to_char(" You are fighting\n\r", ch);
break;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
{
xprintf(buf, " Blood: #C%d#n\n\r",
ch->pcdata->condition[COND_THIRST]);
send_to_char(buf, ch);
}
else if (ch->level >= 0)
send_to_char("\n\r", ch);
if (IS_AFFECTED(ch, AFF_HIDE))
send_to_char
(" You are keeping yourself hidden from those around you\n\r",
ch);
if (!IS_NPC(ch))
{
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->siltol > 0)
{
xprintf(buf,
" You have attained #C%d #npoints of silver tolerance\n\r",
ch->siltol);
send_to_char(buf, ch);
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
{
xprintf(buf,
" The beast is in control of your actions: Affects Hitroll and Damroll by #C+%d\n\r",
ch->rage);
send_to_char(buf, ch);
}
if ((IS_CLASS(ch, CLASS_WEREWOLF))
&& IS_SET(ch->special, SPC_WOLFMAN) && ch->rage > 0)
{
xprintf(buf,
" You are raging: Affects Hitroll and Damroll by #C+%d\n\r",
ch->rage);
send_to_char(buf, ch);
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0)
{
xprintf(buf,
" Your michi gives you an extra #C%d#n hitroll and damroll\n\r",
ch->rage);
send_to_char(buf, ch);
}
if (IS_CLASS(ch, CLASS_NINJA)
&& ch->pcdata->powers[NPOWER_CHIKYU] >= 6
&& ch->pcdata->powers[HARA_KIRI] > 0)
{
xprintf(buf,
" You receive the power of HaraKiri for #C%d#n more ticks\n\r",
ch->pcdata->powers[HARA_KIRI]);
send_to_char(buf, ch);
}
if (!IS_CLASS(ch, CLASS_WEREWOLF)
&& !IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0
&& !IS_CLASS(ch, CLASS_NINJA))
{
xprintf(buf,
" You are in a mad frenzy, adding #C%d#n Hitroll and Damroll\n\r",
ch->rage);
stc(buf, ch);
}
else if (IS_CLASS(ch, CLASS_DEMON)
&& ch->pcdata->stats[DEMON_POWER] > 0)
{
xprintf(buf,
" You are wearing demonic armour: Affects Hitroll and Damroll by #C+%d\n\r",
((ch->pcdata->stats[DEMON_POWER]) *
ch->pcdata->stats[DEMON_POWER]));
send_to_char(buf, ch);
}
else if (IS_CLASS(ch, CLASS_DROW)
&& ch->pcdata->stats[DEMON_POWER] > 0)
{
xprintf(buf,
" You are wearing drow armour: Affects Hitroll and Damroll by #C+%d\n\r",
((ch->pcdata->stats[DEMON_POWER]) *
ch->pcdata->stats[DEMON_POWER]));
send_to_char(buf, ch);
}
}
if (ch->fight_timer > 0)
{
xprintf(buf,
" You have #C%d#n rounds left on your fight timer#n\n\r",
ch->fight_timer);
send_to_char(buf, ch);
}
if (ch->pcdata->logout_counter > 0)
{
xprintf(buf,
" You have #C%d#n rounds left until you can LOGOUT#n\n\r",
ch->pcdata->logout_counter);
send_to_char(buf, ch);
}
if (IS_IMMORTAL(ch))
{
send_to_char(linebuf5, ch);
send_to_char("\n\r", ch);
xprintf(buf,
" #nInvis: #C%3d#n Incog Level: #C%d#n Ghost Level #C%3d#n\n\r",
ch->invis_level, ch->incog_level, ch->ghost_level);
stc(buf, ch);
}
return;
}