/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void do_stomp(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int limb;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("What?\n\r", ch);
return;
}
if (ch->pcdata->powers[BULL_LEVEL] < 5)
{
send_to_char("Your bull form is not strong enough.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_FORM] != BULL_FORM)
{
send_to_char("You must be in bull form to STOMP!!!#n\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
act("You throw $N to the ground and tramples $S to a bloody pulp.",
ch, NULL, victim, TO_CHAR);
act("$n throws you to the ground and #RSTOMPS#n on you.", ch, NULL,
victim, TO_VICT);
act("$n throws $N to the ground and tramples $S to a bloody pulp.",
ch, NULL, victim, TO_NOTVICT);
hurt_person(ch, victim, 500);
limb = number_range(1, 4);
if (number_range(1, 100) > 60 && !IS_NPC(victim)
&& !IS_CLASS(victim, CLASS_FAE))
{
if (limb < 3)
{
if (!IS_ARM_R(victim, LOST_ARM))
SET_BIT(victim->loc_hp[3], LOST_ARM);
if (!IS_BLEEDING(victim, BLEEDING_ARM_R))
SET_BIT(victim->loc_hp[6], BLEEDING_ARM_R);
if (IS_BLEEDING(victim, BLEEDING_HAND_R))
REMOVE_BIT(victim->loc_hp[6],
BLEEDING_HAND_R);
if ((obj = get_eq_char(victim, WEAR_ARMS)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_WIELD)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_HANDS)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_WRIST_R)) != NULL)
take_item(victim, obj);
if ((obj =
get_eq_char(victim, WEAR_FINGER_R)) != NULL)
take_item(victim, obj);
}
else
{
if (!IS_ARM_L(victim, LOST_ARM))
SET_BIT(victim->loc_hp[2], LOST_ARM);
if (!IS_BLEEDING(victim, BLEEDING_ARM_L))
SET_BIT(victim->loc_hp[6], BLEEDING_ARM_L);
if (IS_BLEEDING(victim, BLEEDING_HAND_L))
REMOVE_BIT(victim->loc_hp[6],
BLEEDING_HAND_L);
if ((obj = get_eq_char(victim, WEAR_ARMS)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_HOLD)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_HANDS)) != NULL)
take_item(victim, obj);
if ((obj = get_eq_char(victim, WEAR_WRIST_L)) != NULL)
take_item(victim, obj);
if ((obj =
get_eq_char(victim, WEAR_FINGER_L)) != NULL)
take_item(victim, obj);
}
}
WAIT_STATE(ch, 24);
return;
}
void do_faeriecurse(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int level, sn, spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("What?\n\r", ch);
return;
}
if (ch->pcdata->powers[FAERIE_LEVEL] < 4)
{
send_to_char("Your faerie form is not strong enough.\n\r",
ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char("Not on yourself.\n\r", ch);
return;
}
if (ch->mana < 1000 || ch->move < 500)
{
send_to_char("You are to tired.\n\r", ch);
return;
}
act("You let the forces of limbo envelope $N.", ch, NULL, victim,
TO_CHAR);
act("$n points at you and flickering rays of energy strikes your body.", ch, NULL, victim, TO_VICT);
act("$n points at $N and flickering rays of energy strikes $S.", ch,
NULL, victim, TO_NOTVICT);
if (number_range(1, 3) != 1)
{
if ((sn = skill_lookup("web")) < 0)
return;
spelltype = skill_table[sn].target;
level = 50;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if (number_range(1, 3) != 1)
{
if ((sn = skill_lookup("curse")) < 0)
return;
spelltype = skill_table[sn].target;
level = 50;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
ch->mana -= 1000;
ch->move -= 500;
WAIT_STATE(ch, 12);
return;
}
void do_breath(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
int sn;
int level = 40;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("What?\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_FORM] != HYDRA_FORM)
{
send_to_char("You must be in hydra form to breathe fire.\n\r",
ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
if (!((sn = skill_lookup("fire breath")) > 0))
return;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
if (ch->pcdata->powers[HYDRA_LEVEL] > 0)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
if (ch->pcdata->powers[HYDRA_LEVEL] > 1)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
if (ch->pcdata->powers[HYDRA_LEVEL] > 3)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
if (ch->pcdata->powers[HYDRA_LEVEL] > 4)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 24);
return;
}
void do_phase(CHAR_DATA * ch, char *argument)
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("What?\n\r", ch);
return;
}
if (ch->pcdata->powers[TIGER_LEVEL] < 5)
{
send_to_char("Your tiger form is not strong enough.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_FORM] != TIGER_FORM)
{
send_to_char("You must be in tiger form to phase.\n\r", ch);
return;
}
if (ch->pcdata->powers[PHASE_COUNTER] > 0)
{
send_to_char("Your to tired to phase.\n\r", ch);
return;
}
ch->pcdata->powers[PHASE_COUNTER] = 10;
act("You phase halfway out of existance.", ch, NULL, NULL, TO_CHAR);
act("$n phases halfway out of existance.", ch, NULL, NULL, TO_ROOM);
return;
}
void do_shapearmor(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("What?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("#wPlease specify which piece of shapeshifter armor you wish to make:\n\r"
"#0Dirk Falchion Bracer Amulet Ring Plate Helm\n\r"
"#0Greaves Boots Gauntlets Sleeves Cloak Belt Shroud.#n\n\r",
ch);
return;
}
if (ch->practice < 150)
{
send_to_char
("It costs 150 points of primal to create shapeshifter equipment.\n\r",
ch);
return;
}
if (!str_cmp(arg, "dirk"))
vnum = 33160;
else if (!str_cmp(arg, "falchion"))
vnum = 33161;
else if (!str_cmp(arg, "bracer"))
vnum = 33162;
else if (!str_cmp(arg, "amulet"))
vnum = 33163;
else if (!str_cmp(arg, "ring"))
vnum = 33164;
else if (!str_cmp(arg, "plate"))
vnum = 33165;
else if (!str_cmp(arg, "helm"))
vnum = 33166;
else if (!str_cmp(arg, "greaves"))
vnum = 33167;
else if (!str_cmp(arg, "boots"))
vnum = 33168;
else if (!str_cmp(arg, "gauntlets"))
vnum = 33169;
else if (!str_cmp(arg, "sleeves"))
vnum = 33170;
else if (!str_cmp(arg, "cloak"))
vnum = 33171;
else if (!str_cmp(arg, "belt"))
vnum = 33172;
else if (!str_cmp(arg, "shroud"))
vnum = 33173;
else
{
do_shapearmor(ch, "");
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r", ch);
return;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
ch->practice -= 150;
act("#wThe #CAIR #waround you transforms into #0$p#w.#n", ch, obj,
NULL, TO_CHAR);
act("#0$p #wappears in $n's hands.#n", ch, obj, NULL, TO_ROOM);
return;
}
void do_mistwalk(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
CHAR_DATA *victim;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_POWERS] < 2)
{
send_to_char("You need level 2 shiftpowers.\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg)) == NULL)
{
send_to_char("Mistwalk to whom?\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim))
{
send_to_char("I don't think they want you to do that.\n\r",
ch);
return;
}
if (IS_SET(victim->act, ACT_NOTRAVEL))
{
send_to_char("No Can Do.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
location = victim->in_room;
if (ch->move < 250)
{
send_to_char("You are too tired to reform into mist.\n\r",
ch);
return;
}
act("You reform into thin mist and seep into the floor.", ch, NULL,
NULL, TO_CHAR);
act("$n reforms into thin mist and seeps into the floor.", ch, NULL,
NULL, TO_ROOM);
ch->move -= 250;
char_from_room(ch);
char_to_room(ch, location);
do_look(ch, "auto");
act("You seep up from the floor and reform into your body.", ch, NULL,
NULL, TO_CHAR);
act("A fine mist seeps up from the floor and reforms into $n.", ch,
NULL, NULL, TO_ROOM);
return;
}
void do_hatform(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_POWERS] < 3)
{
send_to_char("You need level 3 shiftpowers.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You must be in human form.\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char("Not with a fighttimer.\n\r", ch);
return;
}
if ((obj = create_object(get_obj_index(33175), 60)) == NULL)
{
send_to_char("Object bug, tell Jobo about it.\n\r", ch);
return;
}
obj_to_room(obj, ch->in_room);
act("$n transforms into $p and falls to the ground.", ch, obj, NULL,
TO_ROOM);
act("You transform into $p and fall to the ground.", ch, obj, NULL,
TO_CHAR);
ch->pcdata->obj_vnum = 33175;
obj->chobj = ch;
ch->pcdata->chobj = obj;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup(obj->short_descr);
return;
}
void do_shift(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("What form do you want to shift to? [Tiger/Hydra/Faerie/Bull/Human]\n\r",
ch);
return;
}
if (ch->pcdata->powers[SHAPE_COUNTER] > 35)
{
send_to_char("Your to tired from all this formshifting.\n\r",
ch);
return;
}
if (!str_cmp(arg, "tiger"))
{
if (ch->pcdata->powers[SHAPE_FORM] != 0)
do_shift(ch, "human");
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
act("Your shape blurs and you reform into a huge tiger.", ch,
NULL, NULL, TO_CHAR);
act("$n blurs and reforms into a huge tiger.", ch, NULL, NULL,
TO_ROOM);
ch->pcdata->powers[SHAPE_FORM] = TIGER_FORM;
ch->pcdata->powers[SHAPE_COUNTER] += 10;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->damroll += 300;
ch->hitroll += 450;
ch->armor -= 200;
if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
{
send_to_char("#CYour wounds mend and close.\n\r#n",
ch);
ch->hit += UMIN(5000, ch->max_hit * 0.1);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
}
xprintf(buf, "%s the huge phase tiger", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "hydra"))
{
if (ch->pcdata->powers[SHAPE_FORM] != 0)
do_shift(ch, "human");
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
act("Your shape blurs and you reform into a horrific hydra.",
ch, NULL, NULL, TO_CHAR);
act("$n blurs and reforms into a horrific hydra.", ch, NULL,
NULL, TO_ROOM);
ch->pcdata->powers[SHAPE_FORM] = HYDRA_FORM;
ch->pcdata->powers[SHAPE_COUNTER] += 10;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->damroll += 450;
ch->hitroll += 450;
ch->armor -= 50;
if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
{
send_to_char("#CYour wounds mend and close.\n\r#n",
ch);
ch->hit += UMIN(5000, ch->max_hit * 0.1);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
}
xprintf(buf, "%s the horrific hydra", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "bull"))
{
if (ch->pcdata->powers[SHAPE_FORM] != 0)
do_shift(ch, "human");
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
act("Your shape blurs and you reform into a black bull.", ch,
NULL, NULL, TO_CHAR);
act("$n blurs and reforms into a black bull.", ch, NULL, NULL,
TO_ROOM);
ch->pcdata->powers[SHAPE_FORM] = BULL_FORM;
ch->pcdata->powers[SHAPE_COUNTER] += 10;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->damroll += 400;
ch->hitroll += 400;
ch->armor -= 50;
if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
{
send_to_char("#CYour wounds mend and close.\n\r#n",
ch);
ch->hit += UMIN(5000, ch->max_hit * 0.1);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
}
xprintf(buf, "%s the black bull", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "faerie"))
{
if (ch->pcdata->powers[SHAPE_FORM] != 0)
do_shift(ch, "human");
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("Not while polymorphed.\n\r", ch);
return;
}
act("Your shape blurs and you reform into a small pixie.", ch,
NULL, NULL, TO_CHAR);
act("$n blurs and reforms into a small pixie.", ch, NULL,
NULL, TO_ROOM);
ch->pcdata->powers[SHAPE_FORM] = FAERIE_FORM;
ch->pcdata->powers[SHAPE_COUNTER] += 10;
SET_BIT(ch->affected_by, AFF_POLYMORPH);
ch->damroll += 250;
ch->hitroll += 250;
ch->armor -= 500;
if (ch->pcdata->powers[SHAPE_COUNTER] < 15)
{
send_to_char("#CYour wounds mend and close.\n\r#n",
ch);
ch->hit += UMIN(5000, ch->max_hit * 0.1);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
}
xprintf(buf, "%s the small pixie", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg, "human"))
{
if (ch->pcdata->powers[SHAPE_FORM] == 0
&& !IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("Your already in human form.\n\r", ch);
return;
}
if (IS_SET(ch->pcdata->powers[SHAPE_FORM], TIGER_FORM))
{
ch->damroll -= 300;
ch->hitroll -= 450;
ch->armor += 200;
}
else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], FAERIE_FORM))
{
ch->damroll -= 250;
ch->hitroll -= 250;
ch->armor += 500;
}
else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], BULL_FORM))
{
ch->damroll -= 400;
ch->hitroll -= 400;
ch->armor += 50;
}
else if (IS_SET(ch->pcdata->powers[SHAPE_FORM], HYDRA_FORM))
{
ch->damroll -= 450;
ch->hitroll -= 450;
ch->armor += 50;
}
ch->pcdata->powers[SHAPE_FORM] = 0;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
send_to_char("Your return to your human form.\n\r", ch);
free_string(ch->morph);
ch->morph = str_dup("");
return;
}
else
{
send_to_char("That is not a valid form.\n\r", ch);
return;
}
}
void do_formlearn(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
xprintf(buf,
"Current levels : Tiger[%d], Hydra[%d], Faerie[%d], Bull[%d], Shiftpowers[%d]\n\r",
ch->pcdata->powers[TIGER_LEVEL],
ch->pcdata->powers[HYDRA_LEVEL],
ch->pcdata->powers[FAERIE_LEVEL],
ch->pcdata->powers[BULL_LEVEL],
ch->pcdata->powers[SHAPE_POWERS]);
send_to_char(buf, ch);
send_to_char
("Improve what form? [Tiger/Hydra/Faerie/Bull/Shiftpowers]\n\r",
ch);
return;
}
if (!str_cmp(arg, "hydra"))
{
if (ch->pcdata->powers[HYDRA_LEVEL] > 4)
{
send_to_char("Your Hydra form is complete.\n\r", ch);
return;
}
if (ch->practice <
(80 * ch->pcdata->powers[HYDRA_LEVEL] + 80))
{
send_to_char
("You don't have enough primal to improve this form.\n\r",
ch);
return;
}
if (ch->pcdata->powers[HYDRA_LEVEL] == 0)
send_to_char
("You now have 2 heads in Hydra form.\n\r",
ch);
else if (ch->pcdata->powers[HYDRA_LEVEL] == 1)
send_to_char("You now have 3 heads Hydra form.\n\r",
ch);
else if (ch->pcdata->powers[HYDRA_LEVEL] == 2)
send_to_char
("You have stronger limbs in Hydra form.\n\r",
ch);
else if (ch->pcdata->powers[HYDRA_LEVEL] == 3)
send_to_char
("You now have 4 heads in Hydra form.\n\r",
ch);
else if (ch->pcdata->powers[HYDRA_LEVEL] == 4)
send_to_char
("You now have 5 heads in Hydra form.\n\r",
ch);
ch->pcdata->powers[HYDRA_LEVEL]++;
ch->practice -= ch->pcdata->powers[HYDRA_LEVEL] * 80;
return;
}
else if (!str_cmp(arg, "tiger"))
{
if (ch->pcdata->powers[TIGER_LEVEL] > 4)
{
send_to_char("Your Tiger form is complete.\n\r", ch);
return;
}
if (ch->practice <
(80 * ch->pcdata->powers[TIGER_LEVEL] + 80))
{
send_to_char
("You don't have enough primal to improve this form.\n\r",
ch);
return;
}
if (ch->pcdata->powers[TIGER_LEVEL] == 0)
send_to_char
("You now have razor sharp claws in Tiger form.\n\r",
ch);
else if (ch->pcdata->powers[TIGER_LEVEL] == 1)
send_to_char
("You now have long pointy teeth in Tiger form.\n\r",
ch);
else if (ch->pcdata->powers[TIGER_LEVEL] == 2)
send_to_char
("You now have stronger paws in Tiger form.\n\r",
ch);
else if (ch->pcdata->powers[TIGER_LEVEL] == 3)
send_to_char
("You now have the power to roar in Tiger form.\n\r",
ch);
else if (ch->pcdata->powers[TIGER_LEVEL] == 4)
send_to_char
("You now have the power to phase in Tiger form.\n\r",
ch);
ch->pcdata->powers[TIGER_LEVEL]++;
ch->practice -= ch->pcdata->powers[TIGER_LEVEL] * 80;
return;
}
else if (!str_cmp(arg, "faerie"))
{
if (ch->pcdata->powers[FAERIE_LEVEL] > 4)
{
send_to_char("Your Faerie form is complete.\n\r", ch);
return;
}
if (ch->practice <
(80 * ch->pcdata->powers[FAERIE_LEVEL] + 80))
{
send_to_char
("You don't have enough primal to improve this form.\n\r",
ch);
return;
}
if (ch->pcdata->powers[FAERIE_LEVEL] == 0)
send_to_char
("You are increadibly fast and can dodge most attacks.\n\r",
ch);
else if (ch->pcdata->powers[FAERIE_LEVEL] == 1)
send_to_char
("You have small wings in faerie form and can cast spells in any form.\n\r",
ch);
else if (ch->pcdata->powers[FAERIE_LEVEL] == 2)
send_to_char
("Your control over the forces of magic increases.\n\r",
ch);
else if (ch->pcdata->powers[FAERIE_LEVEL] == 3)
send_to_char("You can curse your opponents.\n\r", ch);
else if (ch->pcdata->powers[FAERIE_LEVEL] == 4)
send_to_char("You can blink in Faerie form.\n\r", ch);
ch->pcdata->powers[FAERIE_LEVEL]++;
ch->practice -= ch->pcdata->powers[FAERIE_LEVEL] * 80;
return;
}
else if (!str_cmp(arg, "bull"))
{
if (ch->pcdata->powers[BULL_LEVEL] > 4)
{
send_to_char("Your Bull form is complete.\n\r", ch);
return;
}
if (ch->practice < (80 * ch->pcdata->powers[BULL_LEVEL] + 80))
{
send_to_char
("You don't have enough primal to improve this form.\n\r",
ch);
return;
}
if (ch->pcdata->powers[BULL_LEVEL] == 0)
send_to_char
("You now have pointy horns in Bull form.\n\r",
ch);
else if (ch->pcdata->powers[BULL_LEVEL] == 1)
send_to_char
("You now have strong hooves in Bull form.\n\r",
ch);
else if (ch->pcdata->powers[BULL_LEVEL] == 2)
send_to_char
("Your muscles are nothing but iron in Bull form.\n\r",
ch);
else if (ch->pcdata->powers[BULL_LEVEL] == 3)
send_to_char("You can now charge in Bull form.\n\r",
ch);
else if (ch->pcdata->powers[BULL_LEVEL] == 4)
send_to_char("You can now STOMP in Bull form.\n\r",
ch);
ch->pcdata->powers[BULL_LEVEL]++;
ch->practice -= ch->pcdata->powers[BULL_LEVEL] * 80;
return;
}
else if (!str_cmp(arg, "shiftpowers"))
{
if (ch->pcdata->powers[SHAPE_POWERS] > 4)
{
send_to_char
("Your have completed your research in shapeshifting.\n\r",
ch);
return;
}
if (ch->practice <
(80 * ch->pcdata->powers[SHAPE_POWERS] + 80))
{
send_to_char
("You don't have enough primal to learn anything new.\n\r",
ch);
return;
}
if (ch->pcdata->powers[SHAPE_POWERS] == 0)
send_to_char
("You can see through almost all kinds of illusions.\n\r",
ch);
else if (ch->pcdata->powers[SHAPE_POWERS] == 1)
send_to_char
("You can change yourself into thin mist and go anywhere.\n\r",
ch);
else if (ch->pcdata->powers[SHAPE_POWERS] == 2)
send_to_char("You can change into a tall hat.\n\r",
ch);
else if (ch->pcdata->powers[SHAPE_POWERS] == 3)
send_to_char
("You can disguise yourself as anyone.\n\r",
ch);
else if (ch->pcdata->powers[SHAPE_POWERS] == 4)
send_to_char
("You can change your form into anything.\n\r",
ch);
ch->pcdata->powers[SHAPE_POWERS]++;
ch->practice -= ch->pcdata->powers[SHAPE_POWERS] * 80;
return;
}
else
{
send_to_char("That's not a valid form.\n\r", ch);
return;
}
}
void do_faerieblink(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[FAERIE_LEVEL] < 5)
{
send_to_char("Your faerie form is not strong enough.\n\r",
ch);
return;
}
if (ch->pcdata->powers[SHAPE_FORM] != FAERIE_FORM)
{
send_to_char("You must be in faerie form to blink.\n\r", ch);
return;
}
if (ch->mana < 2500)
{
send_to_char("This costs 2500 mana.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 18);
ch->mana -= 2500;
act("You enter limbo, steps back into reality behind $N and attack.",
ch, NULL, victim, TO_CHAR);
act("$n vanishes and suddenly someone strikes you from behind.", ch,
NULL, victim, TO_VICT);
act("$n vanishes and appear behind $N striking $S in the back.", ch,
NULL, victim, TO_NOTVICT);
multi_hit(ch, victim, TYPE_UNDEFINED);
return;
}
void do_camouflage(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char arg3[MAX_STRING_LENGTH];
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
strcpy(arg3, argument);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_POWERS] < 1)
{
send_to_char("You need to have level 1 shiftpowers.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You dont have that item.\n\r", ch);
return;
}
if (!(!str_cmp(arg2, "short") || !str_cmp(arg2, "name")))
{
send_to_char
("syntax : camouflage <item> <short/name> <newname>.\n\r",
ch);
return;
}
if (strlen(arg3) > 60 || strlen(arg3) < 3)
{
send_to_char("From 3 to 60 characters please.\n\r", ch);
return;
}
if (has_bad_chars(ch, arg3))
{
send_to_char("Illegal chars, please retry.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT)
|| IS_SET(obj->quest, QUEST_PRIZE))
{
send_to_char("Not on artifacts and prizes.\n\r", ch);
return;
}
if (!str_cmp(arg2, "name"))
{
free_string(obj->name);
obj->name = str_dup(arg3);
obj->questmaker = str_dup(ch->name);
}
if (!str_cmp(arg2, "short"))
{
free_string(obj->short_descr);
obj->short_descr = str_dup(arg3);
obj->questmaker = str_dup(ch->name);
}
send_to_char("Ok.\n\r", ch);
return;
}
void do_shapeshift(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_POWERS] < 4)
{
send_to_char("You need to have level 5 in shiftpowers.\n\r",
ch);
return;
}
if (IS_SET(ch->affected_by, AFF_POLYMORPH))
{
send_to_char("First you must shift to human form.\n\r", ch);
return;
}
if (strlen(argument) > 30 || strlen(argument) < 4)
{
send_to_char("From 4 to 30 characters please.\n\r", ch);
return;
}
if (!str_cmp(argument, "Jobo") || !str_cmp(argument, "Tarasque") ||
!str_cmp(argument, "Vladd") || !str_cmp(argument, "Dracknuur"))
{
send_to_char("No way!\n\r", ch);
return;
}
xprintf(buf, "%s's form blurs and shifts to resemble %s.", ch->name,
argument);
act(buf, ch, NULL, NULL, TO_ROOM);
send_to_char("Your form blurs and shifts to resemble ", ch);
send_to_char(argument, ch);
send_to_char(".\n\r", ch);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup(argument);
return;
}
void do_shaperoar(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
do_roar(ch, argument);
else
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[TIGER_LEVEL] < 3)
{
send_to_char("Your tiger form is not strong enough.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_FORM] != TIGER_FORM)
{
send_to_char("You must be in tiger form to #RROAR!!!#n\n\r",
ch);
return;
}
if (ch->fighting == NULL)
{
send_to_char("You must be fighting to #RROAR!!!!#n.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
return;
WAIT_STATE(ch, 16);
if (number_range(1, 2) != 1)
{
act("You let out an insane BeeF-powered #RROAR!!!!!!!!!#n to scare the shit out of $N, but it doesn't work.", ch, NULL, victim, TO_CHAR);
act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n, but it doesn't scare you.", ch, NULL, victim, TO_VICT);
act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n",
ch, NULL, victim, TO_NOTVICT);
return;
}
act("You let out an insane BeeF-powered #RROAR!!!!!!!!!#n and scare the shit out of $N.", ch, NULL, victim, TO_CHAR);
act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n, and you are filled with terror.", ch, NULL, victim, TO_VICT);
act("$n lets out an insane BeeF-powered #RROAR!!!!!!!!!#n", ch, NULL,
victim, TO_NOTVICT);
do_flee(victim, "");
return;
}
void do_charge(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (ch->pcdata->powers[BULL_LEVEL] < 4)
{
send_to_char("Your bull form is not strong enough.\n\r", ch);
return;
}
if (ch->pcdata->powers[SHAPE_FORM] != BULL_FORM)
{
send_to_char("You must be in bull form to charge.\n\r", ch);
return;
}
if (ch->move < 2000)
{
send_to_char("This costs 2000 move.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL)
{
send_to_char("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE(ch, 18);
ch->move -= 2000;
one_hit(ch, victim, gsn_headbutt, 1);
one_hit(ch, victim, gsn_hooves, 1);
one_hit(ch, victim, gsn_hooves, 1);
if (number_range(1, 3) == 1)
{
victim->position = POS_STUNNED;
ch->position = POS_STANDING;
act("You lift $N up with your horns and send $M flying into the wall.", ch, NULL, victim, TO_CHAR);
act("$n lifts you up by the horns and send you flying into the wall.", ch, NULL, victim, TO_VICT);
act("$n lifts $N up by the horns and sends $M flying into the wall.", ch, NULL, victim, TO_ROOM);
}
return;
}