/***************************************************************************
* 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. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
void do_level( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char skill [20];
one_argument( argument, arg );
if (IS_NPC(ch)) return;
send_to_char("#L---------------------------#0=[#6Weapon Levels#0]=#L--------------------------------#n\n\r", ch);
sprintf(skill,"#R[#nSlice #C: %-4d#R]", ch->wpn[1]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nStab #C: %-4d#R]", ch->wpn[2]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSlash #C: %-4d#R]", ch->wpn[3]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nWhip #C: %-4d#R]", ch->wpn[4]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nClaw #C: %-4d#R]\n\r", ch->wpn[5]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nBlast #C: %-4d#R]", ch->wpn[6]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nPound #C: %-4d#R]", ch->wpn[7]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nCrush #C: %-4d#R]", ch->wpn[8]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nGrep #C: %-4d#R]", ch->wpn[9]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nBite #C: %-4d#R]\n\r", ch->wpn[10]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nPierce #C: %-4d#R]", ch->wpn[11]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSuck #C: %-4d#R]", ch->wpn[12]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nUnarmed#C: %-4d#R]\n\r\n", ch->wpn[0]);
send_to_char( skill, ch );
send_to_char("#L---------------------------#0=[#6Stance Levels#0]=#L--------------------------------#n\n\r",ch);
sprintf(skill,"#R[#nViper #C: %-4d#R]", ch->stance[1]);
send_to_char( skill, ch );
sprintf(skill, "#R[#nCrane #C: %-4d#R]", ch->stance[2]);
send_to_char( skill, ch );
sprintf(skill, "#R[#nCrab #C: %-4d#R]", ch->stance[3]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nMongoose#C: %-4d#R]", ch->stance[4]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nBull #C: %-4d#R]\n\r", ch->stance[5]);
send_to_char( skill, ch );
sprintf(skill, "#R[#nMantis #C: %-4d#R]", ch->stance[6]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nDragon #C: %-4d#R]", ch->stance[7]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nTiger#C: %-4d#R]", ch->stance[8]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nMonkey #C: %-4d#R]", ch->stance[9]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSwallow #C: %-4d#R]#n\n\r", ch->stance[10]);
send_to_char( skill, ch );
send_to_char("\n\r#L---------------------------#0=[#6Super Stances#0]=#L--------------------------------#n\n\r",ch);
sprintf(skill,"#R[#nSS1 #C: %-4d#R]", ch->stance[13]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSS2 #C: %-4d#R]", ch->stance[14]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSS3 #C: %-4d#R]", ch->stance[15]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSS4 #C: %-4d#R]", ch->stance[16]);
send_to_char( skill, ch );
sprintf(skill,"#R[#nSS5 #C: %-4d#R]#n\n\r", ch->stance[17]);
send_to_char( skill, ch );
send_to_char("\n\r#L---------------------------#0=[#6Spell Levels#0]=#L---------------------------------#n\n\r", ch);
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#5Purple#n #C: %-4d#R]", ch->spl[0] + 20);
else sprintf(skill,"#R[#5Purple#n #C: %-4d#R]", ch->spl[0]);
send_to_char( skill, ch );
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#4Blue#n #C: %-4d#R]", ch->spl[2] + 20);
else sprintf(skill,"#R[#4Blue#n #C: %-4d#R]", ch->spl[2]);
send_to_char( skill, ch );
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#1Red#n #C: %-4d#R]", ch->spl[1] + 20);
else sprintf(skill,"#R[#1Red#n #C: %-4d#R]", ch->spl[1]);
send_to_char( skill, ch );
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#2Green#n #C: %-4d#R]", ch->spl[3] + 20);
else sprintf(skill,"#R[#2Green#n #C: %-4d#R]", ch->spl[3]);
send_to_char( skill, ch );
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY)) sprintf(skill,"#R[#3Yellow#n #C: %-4d#R]\n\r\n", ch->spl[4] + 20);
else sprintf(skill, "#R[#3Yellow#n #C: %-4d#R]\n\r\n", ch->spl[4]);
send_to_char( skill, ch );
send_to_char("#L---------------------------#0=[#6Misc. Things#0]=#L---------------------------------#n\n\r", ch);
sprintf(skill, "#R[#nRecall Room #C: %d#R]\n\r", ch->home);
send_to_char( skill, ch );
if (IS_SET(ch->act, PLR_RIGHTHAND))
send_to_char("#R[#nYou favor your #Cright#n arm in combat#R]\n\r",ch);
else if(IS_SET(ch->act, PLR_LEFTHAND))
send_to_char("#R[#nYou favor your #Cleft#n arm in combat#R]\n\r",ch);
else
send_to_char("#R[#nYou fight well with #Cboth#n your arms#R]#n\n\r",ch);
send_to_char("#L---------------------------#0=[#6Class Things#0]=#L---------------------------------#n\n\r", ch);
if ( IS_CLASS(ch, CLASS_DEMON) )
send_to_char("#R[#nYou are a #Cdemon#R]\n\r", ch);
if ( IS_CLASS(ch, CLASS_MAGE) )
send_to_char("#R[#nYou are a #Cbattlemage#R]\n\r", ch);
if ( IS_CLASS(ch ,CLASS_SHAPESHIFTER))
send_to_char("#R[#nYou are a #Cshapeshifter#R]\n\r",ch);
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
send_to_char("#R[#nYou are an #Cundead knight#R]\n\r",ch);
if ( IS_CLASS(ch, CLASS_WEREWOLF) )
send_to_char("#R[#nYou are a #Cwerewolf#R]\n\r", ch);
if ( IS_CLASS(ch, CLASS_NINJA) )
send_to_char("#R[#nYou are a #Cninja#R]\n\r", ch);
if ( IS_CLASS(ch, CLASS_VAMPIRE) )
send_to_char("#R[#nYou are a #Cvampire#R]\n\r", ch);
if ( IS_CLASS(ch, CLASS_SAMURAI) )
send_to_char("#R[#nYou are a #CSamurai#R]\n\r", ch);
if ( IS_CLASS(ch, CLASS_DROW) )
send_to_char("#R[#nYou are a #Cdrow#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_ANGEL))
send_to_char("#R[#nYou are an #Cangel#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_HOBBIT))
send_to_char("#R[#nYou are a #CHobbit#R]\n\r", ch);
if (IS_CLASS(ch, CLASS_LICH))
send_to_char("#R[#nYou are a #Clich#R]\n\r",ch);
if (IS_CLASS(ch, CLASS_TANARRI))
send_to_char("#R[#nYou are a warrior of The Bloodwars#R]\n\r",ch);
if (IS_CLASS(ch, CLASS_GIANT))
send_to_char("#R[#nYou are a #Cgiant#R]\n\r",ch);
if( IS_CLASS(ch, CLASS_MONK) )
stc( "#R[#nYou are a #Cmonk#R]\n\r",ch);
if( IS_CLASS(ch, CLASS_DROID))
stc( "#R[#nYou are a #CCybernetic drow#R]\n\r",ch);
if (IS_CLASS(ch, CLASS_FAE))
stc( "#R[#nYou are a #CFae#R]\n\r",ch);
if (IS_CLASS(ch, CLASS_DRONE))
stc( "#R[#nYou are a #CDrone#R]\n\r",ch);
sprintf(skill, "#R[#nGeneration #C: %d#R]#n\n\r", ch->generation);
send_to_char( skill, ch );
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (ch->pcdata->rank == TANARRI_FODDER)
send_to_char("#R[#nYou are nothing but fodder for the great war#R]\n\r",ch);
if (ch->pcdata->rank == TANARRI_FIGHTER)
send_to_char("#R[#nYou are a fighter in the great war#R]\n\r",ch);
if (ch->pcdata->rank == TANARRI_ELITE)
send_to_char("#R[#nYou are an elite warrior in the great war#R]\n\r",ch);
if (ch->pcdata->rank == TANARRI_CAPTAIN)
send_to_char("#R[#nYou are a captain in the great war#R]\n\r",ch);
if (ch->pcdata->rank == TANARRI_WARLORD)
send_to_char("#R[#nYou are a warlord in the great war#R]\n\r",ch);
if (ch->pcdata->rank == TANARRI_BALOR)
send_to_char("#R[#nYou are a Tanar'ri Balor#R]\n\r",ch);
}
if (IS_CLASS(ch, CLASS_VAMPIRE) )
{
if (ch->pcdata->rank == AGE_TRUEBLOOD)
send_to_char("#R[#nYou are a #CTrueBlood#R]\n\r",ch);
else if (ch->pcdata->rank == AGE_LA_MAGRA)
send_to_char("#R[#nYou are a #CLa Magra#R]\n\r",ch);
else if (ch->pcdata->rank == AGE_METHUSELAH)
send_to_char("#R[#nYou are a #CMethuselah#R]\n\r",ch);
else if (ch->pcdata->rank == AGE_ELDER)
send_to_char("#R[#nYou are an #CElder#R]\n\r",ch);
else if (ch->pcdata->rank == AGE_ANCILLA)
send_to_char("#R[#nYou are an #CAncilla#R]\n\r",ch);
else if (ch->pcdata->rank == AGE_NEONATE)
send_to_char("#R[You are a #CNeonate#R]\n\r", ch);
else
send_to_char("#R[You are a #CChilde#R]\n\r", ch);
if ( IS_SET(ch->special, SPC_PRINCE) )
send_to_char("#R[#nYou are a #Cprince#R]\n\r", ch);
}
}
void do_smother( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *inroom;
one_argument( argument, arg );
if (IS_NPC( ch )) return;
inroom=ch->in_room;
if ( arg[0] == '\0' && !IS_SET(inroom->room_flags,ROOM_FLAMING))
{
send_to_char( "Smother whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_AFFECTED(victim, AFF_FLAMING))
{
send_to_char( "But they are not on fire!\n\r", ch );
return;
}
if ( number_percent() > (ch->level*10) )
{
act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR );
act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT );
act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT );
if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) )
{
act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR );
act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT );
act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT );
SET_BIT(ch->affected_by, AFF_FLAMING);
do_humanity(ch,"");
}
return;
}
act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR );
act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT );
act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT );
REMOVE_BIT(victim->affected_by, AFF_FLAMING);
do_humanity(ch,"");
return;
}
void do_taste( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf [MAX_STRING_LENGTH];
char age [MAX_STRING_LENGTH];
char lin [MAX_STRING_LENGTH];
char arg [MAX_INPUT_LENGTH];
argument = one_argument (argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (ch->power[DISC_VAMP_THAU] < 1)
{
send_to_char("You must obtain at least level 1 in Thaumaturgy to use Taste of Blood.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char( "Only useful on vampire targets.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char( "Only useful on vampire targets.\n\r",ch);
return;
}
sprintf(buf,"You examine $N's blood carefully.\n\r");
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n examines your blood carefully.\n\r");
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"$n examines $N's blood carefully.\n\r");
act(buf,ch,NULL,victim,TO_NOTVICT);
send_to_char("\n\r",ch);
send_to_char("\n\r",victim);
if (victim->pcdata->rank == AGE_ANCILLA) sprintf( age, "Ancilla");
else if (victim->pcdata->rank == AGE_CHILDE) sprintf( age, "Childe");
else if (victim->pcdata->rank == AGE_NEONATE) sprintf( age, "Neonate");
else if (victim->pcdata->rank == AGE_ELDER) sprintf( age, "Elder");
else if (victim->pcdata->rank == AGE_METHUSELAH) sprintf( age, "Methuselah");
else if (victim->pcdata->rank == AGE_LA_MAGRA) sprintf( age, "La Magra");
else if (victim->pcdata->rank == AGE_TRUEBLOOD) sprintf( age, "TrueBlood");
sprintf( lin,
"---------------------------------------------------------------------------\n\r");
send_to_char( lin,ch);
send_to_char(
" Vampire Status\n\r",ch);
send_to_char(lin,ch);
sprintf(buf,
"Generation:%d Bloodpool:%d Age:%s\n\r",
victim->generation,victim->pcdata->condition[COND_THIRST],
age);
send_to_char(buf,ch);
send_to_char(lin,ch);
send_to_char(
" Disciplines\n\r",ch);
send_to_char(lin,ch);
sprintf(buf,
"Animalism: [%d] Celerity: [%d] Fortitude: [%d]\n\r",
victim->power[DISC_VAMP_ANIM],
victim->power[DISC_VAMP_CELE],
victim->power[DISC_VAMP_FORT]);
send_to_char(buf,ch);
sprintf(buf,
"Obtenebration:[%d] Presence: [%d] Quietus: [%d]\n\r",
victim->power[DISC_VAMP_OBTE],
victim->power[DISC_VAMP_PRES],
victim->power[DISC_VAMP_QUIE]);
send_to_char(buf,ch);
sprintf(buf,
"Thaumaturgy: [%d] Auspex: [%d] Dominate: [%d]\n\r",
victim->power[DISC_VAMP_THAU],
victim->power[DISC_VAMP_AUSP],
victim->power[DISC_VAMP_DOMI]);
send_to_char(buf,ch);
sprintf(buf,
"Obfuscate: [%d] Potence: [%d] Protean: [%d]\n\r",
victim->power[DISC_VAMP_OBFU],
victim->power[DISC_VAMP_POTE],
victim->power[DISC_VAMP_PROT]);
send_to_char(buf,ch);
sprintf(buf,
"Serpentis: [%d] Vicissitude:[%d] Daimoinon: [%d]\n\r",
victim->power[DISC_VAMP_SERP],
victim->power[DISC_VAMP_VICI],
victim->power[DISC_VAMP_DAIM]);
send_to_char(buf,ch);
send_to_char(lin,ch);
return;
}
void do_earthmeld( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *mount;
one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ch->power[DISC_VAMP_PROT] < 4 )
{
send_to_char("You must obtain at least level 4 Protean to use Earthmeld.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_POLYMORPH) )
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
if (has_timer(ch)) return;
if ( IS_NPC(ch) || IS_EXTRA(ch,EXTRA_EARTHMELD) )
{
REMOVE_BIT(ch->extra, EXTRA_EARTHMELD);
REMOVE_BIT(ch->act, PLR_WIZINVIS);
if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
free_string(ch->morph);
ch->morph = str_dup("");
send_to_char( "You rise up from the ground.\n\r", ch );
sprintf(buf, "%s rises up from the ground",ch->name);
act(buf,ch,NULL,NULL,TO_ROOM);
return;
}
if ( (mount = ch->mount) != NULL) do_dismount(ch,"");
SET_BIT(ch->extra, EXTRA_EARTHMELD);
SET_BIT(ch->act, PLR_WIZINVIS);
free_string(ch->morph);
ch->morph = str_dup("Someone");
send_to_char( "You sink into the ground.\n\r", ch );
sprintf(buf, "%s sinks into the ground.",ch->name);
act(buf,ch,NULL,NULL,TO_ROOM);
return;
}
void do_serenity( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if(!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("huh?.\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_ANIM] < 2)
{
send_to_char("You must obtain at least level 2 in Animalism to use Song of Serenity.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1)
{
if ( ch->rage < 1 )
{
send_to_char("Your beast doesn't control your actions.\n\r",ch);
return;
}
send_to_char("You chant a soft tune and pacify your inner beast.\n\r",ch);
act("$n chants a soft tune and pacifies their inner beast.",ch,NULL,NULL,TO_ROOM);
ch->rage = 0;
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) do_nightsight(ch,"");
if (IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
if (IS_VAMPAFF(ch, VAM_CLAWS)) do_claws(ch,"");
WAIT_STATE(ch,12);
return;
}
else
{
send_to_char("Only those who achieve Golconda can sing the Song of Serenity.\n\r",ch);
return;
}
}
void do_theft( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
int bloodpool;
int blpr; /* Blood sucked storage variable. Shakti */
argument = one_argument( argument, arg );
if (ch->generation <= 0)
ch->generation = 4;
{
if (IS_SET(ch->newbits, NEW_TIDE))
bloodpool = (3000 / ch->generation);
else bloodpool = (2000 / ch->generation);
}
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (ch->power[DISC_VAMP_THAU] < 4)
{
send_to_char("You must obtain at least level 4 in Thaumaturgy to use Theft of Vitae.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Steal blood from whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOAUTOKILL)) {
send_to_char("You can't do that to them.\n\r", ch );
return;}
if (!IS_NPC(victim) && victim->pcdata->condition[COND_THIRST] <= 0)
{
send_to_char( "There isn't enough blood to steal.\n\r", ch);
return;
}
if (!IS_NPC(victim) && IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You can only steal blood from Avatar's or lower.\n\r", ch );
return;
}
if (is_safe(ch,victim) == TRUE) return;
if (!IS_NPC(victim)) {
sprintf(buf,"A stream of blood shoots from %s into your body.",victim->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"A stream of blood shoots from %s into %s.",victim->name,ch->name);
act(buf,ch,NULL,victim,TO_ROOM);
sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name);
act(buf,ch,NULL,victim,TO_VICT);
} else {
sprintf(buf,"A stream of blood shoots from %s into your body.",victim->short_descr);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"A stream of blood shoots from %s into %s.",victim->short_descr,ch->name);
act(buf,ch,NULL,victim,TO_ROOM);
sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name);
act(buf,ch,NULL,victim,TO_VICT);
}
ch->pcdata->condition[COND_THIRST] += number_range(10,15);
if (IS_NPC(victim))
{
/* Raw-killing it from one theft is stupid. Im going to use the primal */
/* stat on the mobs for blood its quick, effective, and straightford, AND */
/* no new fields have to be added to the mob.Shakti 09/07/98 */
(blpr = number_range (30,40) );
(victim->practice -=blpr);
(ch->pcdata->condition[COND_THIRST] += blpr);
if (victim->practice < 0) {
sprintf(buf,"%s falls over dead.",victim->short_descr);
act(buf,ch,NULL,victim,TO_ROOM);
act(buf,ch,NULL,victim,TO_CHAR);
raw_kill(victim);}
if (ch->pcdata->condition[COND_THIRST] >= bloodpool /ch->generation)
{
ch->pcdata->condition[COND_THIRST] = bloodpool / ch->generation;
}
if (ch->fighting == NULL) set_fighting(ch,victim, TRUE);
return;
}
if (IS_SET(victim->act, PLR_ACID))
{
send_to_char("Their blood is a deadly acid!\n\r", ch);
hurt_person(victim,ch,300);
victim->pcdata->condition[COND_THIRST] -= 30;
return;
}
if (!IS_NPC(victim))
{
victim->pcdata->condition[COND_THIRST] -=number_range(30,40);
}
if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation)
{
ch->pcdata->condition[COND_THIRST] = bloodpool /ch->generation;
}
if (victim->pcdata->condition[COND_THIRST] <= 0)
{
victim->pcdata->condition[COND_THIRST] = 0;
}
if (ch->fighting == NULL) set_fighting(ch,victim, TRUE);
return;
}
void do_demonform( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_FORM) && IS_CLASS(ch,CLASS_DEMON))
{
send_to_char("You haven't been granted the gift of demonform.\n\r",ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULOFORM))
{
REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM);
ch->damroll -= 200;
ch->hitroll -= 200;
ch->armor += 300;
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else if (IS_AFFECTED(ch,AFF_POLYMORPH))
{
send_to_char("You cant demon form when changed.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "You transform into a huge demon.", ch, NULL, NULL, TO_CHAR);
act( "$n's body grows and distorts into a huge demon.", ch, NULL, NULL, TO_ROOM );
ch->pcdata->mod_str = 15;
ch->pcdata->mod_dex = 15;
SET_BIT(ch->polyaff, POLY_ZULOFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the huge hulking demon", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
ch->damroll += 200;
ch->hitroll += 200;
ch->armor -= 300;
return;
}
void do_zuloform( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (ch->power[DISC_VAMP_VICI] < 2)
{
send_to_char("You must obtain at least level 2 in Vicissitude to use Zuloform.\n\r",ch);
return;
}
if (IS_EXTRA(ch,EXTRA_DRAGON))
{
send_to_char("You cannot unzulo while a dragon.\n\r",ch);
return;
}
if(IS_POLYAFF(ch, POLY_DRAGON))
{
stc( "You can't do that.\n\r",ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULOFORM))
{
REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM );
if (ch->hit < 1) ch->hit = 1;
ch->damroll = ch->damroll - 150;
ch->hitroll = ch->hitroll - 150;
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else if (IS_AFFECTED(ch,AFF_POLYMORPH))
{
send_to_char("You cant zulo when changed.\n\r",ch);
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 200 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(100,200);
act( "You transform into large beast.", ch, NULL, NULL, TO_CHAR );
act( "$n's body grows and distorts into a large beast.", ch, NULL, NULL, TO_ROOM );
ch->pcdata->mod_str = 15;
ch->pcdata->mod_dex = 15;
SET_BIT(ch->polyaff, POLY_ZULOFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "A big black monster");
free_string( ch->morph );
ch->morph = str_dup( buf );
ch->damroll = ch->damroll + 150;
ch->hitroll = ch->hitroll + 150;
return;
}
void horn args((CHAR_DATA *ch));
/* claw and fang commands */
void declaw(CHAR_DATA *ch)
{
if (!IS_VAMPAFF(ch, VAM_CLAWS)) return;
send_to_char("You retract your claws.\n\r",ch);
act("$n retracts $s claws.",ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
void dehorn(CHAR_DATA *ch)
{
if (!IS_VAMPAFF(ch, VAM_HORNS)) return;
send_to_char("Your horns burrow back into your skull.\n\r",ch);
act("$n's horns retract into $s skull.",ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
}
void horn(CHAR_DATA *ch)
{
OBJ_DATA *obj;
if (IS_VAMPAFF(ch, VAM_HORNS)) return;
/* Only certain demons may use their horns */
if (ch->power[DISC_DAEM_ATTA] < 4) return;
send_to_char("Sharp horns grow out of your skull.\n\r",ch);
act("Sharp horns grow out of $n's skull.",ch, NULL, NULL, TO_ROOM);
if ( (obj = get_eq_char(ch, WEAR_HEAD)) != NULL)
{
act("Your horns shred $p.", ch, obj, NULL, TO_CHAR);
act("$n's horns shred $p.", ch, obj, NULL, TO_ROOM);
extract_obj(obj);
}
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
}
void defang(CHAR_DATA *ch)
{
if (!IS_VAMPAFF(ch, VAM_FANGS)) return;
send_to_char("Your fangs slide back into your gums.\n\r",ch);
act("$n retracts $s fangs back into $s gums.",ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
void do_claws(CHAR_DATA *ch, char *argument)
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_WOLF] < 1)
{
stc("Huh?\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON))
{
if (!IS_DEMPOWER( ch, DEM_CLAWS) && ch->power[DISC_DAEM_ATTA] < 1)
{
send_to_char("You haven't been granted the gift of claws or attack is below level 1.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->power[DISC_VAMP_PROT] < 2)
{
stc("Huh?\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_TANARRI))
{
if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CLAWS))
{
send_to_char("Huh?\n\r",ch);
return;
}
}
else
{
stc("Huh?\n\r",ch);
return;
}
if (IS_VAMPAFF(ch, VAM_CLAWS))
{
if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON))
{
if (ch->rage >0)
{
send_to_char("You cannot retract your claws while the beast is within you.\n\r", ch);
return;
}
}
send_to_char("You retract your claws.\n\r",ch);
act("$n retracts $s claws.",ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
else
{
send_to_char("Wicked claws extend from your fingers.\n\r",ch);
act("Long sharp claws extend from $n's fingers.",ch, NULL, NULL, TO_ROOM);
remove_obj( ch, WEAR_WIELD, TRUE );
remove_obj( ch, WEAR_HOLD, TRUE );
remove_obj( ch, WEAR_THIRD, TRUE );
remove_obj( ch, WEAR_FOURTH, TRUE );
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
}
void do_fangs(CHAR_DATA *ch, char *argument)
{
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_WOLF] < 2)
{
stc("Huh?\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON))
{
if (!IS_DEMPOWER( ch, DEM_FANGS) && ch->power[DISC_DAEM_ATTA] < 2)
{
send_to_char("You haven't been granted the gift of fangs.\n\r",ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
stc("Huh?\n\r",ch);
return;
}
if (IS_VAMPAFF(ch, VAM_FANGS))
{
if (IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_DEMON))
{
if (ch->rage >0)
{
send_to_char("You cannot retract your fangs while the beast is within you.\n\r", ch);
return;
}
}
send_to_char("Your fangs slide back into your gums.\n\r",ch);
act("$n retracts $s fangs back into $s gums.",ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
else
{
send_to_char("Sharp fangs slide out of your gums.\n\r",ch);
act("Sharp fangs slide out of $n's gums.",ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
}
void do_nightsight( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_WEREWOLF))
{/*supposed to be < but changedd while gifts are out */
if ( ch->power[DISC_WERE_HAWK] < 1 )
{
send_to_char("Your power in hawk is not great enough yet.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_DEMON))
{
if (!IS_DEMPOWER( ch, DEM_EYES))
{
send_to_char("You haven't been granted the gift of nightsight.\n\r",ch);
return;
}
}
else if (IS_CLASS(ch, CLASS_MONK) )
{
if ( ch->monkab[AWARE] < 1 )
{
stc("You must obtain level one in Awareness to use Nightsight.\n\r",ch);
return;
}
}
else if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 1 &&
ch->power[DISC_VAMP_OBTE] < 3)
{
send_to_char("You must obtain at least level 1 in Protean or 3 in Obtenebration.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0)
{
send_to_char("Not while your beast is in control.\n\r",ch);
return;
}
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) )
{
send_to_char("The red glow in your eyes fades.\n\r",ch);
act("The red glow in $n's eyes fades.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
send_to_char("Your eyes start glowing red.\n\r",ch);
act("$n's eyes start glowing red.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
void do_inconnu( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->rank < AGE_ELDER)
{
send_to_char("You must be at least an Elder to become an Inconnu.\n\r",ch);
return;
}
if (IS_SET(ch->special, SPC_INCONNU))
{
send_to_char("But you are already an Inconnu!\n\r",ch);
return;
}
if (ch->exp < 1000000)
{
send_to_char("It costs 1000000 exp to become an Inconnu.\n\r",ch);
return;
}
ch->exp -= 1000000;
send_to_char("You are now an Inconnu.\n\r",ch);
sprintf(buf,"%s is now an Inconnu!",ch->name);
do_info(ch,buf);
SET_BIT(ch->special, SPC_INCONNU);
return;
}
void do_shadowsight( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 2)
{
stc("Huh?\n\r",ch);
return;
}
else if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 2 )
{
stc("Huh?\n\r",ch);
return;
}
else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBTE] < 2)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) )
{
send_to_char("You can no longer see between planes.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 10)
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(5,10);
send_to_char("You can now see between planes.\n\r",ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
return;
}
void do_class( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: class <char> <class>.\n\r", ch );
send_to_char("#rClasses:#n\n\r", ch );
send_to_char("None, Demon, Drow, Werewolf, Monk, Vampire, Mage, Ninja, Hobbit, Giant.\n\r", ch);
send_to_char("Tanarri, Shapeshifter, Spiderdroid, Samurai, Undeadknight, Angel, Lich, Fae, Drone.\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "That player is not here.\n\r", ch);
return;
}
if ( !str_cmp( arg2, "demon" ) )
{
victim->class = CLASS_DEMON;
set_learnable_disciplines(victim);
send_to_char("You are now a demon!\n\r", victim);
}
else if( !str_cmp(arg2,"fae"))
{
victim->class = CLASS_FAE;
set_learnable_disciplines(victim);
send_to_char("You are one of the Fae.\n\r",victim);
}
else if (!str_cmp(arg2, "drone"))
{
victim->class = CLASS_DRONE;
send_to_char("You are now a drone.\n\r",victim);
}
else if (!str_cmp(arg2,"tanarri"))
{
victim->class = CLASS_TANARRI;
send_to_char("You are now a Tanar'ri.\n\r",victim);
}
else if (!str_cmp(arg2,"undeadknight"))
{
victim->class = CLASS_UNDEAD_KNIGHT;
send_to_char("You are now an Undead Knight.\n\r",victim);
}
else if (!str_cmp(arg2,"shapeshifter"))
{
victim->class = CLASS_SHAPESHIFTER;
send_to_char("You are now a Shapeshifter.\n\r",victim);
}
else if (!str_cmp(arg2,"Angel"))
{
victim->class = CLASS_ANGEL;
send_to_char("You are now an Angel.\n\r",victim);
}
else if (!str_cmp(arg2,"lich"))
{
victim->class = CLASS_LICH;
send_to_char("You are now a Lich.\n\r",victim);
}
else if ( !str_cmp( arg2, "mage" ) )
{
victim->class = 2;
send_to_char("You are now a mage!\n\r", victim);
}
else if ( !str_cmp( arg2, "werewolf" ) )
{
victim->class = CLASS_WEREWOLF;
set_learnable_disciplines(victim);
send_to_char("You are now a werewolf!\n\r", victim);
}
else if ( !str_cmp( arg2, "vampire" ) )
{
victim->class = CLASS_VAMPIRE;
victim->beast = 30;
set_learnable_disciplines(victim);
send_to_char("You are now a vampire!\n\r", victim);
}
else if ( !str_cmp( arg2, "spiderdroid"))
{
victim->class = CLASS_DROID;
send_to_char("You are now a Spider Droid!\n\r", victim);
}
else if ( !str_cmp( arg2, "samurai" ) )
{
victim->class = 16;
send_to_char("You are now a Samurai!\n\r", victim);
}
else if ( !str_cmp( arg2, "monk" ) )
{
victim->class = CLASS_MONK;
send_to_char("You are now a monk!\n\r", victim);
}
else if ( !str_cmp( arg2, "giant" ))
{
victim->class = CLASS_GIANT;
send_to_char("You are now a giant.\n\r",victim);
}
else if ( !str_cmp( arg2, "hobbit" ) )
{
victim->class = CLASS_HOBBIT;
send_to_char("You are now a hobbit!\n\r", victim);
}
else if ( !str_cmp( arg2, "drow" ) )
{
victim->class = 32;
send_to_char("You are now a drow!\n\r", victim);
}
else if ( !str_cmp( arg2, "ninja" ) )
{
victim->class = 128;
send_to_char("You are now a ninja!\n\r", victim);
}
else if ( !str_cmp( arg2, "none") )
{
victim->class=0;
send_to_char("You class have been removed, BUT this command is broken, please report this.\n\r",victim);
}
else
{
do_class(ch,"");
return;
}
send_to_char("Class Set.\n\r",ch);
return;
}
void do_generation( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int gen;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: generation <char> <generation>.\n\r", ch );
send_to_char("Generation 1 is a Master <Class> and 2 is clan leader.\n\r", ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "That player is not here.\n\r", ch);
return;
}
gen = is_number( arg2 ) ? atoi( arg2 ) : -1;
send_to_char("Generation Set.\n\r",ch);
victim->generation = gen;
return;
}
void do_stake( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *stake;
char arg [MAX_INPUT_LENGTH];
int blood;
return;
argument = one_argument( argument, arg );
if (IS_NPC( ch )) return;
if ( arg[0] == '\0' )
{
send_to_char( "Stake whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
stake = get_eq_char( ch, WEAR_HOLD );
if ( stake == NULL || stake->item_type != ITEM_STAKE )
{
stake = get_eq_char( ch, WEAR_WIELD );
if ( stake == NULL || stake->item_type != ITEM_STAKE )
{
send_to_char( "How can you stake someone down without holding a stake?\n\r", ch );
return;
}
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot stake yourself.\n\r", ch );
return;
}
if (!IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char( "You can only stake vampires.\n\r", ch );
return;
}
if (victim->position > POS_MORTAL)
{
send_to_char( "You can only stake down a vampire who is mortally wounded.\n\r", ch );
return;
}
act("You plunge $p into $N's heart.", ch, stake, victim, TO_CHAR);
act("$n plunges $p into $N's heart.", ch, stake, victim, TO_NOTVICT);
send_to_char( "You feel a stake plunged through your heart.\n\r", victim );
if (IS_IMMUNE(victim,IMM_STAKE)) return;
/* Have to make sure they have enough blood to change back */
blood = victim->pcdata->condition[COND_THIRST];
victim->pcdata->condition[COND_THIRST] = 666;
/* To take care of vampires who have powers in affect. */
if (IS_VAMPAFF(victim,VAM_DISGUISED) ) do_mask(victim,"self");
if (IS_IMMUNE(victim,IMM_SHIELDED) ) do_shield(victim,"");
if (IS_AFFECTED(victim,AFF_SHADOWPLANE) ) do_shadowplane(victim,"");
if (IS_VAMPAFF(victim,VAM_FANGS) ) do_fangs(victim,"");
if (IS_VAMPAFF(victim,VAM_CLAWS) ) do_claws(victim,"");
if (IS_VAMPAFF(victim,VAM_NIGHTSIGHT) ) do_nightsight(victim,"");
if (IS_AFFECTED(victim,AFF_SHADOWSIGHT) ) do_shadowsight(victim,"");
if (IS_SET(victim->act,PLR_HOLYLIGHT) ) do_truesight(victim,"");
if (IS_VAMPAFF(victim,VAM_CHANGED) ) do_change(victim,"human");
if (IS_POLYAFF(victim,POLY_SERPENT) ) do_serpent(victim,"");
victim->rage = 0;
victim->pcdata->condition[COND_THIRST] = blood;
REMOVE_BIT(victim->class, CLASS_VAMPIRE);
obj_from_char(stake);
obj_to_char(stake,victim);
ch->exp = ch->exp + 1000;
victim->home = 3001;
return;
}
void do_mask( 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 (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_SHAPESHIFTER))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (ch->power[DISC_VAMP_OBFU] < 2 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You must obtain at least level 2 in Obfuscate to use Mask.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER) && ch->pcdata->powers[SHAPE_POWERS] < 4)
{
send_to_char("You need level 4 in general shapeshifting powers.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Change to look like whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "Not while polymorphed.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) && victim != ch )
{
send_to_char( "You can only mask avatars or lower.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 40 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->condition[COND_THIRST] -= number_range(30,40);
if ( ch == victim )
{
if (!IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "You already look like yourself!\n\r", ch );
return;
}
sprintf(buf,"Your form shimmers and transforms into %s.",ch->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s's form shimmers and transforms into %s.",ch->morph,ch->name);
act(buf,ch,NULL,victim,TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
if (IS_VAMPAFF(ch,VAM_DISGUISED))
{
sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->morph);
act(buf,ch,NULL,victim,TO_VICT);
free_string( ch->morph );
ch->morph = str_dup( victim->name );
return;
}
sprintf(buf,"Your form shimmers and transforms into a clone of %s.",victim->name);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->name);
act(buf,ch,NULL,victim,TO_VICT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string( ch->morph );
ch->morph = str_dup( victim->name );
return;
}
void do_change( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_PROT] < 3 )
{
send_to_char("You must obtain at least level 3 in Protean to use Minor Change.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch );
return;
}
if ( !str_cmp(arg,"bat") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
clear_stats(ch);
act( "You transform into bat form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a bat.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
SET_BIT(ch->polyaff, POLY_BAT);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the vampire bat", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"wolf") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
act( "You transform into wolf form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a dire wolf.", ch, NULL, NULL, TO_ROOM );
clear_stats(ch);
if (ch->wpn[0] > 0)
{
ch->hitroll += (ch->wpn[0]);
ch->damroll += (ch->wpn[0]);
ch->armor -= (ch->wpn[0] * 3);
}
ch->pcdata->mod_str = 10;
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
SET_BIT(ch->polyaff, POLY_WOLF);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
sprintf(buf, "%s the dire wolf", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"mist") )
{
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You can only polymorph from human form.\n\r",
ch );
return;
}
if (has_timer(ch)) return;
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
act( "You transform into mist form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a white mist.", ch, NULL, NULL, TO_ROOM );
if (IS_EXTRA(ch, TIED_UP))
{
act("The ropes binding you fall through your ethereal form.",ch,NULL,NULL,TO_CHAR);
act("The ropes binding $n fall through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
REMOVE_BIT(ch->extra, GAGGED);
REMOVE_BIT(ch->extra, BLINDFOLDED);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n falls through $s ethereal form.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you falls through your ethereal form.\n\r",ch);
affect_strip(ch, gsn_web);
}
clear_stats(ch);
/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
SET_BIT(ch->polyaff, POLY_MIST);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->affected_by, AFF_ETHEREAL);
sprintf(buf, "%s the white mist", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
else if ( !str_cmp(arg,"human") )
{
if (!IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char( "You are already in human form.\n\r", ch );
return;
}
if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_BAT))
{
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC);
REMOVE_BIT(ch->polyaff, POLY_BAT);
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/
}
else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_WOLF))
{
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/
REMOVE_BIT(ch->polyaff, POLY_WOLF);
if (ch->hit < 1) ch->hit = 1;
}
else if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_POLYAFF(ch, POLY_MIST))
{
/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/
REMOVE_BIT(ch->polyaff, POLY_MIST);
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
}
else
{
/* In case they try to change to human from a non-vamp form */
send_to_char( "You seem to be stuck in this form.\n\r", ch );
return;
}
act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clear_stats(ch);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else
send_to_char( "You can change between 'human', 'bat', 'wolf' and 'mist' forms.\n\r", ch );
return;
}
void do_clandisc( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg1[0] == '\0' && arg2[0] == '\0')
{
do_stat(ch,"");
return;
}
if (arg2[0] == '\0')
{
if (!str_cmp(arg1,"animalism"))
{
send_to_char("Animalism: The discipline of nature control.\n\r",ch);
if (ch->power[DISC_VAMP_ANIM] < 1)
send_to_char("You have none of the Animalism powers.\n\r",ch);
if (ch->power[DISC_VAMP_ANIM] > 0)
send_to_char("Serenity: You can sooth the most aggressive soul (Golconda Required).\n\r",ch);
return;
}
else if (!str_cmp(arg1,"auspex"))
{
send_to_char("Auspex: The discipline of extrasensory awareness.\n\r",ch);
if (ch->power[DISC_VAMP_AUSP] < 1)
send_to_char("You have none of the Auspex discipline powers.\n\r",ch);
if (ch->power[DISC_VAMP_AUSP] > 0)
send_to_char("Truesight: The user can see everything, including invis.\n\r",ch);
if (ch->power[DISC_VAMP_AUSP] > 1)
send_to_char("Scry: Allows you to view the room the specified target is in.\n\r",ch);
if (ch->power[DISC_VAMP_AUSP] > 2)
send_to_char("Readaura: Gives you detained information about a creature or object.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"celerity"))
{
send_to_char("Celerity: The discipline of superior speed.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"chimerstry"))
{
send_to_char("chimerstry: The discipline of illusion.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"daimoinon"))
{
send_to_char("Daimoinon: The discipline of dark corruption.\n\r",ch);
if (ch->power[DISC_VAMP_DAIM] < 1)
send_to_char("You have none of the Daimoinon discipline powers.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"dominate"))
{
send_to_char("Dominate: The discipline of control.\n\r",ch);
if (ch->power[DISC_VAMP_DOMI] < 1)
send_to_char("You have none of the Dominate discipline powers.\n\r",ch);
if (ch->power[DISC_VAMP_DOMI] > 0)
send_to_char("Command: You can plant suggestions in the mind of others.\n\r",ch);
if (ch->power[DISC_VAMP_DOMI] > 1)
send_to_char("Shield: You are able to shield your mind from scrying and aura-reading.\n\r",ch);
if (ch->power[DISC_VAMP_DOMI] > 3)
send_to_char("Possession: You can take control of mobs by feeding them blood.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"fortitude"))
{
send_to_char("Fortitude: The discipline of supernatural toughness and vigor.\n\r",ch);
if (ch->power[DISC_VAMP_FORT] < 1)
send_to_char("You have no fortitude.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"obfuscate"))
{
send_to_char("Obfuscate: The discipline of stealth.\n\r",ch);
if (ch->power[DISC_VAMP_OBFU] < 1)
send_to_char("You have none of the Obfuscate discipline powers.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"obtenebration"))
{
send_to_char("Obtenebration: The discipline of darkness manipulation.\n\r",ch);
if (ch->power[DISC_VAMP_OBTE] < 1)
send_to_char("You have none of the Obtenebration discipline powers.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"potence"))
{
send_to_char("Potence: The discipline of superior strength.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"presence"))
{
send_to_char("Presence: The discipline of appeal and attractiveness.\n\r",ch);
if (ch->power[DISC_VAMP_PRES] < 1)
send_to_char("You have none of the Presence discipline powers.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"protean"))
{
send_to_char("Protean: The discipline of neutral transformation.\n\r",ch);
if (ch->power[DISC_VAMP_PROT] < 1)
send_to_char("You have none of the Protean discipline powers.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"quietus"))
{
send_to_char("Quietus: The discipline of death.\n\r",ch);
if (ch->power[DISC_VAMP_QUIE] < 1)
send_to_char("You have none of the Quietus discipline powers.\n\r",ch);
if (ch->power[DISC_VAMP_QUIE] > 3)
send_to_char("Spit: You can project your deadly spit at a foe\n\r",ch);
return;
}
else if (!str_cmp(arg1,"serpentis"))
{
send_to_char("Serpentis: The discipline of temptation and corruption.\n\r",ch);
if (ch->power[DISC_VAMP_SERP] < 1)
send_to_char("You have none of the Serpentis discipline powers.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"thaumaturgy"))
{
send_to_char("Thaumaturgy: The discipline of blood magic.\n\r",ch);
if (ch->power[DISC_VAMP_THAU] < 1)
send_to_char("You have none of the Thaumaturgy discipline powers.\n\r",ch);
if (ch->power[DISC_VAMP_THAU] > 0)
send_to_char("Theft: You can take from the blood pool of other players.\n\r",ch);
return;
}
else if (!str_cmp(arg1,"vicissitude"))
{
send_to_char("Vicissitude: The discipline of evil body control.\n\r",ch);
if (ch->power[DISC_VAMP_VICI] < 1)
send_to_char("You have none of the Vicissitude discipline powers.\n\r",ch);
if (ch->power[DISC_VAMP_VICI] > 3)
send_to_char("Zuloform: Transformation into a powerful being.\n\r",ch);
return;
}
do_stat(ch,"");
return;
}
if (!str_cmp(arg2,"improve"))
{
int improve;
int cost;
int max;
int maxlevel;
stc("Please use the new commands, Disciplines and research.\n\r",ch);
return;
maxlevel=10;
if (!str_cmp(arg1,"animalism" )) {improve = DISC_VAMP_ANIM; max=maxlevel;}
else if (!str_cmp(arg1,"auspex" )) {improve = DISC_VAMP_AUSP; max=maxlevel;}
else if (!str_cmp(arg1,"celerity" )) {improve = DISC_VAMP_CELE; max=maxlevel;}
else if (!str_cmp(arg1,"chimerstry" )) {improve = DISC_VAMP_CHIM; max=maxlevel;}
else if (!str_cmp(arg1,"dominate" )) {improve = DISC_VAMP_DOMI; max=maxlevel;}
else if (!str_cmp(arg1,"daimoinon" )) {improve = DISC_VAMP_DAIM;max=maxlevel;}
else if (!str_cmp(arg1,"fortitude" )) {improve = DISC_VAMP_FORT; max=12;}
else if (!str_cmp(arg1,"obfuscate" )) {improve = DISC_VAMP_OBFU; max=maxlevel;}
else if (!str_cmp(arg1,"obtenebration" )) {improve = DISC_VAMP_OBTE; max=maxlevel;}
else if (!str_cmp(arg1,"potence" )) {improve = DISC_VAMP_POTE; max=maxlevel;}
else if (!str_cmp(arg1,"presence" )) {improve = DISC_VAMP_PRES; max=maxlevel;}
else if (!str_cmp(arg1,"protean" )) {improve = DISC_VAMP_PROT; max=maxlevel;}
else if (!str_cmp(arg1,"quietus" )) {improve = DISC_VAMP_QUIE; max=maxlevel;}
else if (!str_cmp(arg1,"serpentis" )) {improve = DISC_VAMP_SERP; max=maxlevel;}
else if (!str_cmp(arg1,"thaumaturgy" )) {improve = DISC_VAMP_THAU; max=maxlevel;}
else if (!str_cmp(arg1,"vicissitude" )) {improve = DISC_VAMP_VICI; max=maxlevel;}
else if (!str_cmp(arg1,"obeah" )) {improve =
DISC_VAMP_OBEA; max = maxlevel; }
else if (!str_cmp(arg1,"melpominee" )) {improve =
DISC_VAMP_MELP; max = maxlevel; }
else if (!str_cmp(arg1,"necromancy" )) {improve =
DISC_VAMP_NECR; max = maxlevel; }
else if (!str_cmp(arg1,"thanatosis" )) {improve =
DISC_VAMP_THAN; max = maxlevel; }
else
{
send_to_char("You can improve: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate,\n\r Obtenebration, Potence, Presence, Protean, Quietus, Serpentis,\n\r Thaumaturgy or Vicissitude.\n\r",ch);
return;
}
cost = (ch->power[improve]+1) * 10;
arg1[0] = UPPER(arg1[0]);
if ( ch->power[improve] >= max && ch->pcdata->rank ==AGE_METHUSELAH)
{
sprintf(buf,"You have already gained all the powers of the %s discipline.\n\r", arg1);
send_to_char(buf,ch);
return;
}
if (ch->power[improve] >= max)
{
sprintf(buf,"You have already maxed %s.\n\r",arg1);
send_to_char(buf,ch);
return;
}
if ( cost > ch->practice )
{
sprintf(buf,"It costs you %d primal to improve your %s discipline.\n\r", cost, arg1);
send_to_char(buf,ch);
return;
}
ch->power[improve] += 1;
ch->practice -= cost;
sprintf(buf,"You improve your ability in the %s discipline.\n\r", arg1);
send_to_char(buf,ch);
}
else send_to_char("To improve a discipline, type: Clandisc <discipline type> improve.\n\r",ch);
return;
}
void do_vampire( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_IMMUNE(ch, IMM_VAMPIRE))
{
send_to_char("You will now allow vampires to bite you.\n\r",ch);
SET_BIT(ch->immune, IMM_VAMPIRE);
return;
}
send_to_char("You will no longer allow vampires to bite you.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_VAMPIRE);
return;
}
void do_shadowplane( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 3)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_OBTE] < 3)
{
send_to_char("You must obtain at least level 3 in Obtenebration to use Shadowplane .\n\r",ch);
return;
}
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 75)
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(65,75);
if ( arg[0] == '\0' )
{
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
if (has_timer(ch)) return;
send_to_char("You fade into the plane of shadows.\n\r",ch);
act("The shadows flicker and swallow up $n.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
return;
}
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r",ch);
act("The shadows flicker and $n fades into existance.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "What do you wish to toss into the shadow plane?\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
send_to_char( "You toss it to the ground and it vanishes.\n\r", ch );
else
send_to_char( "You toss it into a shadow and it vanishes.\n\r", ch );
return;
}
void do_darkheart( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 1 )
{
send_to_char("You must obtain at least level 1 in Serpentis to use Darkheart.\n\r",ch);
return;
}
if (IS_IMMUNE(ch,IMM_STAKE) )
{
send_to_char("But you've already torn your heart out!\n\r",ch);
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 1000 / (10 - ch->generation) )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 100;
send_to_char("You rip your heart from your body and toss it to the ground.\n\r",ch);
act("$n rips $s heart out and tosses it to the ground.", ch, NULL, NULL, TO_ROOM);
make_part( ch, "heart" );
ch->hit = ch->hit - number_range(10,20);
update_pos(ch);
if (ch->position == POS_DEAD && !IS_HERO(ch))
{
send_to_char( "You have been KILLED!!\n\r\n\r", ch );
raw_kill(ch);
return;
}
SET_BIT(ch->immune, IMM_STAKE);
return;
}
void do_truesight( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (ch->class == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SIGHT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_DROID) && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_EYES))
{
send_to_char("You need the eye implant.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_TANARRI) && !IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_TRUESIGHT))
{
send_to_char("You don't have that power yet",ch);
return;
}
if ((ch->power[DISC_VAMP_AUSP] < 1) && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You must obtain at least level 1 in Auspex to use Truesight.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 6)
{
send_to_char("Your mastery of the arcane is pathetic.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_HOBBIT) && ch->pcdata->powers[HOBBIT_DISHES] < 2)
{
send_to_char("You must at least know how to cook two dishes.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DRONE) && ch->pcdata->powers[DRONE_HORRID_REALITY] < 1)
{
send_to_char("You cannot grasp the truth of this horrid reality.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER) && ch->pcdata->powers[SHAPE_POWERS] < 1)
{
send_to_char("You must obtain at least level 1 in shiftpowers to use Truesight.\n\r", ch);
return;
}
if ((ch->power[DISC_WERE_HAWK] < 3) && IS_CLASS(ch,CLASS_WEREWOLF))
{
send_to_char("You must obtain level 3 in the Hawk totem to use Truesight.\n\r",ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_TRUESIGHT) && IS_CLASS(ch,CLASS_DEMON))
{
stc("You must inpart truesight first.\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 3 )
{
stc("You must obtain level 4 in Awareness first.\n\r",ch);
return;
}
if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
{
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses return to normal.\n\r", ch );
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "Your senses increase to incredible proportions.\n\r", ch );
}
return;
}
void do_majesty( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
strcpy( arg2, argument );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_PRES] < 5 )
{
send_to_char("You must obtain at least level 5 in Presence to use Majesty.\n\r",ch);
return;
}
if (has_timer(ch)) return;
if (IS_AFFECTED(ch, AFF_PEACE))
{
REMOVE_BIT(ch->affected_by, AFF_PEACE);
act( "You lower your majesty.", ch, NULL, NULL, TO_CHAR );
act( "$n looks less imposing.", ch, NULL, NULL, TO_NOTVICT );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 45 )
{
send_to_char( "You have insufficient blood.\n\r", ch );
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(35,45);
SET_BIT(ch->affected_by, AFF_PEACE);
act( "You raise your majesty.", ch, NULL, NULL, TO_CHAR );
act( "$n suddenly looks very imposing.", ch, NULL, NULL, TO_NOTVICT);
return;
}
void do_scry( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg [MAX_INPUT_LENGTH];
int rand_room;
bool chaosvalue = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_ITEMAFF(ch, ITEMA_VISION) && !ragnarok)
{
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_NINJA)
&& !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_GIANT)
&& !IS_CLASS(ch, CLASS_MAGE))
{
stc("Huh?\n\r",ch);
return;
}
}
if ( !IS_ITEMAFF(ch, ITEMA_VISION) && !ragnarok)
{
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 2 )
{
send_to_char("You must obtain at least level 2 Auspex to use Scry.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SCRY))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 3)
{
send_to_char("You need the trio mantra to use scry.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_GIANT) && ch->pcdata->rank < FOOT_25)
{
send_to_char("You are not that high, the trees are blocking your view.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 3)
{
send_to_char("You don't have that power yet.\n\r",ch);
return;
}
if( IS_CLASS(ch, CLASS_MAGE) && ch->pcdata->powers[PINVOKE] < 3 )
{
stc( "You don't have the power to scry yet.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_DEMON) && !IS_DEMPOWER(ch, DEM_SCRY) )
{
stc("You have not been granted the power of Scry.\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 (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;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim,IMM_SHIELDED) && !ragnarok)
{
send_to_char( "You cannot find them.\n\r",ch);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2)) chaosvalue = TRUE;
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 25
&& !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
if (!IS_ITEMAFF(ch, ITEMA_VISION) && IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->condition[COND_THIRST] -= number_range(15,25);
chroom = ch->in_room;
victimroom = victim->in_room;
if (chaosvalue && !ragnarok)
for ( ; ; )
{
rand_room = number_range( 0, 65535 );
victimroom = get_room_index( rand_room );
if (victimroom != NULL) break;
}
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 (!IS_NPC(victim)) ch->fight_timer += 5;
if ( IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->flag2, AFF_SPIRITGUARD))
{
act("Your spirit guardian sends you a message:",ch,NULL,victim,TO_VICT);
act("\"$n is scrying you.\"",ch,NULL,victim,TO_VICT);
}
return;
}
void do_readaura( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
bool chaosvalue = FALSE;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_CLASS(ch, CLASS_HOBBIT)
&& !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_LICH)
&& !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_DRONE))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 3 && !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You must obtain at least level 3 in Auspex to use Readaura.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DRONE) && ch->pcdata->powers[DRONE_MINDCONTROL] < 2)
{
send_to_char("You don't have the skills to read their mind.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_LICH) && ch->pcdata->powers[DEATH_LORE] < 1)
{
send_to_char("You don't have that power yet.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2)
{
send_to_char("You must obtain the level 2 Mantra first!\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_NATURE] < 5)
{
stc("Nay, not yet kid.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Read the aura on what?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "Read the aura on what?\n\r", ch );
return;
}
act("$n examines $p intently.",ch,obj,NULL,TO_ROOM);
spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
return;
}
if (victim->in_room)
{
if (has_area_affect(victim->in_room->area, AREA_AFF_BADMOON, 0))
{
send_to_char("Some powerful magic prevent your aura reading attempt.\n\r", ch);
return;
}
}
if (!IS_NPC(victim) && (IS_IMMUNE(victim,IMM_SHIELDED) ||
(IS_CLASS(victim, CLASS_DROW) &&
IS_SET(victim->pcdata->powers[1],DPOWER_DROWSHIELD))) && !IS_ITEMAFF(ch, ITEMA_VISION))
{
send_to_char("You are unable to read their aura.\n\r",ch);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELD2))
chaosvalue = TRUE;
act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you intently.",ch,NULL,victim,TO_VICT);
if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
else
{
if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim));
send_to_char(buf,ch);
}
if (chaosvalue) sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r", number_range(1000,5000), number_range(10000,20000) , number_range(1000,5000),
number_range(10000,20000), number_range(1000,5000), number_range(10000,20000));
else
sprintf(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 (!IS_NPC(victim))
{
if (chaosvalue) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r", number_range(500,2500), number_range(500,2500), number_range(-2000,0));
else
sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim));
}
else sprintf(buf,"AC:%d.\n\r",char_ac(victim));
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
sprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]);
send_to_char(buf,ch);
}
}
sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
send_to_char(buf,ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT))
act("$N is pregnant.",ch,NULL,victim,TO_CHAR);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Disciplines:",ch);
if (IS_VAMPAFF(victim, VAM_PROTEAN)) send_to_char(" Protean",ch);
if (IS_VAMPAFF(victim, VAM_CELERITY)) send_to_char(" Celerity",ch);
if (IS_VAMPAFF(victim, VAM_FORTITUDE)) send_to_char(" Fortitude",ch);
if (IS_VAMPAFF(victim, VAM_POTENCE)) send_to_char(" Potence",ch);
if (IS_VAMPAFF(victim, VAM_OBFUSCATE)) send_to_char(" Obfuscate",ch);
if (IS_VAMPAFF(victim, VAM_OBTENEBRATION)) send_to_char(" Obtenebration",ch);
if (IS_VAMPAFF(victim, VAM_SERPENTIS)) send_to_char(" Serpentis",ch);
if (IS_VAMPAFF(victim, VAM_AUSPEX)) send_to_char(" Auspex",ch);
if (IS_VAMPAFF(victim, VAM_DOMINATE)) send_to_char(" Dominate",ch);
if (IS_VAMPAFF(victim, VAM_PRESENCE)) send_to_char(" Presence",ch);
if (IS_VAMPAFF(victim, VAM_VICISSITUDE)) send_to_char(" Vicissitude",ch);
if (IS_VAMPAFF(victim, VAM_THAU)) send_to_char(" Thaumaturgy",ch);
if (IS_VAMPAFF(victim, VAM_ANIMAL)) send_to_char(" Animalism",ch);
if (IS_VAMPAFF(victim, VAM_QUIETUS)) send_to_char(" Quietus",ch);
send_to_char(".\n\r",ch);
}
return;
}
void do_mortal( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_VAMPAFF(ch, VAM_MORTAL))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_OBFU] < 4)
{
send_to_char("You must obtain at least level 4 in Obfuscate to use Mortal Facade.\n\r",ch);
return;
}
if (IS_CLASS(ch,CLASS_VAMPIRE) )
{
if ( ch->pcdata->condition[COND_THIRST] < 1000 / (10 - ch->generation) )
{
send_to_char("You must be at full blood to use this power.\n\r",ch);
return;
}
/* Have to make sure they have enough blood to change back */
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
/* Remove physical vampire attributes when you take mortal form */
if (IS_VAMPAFF(ch,VAM_DISGUISED) ) do_mask(ch,"self");
if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");
if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,"");
if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,"");
if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human");
if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,"");
ch->rage = 0;
ch->pcdata->condition[COND_THIRST] = blood;
send_to_char("Colour returns to your skin and you warm up a little.\n\r",ch);
act("Colour returns to $n's skin.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->class, CLASS_VAMPIRE);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
send_to_char("You skin pales and cools.\n\r",ch);
act("$n's skin pales slightly.", ch, NULL, NULL, TO_ROOM);
SET_BIT(ch->class, CLASS_VAMPIRE);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL);
return;
}
void do_mortalvamp( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (IS_CLASS(ch,CLASS_VAMPIRE) )
{
/* Have to make sure they have enough blood to change back */
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
/* Remove physical vampire attributes when you take mortal form */
if (IS_VAMPAFF(ch,VAM_DISGUISED) ) do_mask(ch,"self");
if (IS_IMMUNE(ch,IMM_SHIELDED) ) do_shield(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) do_shadowplane(ch,"");
if (IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (IS_AFFECTED(ch,AFF_SHADOWSIGHT) ) do_shadowsight(ch,"");
if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,"");
if (IS_VAMPAFF(ch,VAM_CHANGED) ) do_change(ch,"human");
if (IS_POLYAFF(ch,POLY_SERPENT) ) do_serpent(ch,"");
ch->rage = 0;
ch->pcdata->condition[COND_THIRST] = blood;
send_to_char("You loose your vampire powers.\n\r",ch);
return;
}
send_to_char("You regain your vampire powers.\n\r",ch);
return;
}
void do_shield( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_WEREWOLF) &&
!IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_DRONE) &&
!IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 2)
{
send_to_char("Sorry, you don't have that power yet.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHIELD))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (!IS_DEMPOWER( ch, DEM_SHIELD) && IS_CLASS(ch,CLASS_DEMON))
{
send_to_char("You must inpart it first!\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_HOBBIT) && ch->pcdata->powers[HOBBIT_DISHES] < 5)
{
send_to_char("You must at least learn to cook 5 dishes.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSHIELD))
{
send_to_char("You don't have that power.\n\r", ch );
return;
}
if (IS_CLASS(ch, CLASS_MONK) && !IS_NPC(ch) && ch->pcdata->powers[PMONK] < 2)
{
send_to_char("You must improve your Mantras to level 2 first!\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DRONE) && ch->pcdata->powers[DRONE_WILLPOWER] < 2)
{
send_to_char("You don't have the willpower to invoke the fortress of the mind.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 3 && ch->power[DISC_VAMP_DOMI] < 2)
{
send_to_char("You must obtain at least level 3 in Obfuscate or level 2 in Dominate.\n\r",ch);
return;
}
if (!IS_IMMUNE(ch,IMM_SHIELDED) )
{
send_to_char("You shield your aura from those around you.\n\r",ch);
SET_BIT(ch->immune, IMM_SHIELDED);
return;
}
send_to_char("You stop shielding your aura.\n\r",ch);
REMOVE_BIT(ch->immune, IMM_SHIELDED);
return;
}
void do_serpent( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 2)
{
send_to_char("You must obtain at least level 2 in Serpentis to use Serpent Form.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
if (!IS_POLYAFF(ch,POLY_SERPENT))
{
send_to_char( "You cannot polymorph from this form.\n\r", ch );
return;
}
act( "You transform back into human.", ch, NULL, NULL, TO_CHAR );
act( "$n transform into human form.", ch, NULL, NULL, TO_ROOM );
clear_stats(ch);
REMOVE_BIT(ch->polyaff, POLY_SERPENT);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(40,50);
clear_stats(ch);
if (ch->wpn[0] > 0)
{
ch->hitroll += ch->wpn[0] * 0.75;
ch->damroll += ch->wpn[0] * 0.75;
ch->armor -= ch->wpn[0] * 3;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
ch->pcdata->mod_str = 10;
act( "You transform into a huge serpent.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into a huge serpent.", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->polyaff, POLY_SERPENT);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the huge serpent", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
return;
}
void do_poison( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_SERP] < 3)
{
send_to_char("You must obtain at least level 3 in Serpentis to use Poison.\n\r",ch);
return;
}
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
&& ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "You must wield the weapon you wish to poison.\n\r", ch );
return;
}
if ( obj->value[0] != 0 )
{
send_to_char( "This weapon cannot be poisoned.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 15 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(5,15);
act("You run your tongue along $p, poisoning it.",ch,obj,NULL,TO_CHAR);
act("$n runs $s tongue along $p, poisoning it.",ch,obj,NULL,TO_ROOM);
obj->value[0] = 53;
obj->timer = number_range(10,20);
return;
}
void do_regenerate( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->rage > 0)
{
send_to_char("You cannot control your regenerative powers while the beast is so strong.\n\r",ch);
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char("You cannot regenerate while fighting.\n\r",ch);
return;
}
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
send_to_char("But you are already completely regenerated!\n\r",ch);
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 5 )
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= number_range(10,20);
if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
{
send_to_char("Your body has completely regenerated.\n\r",ch);
act("$n's body completely regenerates itself.",ch,NULL,NULL,TO_ROOM);
}
else
send_to_char("Your body slowly regenerates itself.\n\r",ch);
if (ch->hit < 1 )
{
ch->hit = ch->hit + 1;
update_pos(ch);
WAIT_STATE( ch, 24 );
}
else
{
ch->hit = UMIN(ch->hit + 500, ch->max_hit);
WAIT_STATE(ch,8);
update_pos(ch);
}
return;
}
void reg_mend( CHAR_DATA *ch )
{
int ribs = 0;
int teeth = 0;
if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16;
if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16;
if (ribs > 0)
{
if (IS_BODY(ch,BROKEN_RIBS_1 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(ch,BROKEN_RIBS_2 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(ch,BROKEN_RIBS_4 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(ch,BROKEN_RIBS_8 ))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(ch,BROKEN_RIBS_16))
REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(ch,LOST_EYE_L))
{
act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L);
}
else if (IS_HEAD(ch,LOST_EYE_R))
{
act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM);
act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R);
}
else if (IS_HEAD(ch,LOST_EAR_L))
{
act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L);
}
else if (IS_HEAD(ch,LOST_EAR_R))
{
act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM);
act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R);
}
else if (IS_HEAD(ch,LOST_NOSE))
{
act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM);
act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (teeth > 0)
{
if (IS_HEAD(ch,LOST_TOOTH_1 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(ch,LOST_TOOTH_2 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(ch,LOST_TOOTH_4 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(ch,LOST_TOOTH_8 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(ch,LOST_TOOTH_16))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR);
act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_HEAD(ch,BROKEN_NOSE))
{
act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(ch,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(ch,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(ch,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(ch,BROKEN_NECK))
{
act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
}
else if (IS_ARM_R(ch,LOST_ARM))
{
act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM);
act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
}
else if (IS_LEG_L(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_LEG))
{
act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM);
act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,BROKEN_ARM))
{
act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(ch,BROKEN_ARM))
{
act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(ch,BROKEN_LEG))
{
act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(ch,BROKEN_LEG))
{
act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_HAND))
{
act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM);
act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
}
else if (IS_LEG_L(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (IS_LEG_R(ch,LOST_FOOT))
{
act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM);
act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else if (IS_ARM_L(ch,LOST_THUMB))
{
act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,BROKEN_THUMB))
{
act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_I))
{
act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_M))
{
act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_R))
{
act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_L(ch,BROKEN_FINGER_L))
{
act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(ch,LOST_THUMB))
{
act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,BROKEN_THUMB))
{
act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(ch,LOST_FINGER_I))
{
act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_I))
{
act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(ch,LOST_FINGER_M))
{
act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_M))
{
act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(ch,LOST_FINGER_R))
{
act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(ch,BROKEN_FINGER_R))
{
act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if ( IS_ARM_R(ch,LOST_FINGER_L))
{
act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM);
act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if ( IS_ARM_R(ch,BROKEN_FINGER_L))
{
act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(ch,CUT_THROAT))
{
if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) return;
act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR);
REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT);
}
return;
}
void vamp_rage( CHAR_DATA *ch )
{
if (IS_NPC(ch)) return;
send_to_char("You scream with rage as the beast within consumes you!\n\r",ch);
act("$n screams with rage as $s inner beast consumes $m!.", ch, NULL, NULL, TO_ROOM);
do_beastlike(ch,"");
do_frenzy(ch,"");
return;
}
void do_humanity( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC( ch )) return;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast > 0
&& ch->beast < 100 && number_range(1, 300) <= ch->beast)
{
if (ch->beast == 1)
{
send_to_char("You have attained Golconda!\n\r", ch);
ch->exp += 1000000;
if (!IS_IMMUNE(ch, IMM_SUNLIGHT))
SET_BIT(ch->immune, IMM_SUNLIGHT);
}
else
send_to_char("You feel slightly more in control of your beast.\n\r", ch);
ch->beast -= 1;
}
return;
}
void do_beastlike( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int blood;
argument = one_argument( argument, arg );
if (IS_NPC( ch )) return;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast < 100
&& ch->beast > 0 && number_range(1, 500) <= ch->beast)
{
if (ch->beast < 99)
send_to_char("You feel your beast take more control over your actions.\n\r", ch);
else
send_to_char("Your beast has fully taken over control of your actions!\n\r", ch);
ch->beast += 1;
blood = ch->pcdata->condition[COND_THIRST];
ch->pcdata->condition[COND_THIRST] = 666;
if ((IS_VAMPAFF(ch,VAM_PROTEAN) || (IS_VAMPAFF(ch,VAM_OBTENEBRATION)))
&& !IS_VAMPAFF(ch,VAM_NIGHTSIGHT) ) do_nightsight(ch,"");
if (!IS_VAMPAFF(ch,VAM_FANGS) ) do_fangs(ch,"");
if (IS_VAMPAFF(ch,VAM_PROTEAN) &&
!IS_VAMPAFF(ch,VAM_CLAWS) ) do_claws(ch,"");
ch->pcdata->condition[COND_THIRST] = blood;
}
return;
}
void do_werewolf( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF)) return;
if (IS_SET(ch->special, SPC_WOLFMAN)) return;
SET_BIT(ch->special, SPC_WOLFMAN);
send_to_char("You throw back your head and howl with rage!\n\r",ch);
act("$n throws back $s head and howls with rage!.", ch, NULL, NULL, TO_ROOM);
send_to_char("Coarse dark hair sprouts from your body.\n\r",ch);
act("Coarse dark hair sprouts from $n's body.",ch,NULL,NULL,TO_ROOM);
if (!IS_VAMPAFF(ch,VAM_NIGHTSIGHT))
{
send_to_char("Your eyes start glowing red.\n\r",ch);
act("$n's eyes start glowing red.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
}
if (!IS_VAMPAFF(ch,VAM_FANGS))
{
send_to_char("A pair of long fangs extend from your mouth.\n\r",ch);
act("A pair of long fangs extend from $n's mouth.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
if (!IS_VAMPAFF(ch,VAM_CLAWS))
{
send_to_char("Razor sharp talons extend from your fingers.\n\r",ch);
act("Razor sharp talons extend from $n's fingers.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
if ((obj = get_eq_char(ch,WEAR_WIELD)) != NULL && !(IS_SET(obj->spectype, SITEM_WOLFWEAPON) || obj->pIndexData->vnum ==OBJ_VNUM_PROTOPLASM))
{
act("$p drops from your right hand.",ch,obj,NULL,TO_CHAR);
act("$p drops from $n's right hand.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
if ((obj = get_eq_char(ch,WEAR_HOLD)) != NULL && !(IS_SET(obj->spectype, SITEM_WOLFWEAPON) || obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM))
{
act("$p drops from your left hand.",ch,obj,NULL,TO_CHAR);
act("$p drops from $n's left hand.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, ch);
}
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
sprintf(buf,"%s the werewolf", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
ch->rage += 25;
ch->hitroll += 50;
ch->damroll += 50;
if (ch->power[DISC_WERE_WOLF] > 3) ch->rage += 100;
if (ch->rage > 300)
ch->rage = 300;
ch->hit += 2000;
return;
}
void do_unwerewolf( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF)) return;
if (!IS_SET(ch->special, SPC_WOLFMAN)) return;
REMOVE_BIT(ch->special, SPC_WOLFMAN);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
free_string(ch->morph);
ch->morph = str_dup("");
if (IS_VAMPAFF(ch,VAM_CLAWS))
{
send_to_char("Your talons slide back into your fingers.\n\r",ch);
act("$n's talons slide back into $s fingers.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
}
if (IS_VAMPAFF(ch,VAM_FANGS))
{
send_to_char("Your fangs slide back into your mouth.\n\r",ch);
act("$n's fangs slide back into $s mouth.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
}
if (IS_VAMPAFF(ch,VAM_NIGHTSIGHT))
{
send_to_char("The red glow in your eyes fades.\n\r",ch);
act("The red glow in $n's eyes fades.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
}
send_to_char("Your coarse hair shrinks back into your body.\n\r",ch);
act("$n's coarse hair shrinks back into $s body.",ch,NULL,NULL,TO_ROOM);
ch->rage -= 25;
ch->hitroll -= 50;
ch->damroll -= 50;
if (ch->rage < 0) ch->rage = 0;
if (ch->hit > 2000) ch->hit -= 2000;
return;
}
void do_possession( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->power[DISC_VAMP_DOMI] < 3 && IS_CLASS(ch, CLASS_MAGE) )
{
send_to_char("You must obtain at least level 3 in Dominate to use Possession.\n\r",ch);
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL)
{
sprintf(buf,"You break your hold over %s.\n\r",familiar->short_descr);
send_to_char( buf, ch );
familiar->wizard = NULL;
ch->pcdata->familiar = NULL;
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to Possess?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "What an intelligent idea!\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if (victim->wizard != NULL)
{
send_to_char( "You are unable to possess them.\n\r", ch );
return;
}
if (victim->level > (ch->spl[RED_MAGIC] * 0.25))
{
send_to_char( "They are too powerful.\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_THIRST] < 50 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You have insufficient blood.\n\r",ch);
return;
}
ch->pcdata->condition[COND_THIRST] -= 50;
ch->pcdata->familiar = victim;
victim->wizard = ch;
act("You concentrate on $N.",ch,NULL,victim,TO_CHAR);
act("$n is staring at you!",ch,NULL,victim,TO_VICT);
act("$n starts staring at $N",ch,NULL,victim,TO_NOTVICT);
return;
}
void do_familiar( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
return;
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to make your familiar?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Become your own familiar?\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "Not on players.\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
familiar->wizard = NULL;
ch->pcdata->familiar = victim;
victim->wizard = ch;
send_to_char("Ok.\n\r",ch);
return;
}
void do_fcommand( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_DOMI] < 3) )
{
send_to_char("You are not trained in the Dominate discipline.\n\r",ch);
return;
}
if ( ( victim = ch->pcdata->familiar ) == NULL )
{
send_to_char( "But you don't have a familiar!\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "What do you wish to make your familiar do?\n\r", ch );
return;
}
interpret(victim,argument);
return;
}
void do_vanish( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if(!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
!IS_CLASS(ch, CLASS_HOBBIT) && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_OWL] < 1)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_NINJA) && !IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_HIDE))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBFU] < 1)
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 4)
{
send_to_char("You can't do that, yet.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_HOBBIT) && ch->pcdata->powers[HOBBIT_DISHES] < 5)
{
send_to_char("You need to master 5 ingredients.\n\r",ch);
return;
}
if (ch->fight_timer >0) {
send_to_char("Not until your fight timer expires.\n\r", ch );
return;
}
if ( IS_SET(ch->act, AFF_HIDE) )
{
REMOVE_BIT(ch->act, AFF_HIDE);
send_to_char( "You slowly fade into existance.\n\r", ch );
act("$n slowly fades into existance.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char( "You slowly fade out of existance.\n\r", ch );
act("$n slowly fades out of existance.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->act, AFF_HIDE);
}
return;
}
void do_flex( CHAR_DATA *ch, char *argument )
{
act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR);
act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM);
if (IS_NPC(ch)) return;
if ( IS_EXTRA(ch, TIED_UP) )
{
act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR);
act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->extra, TIED_UP);
}
if (is_affected(ch, gsn_web))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
affect_strip(ch, gsn_web);
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM);
send_to_char("The webbing entrapping you breaks away.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_WEBBED);
}
if (IS_AFFECTED(ch, AFF_THORNS))
{
act("The thorns and brambles holding $n breaks away.", ch, NULL, NULL, TO_ROOM);
send_to_char("The brambles break away.\n\r", ch);
REMOVE_BIT(ch->affected_by, AFF_THORNS);
return;
}
WAIT_STATE(ch,12);
return;
}
void do_rage( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (!IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char("You start snarling angrilly.\n\r",ch);
act("$n starts snarling angrilly.",ch,NULL,NULL,TO_ROOM);
ch->rage += number_range(40,60);
if (ch->rage >= 100) do_werewolf(ch,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But you are already in a rage!\n\r",ch);
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if (ch->power[DISC_DAEM_ATTA] < 3)
{
stc("You try, but cannot summon your beast.\n\r",ch);
return;
}
if (ch->beast < 1)
ch->beast = 1;
if (ch->beast > ch->rage || ch->rage < 125)
{
ch->rage += number_range(ch->generation,25);
stc("You scream as you plunge into a mad attacking frenzy.\n\r",ch);
act("$n screams in frenzied rage.",ch,NULL,NULL,TO_ROOM);
if (number_percent() < (ch->beast + 1))
{
stc("You feel the beast take more control.\n\r",ch);
ch->beast += 1;
if (ch->beast > 100)
ch->beast = 100;
}
WAIT_STATE(ch, 12);
return;
}
stc("You have reached the pinnacle of your frenzy.\n\r",ch);
}
return;
}
void do_calm( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if (ch->power[DISC_WERE_WOLF] < 3)
{
stc("You need level three in the Wolf totem to Calm.\n\r",ch);
return;
}
if (IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char("You take a deep breath and calm yourself.\n\r",ch);
act("$n takes a deep breath and tries to calm $mself.",ch,NULL,NULL,TO_ROOM);
ch->rage -= number_range(60,90);
if (ch->rage < 0) ch->rage = 0;
if (ch->rage < 100) do_unwerewolf(ch,"");
WAIT_STATE(ch,12);
return;
}
send_to_char("But you are not in crinos form!\n\r",ch);
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if (ch->power[DISC_DAEM_ATTA] < 4)
{
stc("You need level four in Attack to calm your frenzy.\n\r",ch);
return;
}
if (ch->beast >= 100) ch->beast = 100;
if (ch->beast <= 0) ch->beast = 0;
ch->rage -= (40 - (ch->beast / 3) +dice (1, 10));
if (ch->rage <= 0)
{
ch->rage = 0;
send_to_char("You have calmed out of your rage completely.\n\r", ch);
}
else
{
send_to_char("You hold your breath and try to calm your frenzy.\n\r", ch);
WAIT_STATE(ch, 8);
}
return;
}
return;
}
void do_totems( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
send_to_char("Please use the new commands, Disciplines and research.\n\r",ch);
return;
}
void do_web( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
int sn;
int level;
int spelltype;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_DROID)
&& !IS_CLASS(ch, CLASS_TANARRI) && !IS_CLASS(ch, CLASS_SAMURAI))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_DROID) && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_ARMWIRE))
{
send_to_char("You don't have the armwire implant.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] < 2)
{send_to_char("You don't have that power yet.\n\r", ch );
return;}
if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_WEB))
{send_to_char("You don't have that power yet.\n\r", ch );
return;}
if (IS_CLASS(ch, CLASS_TANARRI) && ch->pcdata->rank < 3)
{
send_to_char("You don't have that power yet.\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot web yourself.\n\r", ch );
return;
}
if ( IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot web an ethereal person.\n\r", ch );
return;
}
if ( ( sn = skill_lookup( "web" ) ) < 0 ) return;
spelltype = skill_table[sn].target;
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
WAIT_STATE( ch, 12 );
return;
}
bool char_exists( bool backup, char *argument )
{
FILE *fp;
char buf [MAX_STRING_LENGTH];
bool found = FALSE;
fclose( fpReserve );
if (backup)
sprintf( buf, "%sbackup/%s", PLAYER_DIR, capitalize( argument ) );
else
sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) );
if ( ( fp = fopen( buf, "r" ) ) != NULL )
{
found = TRUE;
fclose( fp );
}
fpReserve = fopen( NULL_FILE, "r" );
return found;
}