/*************************************************************************** * 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_lloth( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_DROID) ) { send_to_char("Huh?\n\r",ch); return; } send_to_char("#p -*- The Church of Lloth -*-#n\n\r",ch); send_to_char("#7[#pName #7] [#p Hp #7] [#p Mana #7] [#p Move #7] [#p Gen #7 ]#n\n\r",ch); for ( gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch)) continue; if (!IS_CLASS(gch, CLASS_DROW) && !IS_CLASS(gch, CLASS_DROID)) continue; sprintf( buf,"#7[%-20s] [%-7d] [%-7d] [%-7d] [%-7d]#n\n\r", capitalize( gch->name ), gch->hit, gch->mana, gch->move, gch->generation); send_to_char( buf, ch ); } return; } void do_grant( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int inpart = 0; int cost = 0; smash_tilde(argument); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r",ch); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: Grant <person> <power>\n\r", ch ); send_to_char("#pDrowfire #0(#r2500#0)#n, #pDarkness #0(#r7500#0)#n, #pDrowpoison #0(#r2500#0)#n.\n\r",ch); send_to_char("#pDrowsight #0(#r5000#0)#n, #pDrowshield #0(#r5000#0)#n, #pLevitation #0(#r1000#0)#n.\n\r", ch ); send_to_char("#pShadowwalk #0(#r10000#0)#n, #pGarotte #0(#r5000#0)#n, #pSpiderarms #0(#r25000#0)#n.\n\r", ch ); send_to_char("#pDrowhate #0(#r20000#0)#n, #pSpiderform #0(#r25000#0)#n, #pWeb #0(#r5000#0)#n.\n\r",ch ); send_to_char("#pDgarotte #0(#r2500#0)#n, #pConfuse #0(#r2500#0)#n, #pGlamour #0(#r5000#0)#n.\n\r", ch ); send_to_char("#pEarthshatter #0(#r7500#0)#n, #pSpeed #0(#r7500#0)#n, #pToughskin #0(#r7500#0)#n.\n\r", ch ); send_to_char("#pDarktendrils #0(#r25000#0)#n., #pFightdance#0 (#r10000#0)#n\n\r", ch ); send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "Nobody by that name.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if (!IS_CLASS(victim, CLASS_DROW)) { send_to_char("Only on drows.\n\r", ch ); return;} if (!str_cmp(arg2,"mage") || !str_cmp(arg2,"warrior") || !str_cmp(arg2, "cleric" )) { if (victim->generation < 3 ) { send_to_char("Not on them!\n\r", ch ); return;} if (( IS_SET(victim->special, SPC_DROW_WAR) || IS_SET(victim->special, SPC_DROW_MAG) || IS_SET(victim->special, SPC_DROW_CLE)) && ch->level < 6 && ch->generation > 2) { send_to_char( "They already have a profession.\n\r", ch ); return;} if (!str_cmp(arg2, "mage")) SET_BIT(victim->special, SPC_DROW_MAG); else if (!str_cmp(arg2, "cleric")) SET_BIT(victim->special, SPC_DROW_CLE); else if (!str_cmp(arg2, "warrior")) SET_BIT(victim->special, SPC_DROW_WAR); send_to_char("You give them a profession.\n\r", ch ); send_to_char("You have been given a profession.\n\r", victim); save_char_obj(victim); return; } if (!str_cmp(arg2,"drowfire")) {inpart = DPOWER_DROWFIRE; cost = 2500;} else if (!str_cmp(arg2,"darkness")) {inpart = DPOWER_DARKNESS; cost= 7500;} else if (!str_cmp(arg2,"drowsight")) {inpart = DPOWER_DROWSIGHT; cost= 5000;} else if (!str_cmp(arg2,"spiderarms")) {inpart = DPOWER_ARMS; cost = 25000;} else if (!str_cmp(arg2,"web")) {inpart = DPOWER_WEB; cost = 5000;} else if (!str_cmp(arg2,"spiderform")) {inpart = DPOWER_SPIDERFORM; cost = 25000;} else if (!str_cmp(arg2,"drowhate")) {inpart = DPOWER_DROWHATE; cost = 20000;} else if (!str_cmp(arg2,"drowshield")) {inpart = DPOWER_DROWSHIELD; cost = 5000;} else if (!str_cmp(arg2,"levitation")) {inpart = DPOWER_LEVITATION; cost = 1000;} else if (!str_cmp(arg2,"shadowwalk")) {inpart = DPOWER_SHADOWWALK; cost = 10000;} else if (!str_cmp(arg2,"garotte")) {inpart = DPOWER_GAROTTE; cost = 5000;} else if (!str_cmp(arg2,"dgarotte")) {inpart = DPOWER_DGAROTTE; cost = 2500;} else if (!str_cmp(arg2,"drowpoison")) {inpart = DPOWER_DROWPOISON; cost = 2500;} else if (!str_cmp(arg2,"glamour")) {inpart = DPOWER_GLAMOUR; cost = 5000;} else if (!str_cmp(arg2,"confuse")) {inpart = DPOWER_CONFUSE; cost = 2500;} else if (!str_cmp(arg2,"earthshatter")) {inpart = DPOWER_EARTHSHATTER; cost = 7500;} else if (!str_cmp(arg2,"speed")) {inpart = DPOWER_SPEED; cost = 7500;} else if (!str_cmp(arg2,"toughskin")) {inpart = DPOWER_TOUGHSKIN; cost =7500;} else if (!str_cmp(arg2,"darktendrils")) {inpart = DPOWER_DARKTENDRILS; cost =25000;} else if (!str_cmp(arg2,"fightdance")) {inpart = DPOWER_FIGHTDANCE; cost =10000;} else { send_to_char( "Syntax: Grant <person> <power>\n\r", ch ); send_to_char("#pDrowfire #0(#r2500#0)#n, #pDarkness #0(#r7500#0)#n, #pDrowpoison #0(#r2500#0)#n.\n\r",ch); send_to_char("#pDrowsight #0(#r5000#0)#n, #pDrowshield #0(#r5000#0)#n, #pLevitation #0(#r1000#0)#n.\n\r", ch ); send_to_char("#pShadowwalk #0(#r10000#0)#n, #pGarotte #0(#r5000#0)#n, #pSpiderarms #0(#r25000#0)#n.\n\r", ch ); send_to_char("#pDrowhate #0(#r20000#0)#n, #pSpiderform #0(#r25000#0)#n, #pWeb #0(#r5000#0)#n.\n\r",ch ); send_to_char("#pDgarotte #0(#r2500#0)#n, #pConfuse #0(#r2500#0)#n, #pGlamour #0(#r5000#0)#n.\n\r", ch ); send_to_char("#pEarthshatter #0(#r7500#0)#n, #pSpeed #0(#r7500#0)#n, #pToughskin #0(#r7500#0)#n.\n\r", ch ); send_to_char("#pDarktendrils #0(#r25000#0)#n., #pFightdance#0 (#r10000#0)#n\n\r", ch ); send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch ); return; } if (!(ch==victim)) cost *=5; if (IS_SET(victim->pcdata->powers[1], inpart)) { send_to_char("They have already got that power.\n\r",ch); return; } if( !IS_CLASS(victim, CLASS_DROW) ) { stc( "You can not grant powers to Non Drows.\n\r",ch); return; } if (ch->pcdata->stats[DROW_POWER] < cost) { send_to_char("You have insufficient power to grant that gift.\n\r",ch); return; } SET_BIT(victim->pcdata->powers[1], inpart); ch->pcdata->stats[DROW_POWER] -= cost; if (victim != ch) send_to_char("You have been granted a gift from your matron!\n\r",victim); send_to_char("Ok.\n\r",ch); if (victim != ch) save_char_obj(ch); save_char_obj(victim); return; } void do_chaosblast(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_DROW) || (!IS_SET(ch->special, SPC_DROW_MAG) && ch->generation > 2)) { return;} if ( ( victim = get_char_room( ch, arg ) ) == NULL ) if ((victim = ch->fighting) == NULL) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch->mana < 750) { send_to_char("You don't have enough mana.\n\r", ch); return;} if ( ( sn = skill_lookup( "chaos blast" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype]/3; act("You concentrate your power on $N.",ch,NULL,victim,TO_CHAR); act("$n concentrates $s power on you.",ch,NULL,victim,TO_VICT); (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); ch->mana = ch->mana - 750; return; } void do_drowcreate( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Please specify what kind of equipment you want to create.\n\r", ch ); send_to_char("Whip, Dagger, Ring, Amulet, Armor, Helmet,\n\r", ch); send_to_char("Leggings, Boots, Gauntlets, Sleeves,\n\r", ch ); send_to_char("Belt, Bracer, Mask, Cloak.\n\r", ch); return; } if (!str_cmp(arg,"whip" )) vnum = 33061; else if (!str_cmp(arg,"cloak" )) vnum = 33070; else if (!str_cmp(arg,"armor" )) vnum = 33073; else if (!str_cmp(arg,"boots" )) vnum = 33067; else if (!str_cmp(arg,"gauntlets")) vnum = 33068; else if (!str_cmp(arg,"sleeves")) vnum = 33069; else if (!str_cmp(arg,"belt")) vnum = 33062; else if (!str_cmp(arg,"helmet")) vnum = 33065; else if (!str_cmp(arg,"leggings")) vnum = 33066; else if (!str_cmp(arg,"mask" )) vnum = 33072; else if (!str_cmp(arg,"bracer" )) vnum = 33071; else if (!str_cmp(arg,"dagger" )) vnum = 33060; else if (!str_cmp(arg, "ring")) vnum = 33063; else if (!str_cmp(arg, "amulet")) vnum = 33064; else { send_to_char("That is an invalid type.\n\r", ch ); return; } if ( ch->practice < 60) { send_to_char("It costs 60 points of primal to create a piece of drow armour.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform Jobo.\n\r",ch); return; } ch->practice -= 60; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_drowfire( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; int sn; int level; int spelltype; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if(!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) { send_to_char("Huh?\n\r", ch ); return;} if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Not on yourself.\n\r", ch ); return; } if (ch->mana < 100) { send_to_char("You don't have enough mana.\n\r", ch ); return;} if ( ( sn = skill_lookup( "drowfire" ) ) < 0 ) return; spelltype = skill_table[sn].target; level = ch->spl[spelltype] * 1.5; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE( ch, 12 ); ch->mana = ch->mana - 100; return; } void do_heal ( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special,SPC_DROW_CLE) && ch->generation > 2)) { send_to_char("Huh?\n\r", ch ); return; } if (ch->mana < 750) { send_to_char("You don't have enough mana.\n\r", ch ); return; } ch->mana = ch->mana - 750; ch->hit = ch->hit + ch->spl[BLUE_MAGIC]*5; if (IS_SET(ch->special,SPC_DROW_CLE)) ch->hit = ch->hit + ch->spl[BLUE_MAGIC]*3; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; send_to_char("Lloth heals you.\n\r",ch); act("$n is healed by Lloth.",ch,NULL,NULL,TO_ROOM); WAIT_STATE(ch, 12); return; } void do_drowhate(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE)) {send_to_char("Huh?\n\r", ch ); return;} if (IS_SET(ch->newbits, NEW_DROWHATE)) { send_to_char("You calm your hatred.\n\r", ch ); REMOVE_BIT(ch->newbits, NEW_DROWHATE); } else { send_to_char("You invoke your hatred for others.\n\r", ch ); SET_BIT(ch->newbits, NEW_DROWHATE); } return; } void do_darktendrils(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS)) {send_to_char("Huh?\n\r", ch ); return;} if (IS_SET(ch->newbits, NEW_DARKTENDRILS)) { send_to_char("Your tendrils of darkness disappear.\n\r", ch ); REMOVE_BIT(ch->newbits, NEW_DARKTENDRILS); } else { send_to_char("You call forth dark tendrils to attack your foes.\n\r", ch ); SET_BIT(ch->newbits, NEW_DARKTENDRILS); } return; } void do_fightdance(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_FIGHTDANCE)) {send_to_char("Huh?\n\r", ch ); return;} if (IS_SET(ch->newbits, NEW_FIGHTDANCE)) { send_to_char("You will no longer dance The Dance of Lloth.\n\r", ch ); REMOVE_BIT(ch->newbits, NEW_FIGHTDANCE); } else { send_to_char("You will start dancing The Dance of Lloth while fighting.\n\r", ch ); SET_BIT(ch->newbits, NEW_FIGHTDANCE); } return; } void do_spiderform( 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_DROW) ||!IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM)) {send_to_char("Huh?\n\r", ch ); return;} if (IS_AFFECTED(ch, AFF_POLYMORPH)) { send_to_char("You can't spiderform while changed.\n\r", ch ); return; } if (IS_SET(ch->newbits,NEW_DFORM)) { sprintf(buf, "$n morphs back into %s.", GET_PROPER_NAME(ch)); act(buf, ch, NULL, NULL, TO_ROOM); stc("You return to your normal form.\n\r", ch); free_string(ch->morph); ch->morph = str_dup(""); ch->hitroll -= 400; ch->damroll -= 400; ch->armor += 1000; REMOVE_BIT(ch->newbits,NEW_DFORM); REMOVE_BIT(ch->newbits,THIRD_HAND); REMOVE_BIT(ch->newbits,FOURTH_HAND); WAIT_STATE(ch, 7); return; } else if (!IS_SET(ch->newbits,NEW_DFORM)) { act("You mutate into a giant spider.",ch,NULL,NULL,TO_CHAR); act("$n mutates into a giant spider.",ch,NULL,NULL,TO_ROOM); sprintf(buf,"%s the giant mylochar",ch->name); free_string(ch->morph); ch->morph = str_dup(buf); ch->hitroll += 400; ch->damroll += 400; ch->armor -= 1000; SET_BIT(ch->newbits,NEW_DFORM); SET_BIT(ch->newbits,THIRD_HAND); SET_BIT(ch->newbits,FOURTH_HAND); return; } return; } void do_drowsight(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSIGHT)) { send_to_char("Huh?\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_drowshield(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD)) { send_to_char("Huh?\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_drowpowers(CHAR_DATA *ch,char *argument) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW)) { send_to_char("Huh?\n\r", ch ); return;} send_to_char("#6The powers Lloth has bestowed upon you...#n\n\r", ch ); send_to_char("#4-----------------------------------------#n\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) send_to_char("You move quite quickly.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_TOUGHSKIN)) send_to_char("Your skin has been toughened.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE)) send_to_char("You can call Drowfire upon your enemies.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)) send_to_char("You can summon a globe of darkness.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT)) send_to_char("You can use enhanced sight.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION)) send_to_char("You can levitate in the air.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD)) send_to_char("You can shield your aura.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON)) send_to_char("You have control over deadly poisons.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK)) send_to_char("You can walk through the shadows.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) send_to_char("You have mastered the art of garotte.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) send_to_char("You have dark-enhanced garotte.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) send_to_char("You have extra spidery arms.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE)) send_to_char("You can invoke the hatred of the Drow.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM)) send_to_char("You can mutate into a large spider.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB)) send_to_char("You can shoot a spidery web at opponents.\n\r", ch); if (IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR)) send_to_char("You can glamourosly change the appearance of items.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) send_to_char("You can confuse your enemies during battle.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER)) send_to_char("You can shatter the earth under your feet.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS)) send_to_char("You call forth Tendrils of Darkness to aid battle.\n\r", ch ); if (IS_SET(ch->pcdata->powers[1], DPOWER_FIGHTDANCE)) send_to_char("You will fight The Dance of Lloth when engaged in battle.\n\r", ch ); send_to_char("\n\r", ch); if (IS_SET(ch->special, SPC_DROW_WAR)) send_to_char("You are a Drow Warrior.\n\r", ch); if (IS_SET(ch->special, SPC_DROW_MAG)) send_to_char("You are a Drow Mage.\n\r", ch ); if (IS_SET(ch->special, SPC_DROW_CLE)) send_to_char("You are a Drow Cleric.\n\r", ch ); sprintf( buf, "You have %d drow power points!.\n\r", ch->pcdata->stats[DROW_POWER] ); send_to_char( buf, ch ); sprintf( buf, "You have %d points of magic resistance.\n\r", ch->pcdata->stats[DROW_MAGIC] ); send_to_char( buf, ch ); if (weather_info.sunlight == SUN_DARK) send_to_char("You feel strong in the night.\n\r", ch ); send_to_char("\n\r", ch ); return; } void do_darkness(CHAR_DATA *ch, char *argument) { bool blah = FALSE; if (IS_NPC(ch)) return; if ((!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_DROID)) || (!IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS) && !IS_CLASS(ch, CLASS_DROID))) { do_vampdarkness(ch,argument); return;} if (IS_CLASS(ch, CLASS_DROID) && !IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_SHADOWGATE)) { send_to_char("You don't have the shadowgate implant.\n\r", ch); return; } if (ch->fight_timer>0) { send_to_char("Not until your fighttimer expires.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_DARKNESS)) { send_to_char("You banish your globe of darkness.\n\r", ch ); act("The globe of darkness around $n disappears.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->newbits, NEW_DARKNESS); if (ch->in_room != NULL) if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); return; } if (ch->mana < 500) { send_to_char("You don't have enough mana to summon the darkness.\n\r",ch ); return;} send_to_char("You summon a globe of darkness.\n\r", ch ); act("$n summons a globe of darkness.",ch,NULL,NULL,TO_ROOM); ch->mana -= 500; if (IS_SET(ch->extra, TIED_UP)) { REMOVE_BIT(ch->extra, TIED_UP); blah = TRUE;} if (IS_AFFECTED(ch, AFF_WEBBED)) { REMOVE_BIT(ch->affected_by, AFF_WEBBED); blah = TRUE;} if (blah) send_to_char("The darkness sets you free.\n\r", ch ); SET_BIT(ch->newbits, NEW_DARKNESS); if (!IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); return; } void do_glamour(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char arg3[MAX_STRING_LENGTH]; OBJ_DATA *obj; argument=one_argument(argument,arg1); argument=one_argument(argument,arg2); strcpy(arg3,argument); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_FAE)) { send_to_char("Huh?\n\r",ch); return; } if (IS_CLASS(ch,CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_GLAMOUR)) { send_to_char("Huh?\n\r", ch ); return;} if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 10) { send_to_char("Huh?\n\r",ch); return; } if ((obj=get_obj_carry(ch,arg1)) == NULL) {send_to_char("You dont have that item.\n\r",ch); return;} if (!(!str_cmp(arg2,"short") || !str_cmp(arg2,"name"))) {send_to_char("syntax : glamour <item> <short/name> <newname>.\n\r",ch); return;} if (strlen(arg3) > 60 || strlen(arg3) < 3) {send_to_char("From 3 to 60 characters please.\n\r",ch); return;} if (has_bad_chars(ch, arg3)) { send_to_char("Illegal chars, please retry.\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_PRIZE)) { send_to_char("Not on artifacts and prizes.\n\r",ch); return; } if (!str_cmp(arg2,"name")) {free_string(obj->name); obj->name = str_dup(arg3); obj->questmaker = str_dup(ch->name); } if (!str_cmp(arg2,"short")) {free_string(obj->short_descr); obj->short_descr=str_dup(arg3); obj->questmaker = str_dup(ch->name); } send_to_char("Ok.\n\r",ch); return; } void do_confuse(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) { send_to_char("Huh?\n\r", ch); return;} if ((victim = ch->fighting) == NULL) { send_to_char("You are not fighting anyone.\n\r", ch); return;} if (ch->move < 75) { send_to_char("You need 75 move to confuse your opponent.\n\r",ch); return;} act("$n attempts to confuse you.",ch,NULL,victim,TO_VICT); act("You attempt to confuse $N.",ch,NULL,victim,TO_CHAR); act("$n attempts to confuse $N.",ch,NULL,victim,TO_NOTVICT); ch->move -=75; if ( number_percent() > 25 ) { send_to_char("You failed.\n\r", ch ); return;} else { do_flee(victim,""); WAIT_STATE(ch, 16); return; } return; } void do_earthshatter( CHAR_DATA *ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int level; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER)) { send_to_char("Huh?\n\r", ch ); return;} if (ch->mana < 150) { send_to_char("You need more mana.\n\r", ch ); return;} level = ch->spl[PURPLE_MAGIC]; ch->mana -= 150; send_to_char("You summon the power of the underworld, shattering the earth.\n\r", ch ); act("$n causes the earth to shatter",ch,NULL,NULL,TO_ROOM); for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if (vch == ch) continue; if (vch->trust>6) continue; dam = dice(level, 7 ); if ( saves_spell( level, vch ) ) dam /= 2; damage( ch, vch, dam, skill_lookup("earthquake")); } WAIT_STATE(ch, 12); return; }