/*************************************************************************** * 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 <unistd.h> #include <time.h> #include "merc.h" ALIAS_DATA * alias_free; int calc_chance_happy_hour args (( void )); int calc_chance_delight_hour args (( void )); void add_vote args (( POLL_DATA *poll, CHAR_DATA *ch, int choice )); void do_bountylist(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; stc("#r--==#L**#r==--==#L**#r==--==#L**#r== #RBOUNTY LIST #r==#L**#r==--==#L**#r==--==#L**#r==--#n\n\r",ch); stc(" #CName Bounty Pkscore Generation Level\n\r#n",ch); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->character != NULL ) { if (!d->connected == CON_PLAYING) continue; if (d->character->level > 6) continue; if (!can_see(ch, d->character)) continue; sprintf(buf, " #G%-15s#n %5d %5d %d %d\n\r", d->character->name, d->character->pcdata->bounty, get_ratio(d->character), d->character->generation, is_upgrade(d->character) ? d->character->pcdata->upgrade_level + 1 : d->character->pcdata->upgrade_level); stc(buf,ch); } } stc("#r--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==#L**#r==--==#L**#r==--==#L**#r==-#n\n\r",ch); return; } void do_dcredits(CHAR_DATA *ch, char *argument) { do_help(ch, "dcredits"); return; } void do_top( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int i; if (IS_NPC(ch)) return; stc("#r==--==#L**#r==--==#L**#r==--==#L**#r==--== #GTOP PKSCORE #r==--==#L**#r==--==#L**#r==--#r==#L**#r==--==#n\n\r\n\r",ch); for (i = 1; i <= MAX_TOP_PLAYERS / 2; i++) { sprintf(buf," %2d. %-15s %5d %2d. %-15s %5d\n\r", i, top_board[i].name, top_board[i].pkscore, i + MAX_TOP_PLAYERS / 2, top_board[i + MAX_TOP_PLAYERS / 2].name, top_board[i + MAX_TOP_PLAYERS / 2].pkscore); send_to_char(buf,ch); } sprintf(buf,"\n\r #GYou #0:#G %-4d\n\r",get_ratio(ch)); send_to_char(buf,ch); stc("\n\r#r--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--==#L**#r==--#n\n\r",ch); return; } void do_classself(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; argument = one_argument(argument, arg1); if (IS_NPC(ch)) return; if (ch->class != 0) { send_to_char("You already have a class.\n\r",ch); return; } if (ch->level < 3) { send_to_char("You must be avatar to selfclass.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char("Classes: Type selfclass <class> to get classed.\n\r\n\r",ch); send_to_char("#R[#0Demon#R]#n #y((#LWerewolf#y))#n #P.o0#0Drow#P0o.#n\n\r",ch); send_to_char("#y-*(#7N#0inja#y)*-#n #0<<#RVampire#0>>#n #0.x[#lMonk#0]x.\n\r",ch); send_to_char("#n{{#CBattlemage#n}} #o(#c*#o)#RHobbit#o(#c*#o)#n #c<>#GG#gian#Gt#c<>#n\n\r", ch); return; } do_clearstats2(ch,""); if (!str_cmp(arg1,"demon")) { ch->class = CLASS_DEMON; set_learnable_disciplines(ch); send_to_char( "You have chosen the #RDemonic#n path, may god have mercy on yer soul.\n\r", ch); } else if (!str_cmp(arg1,"werewolf")) { ch->class = CLASS_WEREWOLF; set_learnable_disciplines(ch); send_to_char( "You have chosen the path of the #0Garou#n, may gaia guide you.\n\r", ch); } else if (!str_cmp(arg1,"drow")) { ch->class = CLASS_DROW; send_to_char( "Choose your profession, and #PLloth#n will guide you.\n\r", ch); } else if (!str_cmp(arg1,"giant")) { ch->class = CLASS_GIANT; send_to_char("You grow and grow, finally you stop and realise your a Giant.\n\r",ch); } else if (!str_cmp(arg1,"ninja")) { ch->class = CLASS_NINJA; send_to_char( "You have chosen a life in the #0shadows#n, assassinate at will.\n\r", ch); } else if (!str_cmp(arg1,"vampire")) { ch->class = CLASS_VAMPIRE; ch->beast = 30; set_learnable_disciplines(ch); send_to_char( "Fear the #ySun#n nosferatu, God's curse lives in you.\n\r", ch); } else if (!str_cmp(arg1,"monk")) { ch->class = CLASS_MONK; ch->level = 3; send_to_char( "You faith in God will guide you, destroy #7EVIL#n.\n\r", ch); } else if (!str_cmp(arg1,"hobbit")) { ch->class = CLASS_HOBBIT; send_to_char("Welcome to hobbithood, enjoy the stay, drinks will be served shortly.\n\r",ch); } else if (!str_cmp(arg1,"mage") || !str_cmp(arg1,"battlemage")) { if (ch->max_mana >= 5000 && ch->spl[RED_MAGIC]>99 && ch->spl[BLUE_MAGIC]>99 && ch->spl[YELLOW_MAGIC]>99 && ch->spl[GREEN_MAGIC]>99 && ch->spl[PURPLE_MAGIC]>99) { ch->class = CLASS_MAGE; ch->level = 3; send_to_char( "You start down the path of power, the #Rarcane#n is your weapon.\n\r", ch); } else { send_to_char("You need 5K mana and 100 in all your spellcolors.\n\r",ch); return; } } else do_classself(ch,""); return; } void do_trigger(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char time[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int tick; argument = one_argument(argument, arg); one_argument(argument, time); if (arg[0] == '\0') { send_to_char("Trigger what ?\n\r", ch); return; } if (!is_number(time)) { send_to_char("What should the timer be set at (a number please) ?\n\r", ch); return; } tick = atoi(time); if (tick < 1 || tick > 3) { send_to_char("Between 1 and 3 ticks please.\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { send_to_char("You don't have that item.\n\r", ch); return; } if (obj->item_type != ITEM_GRENADE) { send_to_char("That is not a grenade or a bomb.\n\r", ch); return; } if (obj->timer > 0) { send_to_char("It's already ticking, better run.\n\r", ch); return; } obj->timer = tick; send_to_char("You set the timer.\n\r", ch); act("$n fiddles with $p.", ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, 6); return; } void do_version(CHAR_DATA *ch, char *argument) { send_to_char("#y*************************************************#n\n\r",ch); send_to_char("#y* This is Dystopia Gold *#n\n\r",ch); send_to_char("#y* *#n\n\r",ch); send_to_char("#y* #G Older versions of the Dystopia code can be #y*#n\n\r",ch); send_to_char("#y* #G downloaded at #y*#n\n\r",ch); send_to_char("#y* #C http://www.daimi.au.dk/~jobo/dystopia/ #y*#n\n\r",ch); send_to_char("#y*************************************************#n\n\r",ch); } void do_runeeq( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int cost = 10000; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Please specify which piece of rune armor you wish to make:\n\r" "Ring Collar Plate Helmet Leggings Boots Gloves Sleeves Cape Belt Bracer Mask.\n\r",ch); return; } if ( ch->pcdata->quest < cost ) { send_to_char("You don't have the 10K qps needed.\n\r",ch); return; } if (ch->pcdata->questtotal < cost + get_spend_qps(ch)) { send_to_char("You have to actually earn the qps to make them into rune.\n\r", ch); return; } if (!str_cmp(arg,"ring" )) vnum = 814; else if (!str_cmp(arg,"collar" )) vnum = 815; else if (!str_cmp(arg,"plate" )) vnum = 817; else if (!str_cmp(arg,"helmet" )) vnum = 818; else if (!str_cmp(arg,"leggings" )) vnum = 819; else if (!str_cmp(arg,"boots" )) vnum = 820; else if (!str_cmp(arg,"gloves" )) vnum = 821; else if (!str_cmp(arg,"sleeves" )) vnum = 822; else if (!str_cmp(arg,"cape" )) vnum = 823; else if (!str_cmp(arg,"belt" )) vnum = 824; else if (!str_cmp(arg,"bracer" )) vnum = 816; else if (!str_cmp(arg,"mask" )) vnum = 825; else { do_runeeq(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform Jobo .\n\r",ch); return; } if(!IS_IMMORTAL(ch)) ch->pcdata->quest -= cost; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); ch->pcdata->rune_count++; act("You transform the 10K qp into $p.",ch,obj,NULL,TO_CHAR); act("$n forms $p out of 10K qp.",ch,obj,NULL,TO_ROOM); return; } void do_cursed(CHAR_DATA *ch, char *argument) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; int cost = 5000; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Please specify which piece of cursed armor you wish to make:\n\r" "Ring Amulet Plate Helmet Leggings Boots Gauntlets Shirt Cloak Belt Wristbands Visor.\n\r",ch); return; } if (ch->pcdata->quest < cost ) { send_to_char("You don't have the 5000 qps needed.\n\r",ch); return; } if (ch->pcdata->questtotal < cost + get_spend_qps(ch)) { send_to_char("You have to actually earn the qps to make them into cursed armor.\n\r", ch); return; } if (!str_cmp(arg,"ring" )) vnum = 826; else if (!str_cmp(arg,"amulet" )) vnum = 827; else if (!str_cmp(arg,"plate" )) vnum = 829; else if (!str_cmp(arg,"helmet" )) vnum = 830; else if (!str_cmp(arg,"leggings" )) vnum = 831; else if (!str_cmp(arg,"boots" )) vnum = 832; else if (!str_cmp(arg,"gauntlets" )) vnum = 833; else if (!str_cmp(arg,"shirt" )) vnum = 834; else if (!str_cmp(arg,"cloak" )) vnum = 835; else if (!str_cmp(arg,"belt" )) vnum = 836; else if (!str_cmp(arg,"wristbands" )) vnum = 828; else if (!str_cmp(arg,"visor" )) vnum = 837; else { do_cursed(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform Jobo .\n\r",ch); return; } if(!IS_IMMORTAL(ch)) ch->pcdata->quest -= cost; obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); ch->pcdata->cursed_count++; act("You transform the 5000 qp into $p.",ch,obj,NULL,TO_CHAR); act("$n forms $p out of 5000 qp.",ch,obj,NULL,TO_ROOM); return; } void do_upkeep(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; send_to_char("#RUpkeep list#n\n\r\n\r",ch); if (IS_SET(ch->act, AFF_HIDE)) send_to_char("* You cannot be seen by other players.\n\r",ch); if (IS_SET(ch->act, PLR_WIZINVIS)) send_to_char("* You cannot be seen by other players.\n\r",ch); if (IS_SET(ch->newbits, NEW_DARKNESS)) send_to_char("* You are shrouded in a globe of darkness.\n\r",ch); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) send_to_char("* You are standing in the shadowplane.\n\r",ch); if (IS_AFFECTED(ch, AFF_ETHEREAL)) send_to_char("* You are in ethereal form.\n\r",ch); if (IS_SET(ch->act,PLR_HOLYLIGHT)) send_to_char("* You have superior vision.\n\r",ch); if (IS_IMMUNE(ch,IMM_SHIELDED)) send_to_char("* You are shielded from scrying eyes.\n\r",ch); if (IS_CLASS(ch, CLASS_GIANT)) { if (ch->pcdata->powers[GIANT_STANDFIRM] == 1) send_to_char("* You have your feet planted firmly in the ground.\n\r",ch); if (IS_SET(ch->newbits, NEW_CUBEFORM)) send_to_char("* You feel the strength of the dawn running through you.\n\r",ch); } if (IS_CLASS(ch, CLASS_DROW)) { if (IS_SET(ch->newbits, NEW_DROWHATE)) send_to_char("* You are filled with hatred towards other creatures.\n\r", ch); } if (IS_CLASS(ch, CLASS_LICH)) { if (IS_IMMUNE(ch,IMM_SHIELD2)) send_to_char("* You are shielded by the powers of chaos.\n\r", ch); if (ch->tick_timer[TIMER_CALLGOLEMS] < 1) send_to_char("* You can call on your golems.\n\r", ch); if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE)) send_to_char("* You can summon another #Rfire#n golem.\n\r", ch); if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY)) send_to_char("* You can summon another #oclay#n golem.\n\r", ch); if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE)) send_to_char("* You can summon another #Lstone#n golem.\n\r", ch); if (!IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON)) send_to_char("* You can summon another #ciron#n golem.\n\r", ch); } if (IS_CLASS(ch, CLASS_NINJA)) { if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("* You have iron wrists attached.\n\r",ch); } if (IS_CLASS(ch, CLASS_TANARRI)) { if (ch->pcdata->powers[TANARRI_FURY_ON] == 1) send_to_char("* You are in a mad fury.\n\r", ch); } if (IS_CLASS(ch, CLASS_DRONE)) { if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_OFF) send_to_char("* Your mindseye is off.\n\r", ch); else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_LEVEL) send_to_char("* Your mindseye reads the level of your victims.\n\r", ch); else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_READAURA) send_to_char("* Your mindseye reads the aura of your victims.\n\r", ch); else if (ch->pcdata->powers[DRONE_EYE] == DRONE_EYE_CUSTOM) { sprintf(buf, "* Your mindseye : %s\n\r", ch->poweraction); send_to_char(buf, ch); } else send_to_char("* Your mindseye is bugged.\n\r", ch); if (ch->pcdata->powers[DRONE_NIGHTMARE] == 1) send_to_char("* You have unleashed your nightmarish aura.\n\r", ch); } if (IS_CLASS(ch, CLASS_WEREWOLF)) { if (IS_GAR1(ch, WOLF_COCOON)) send_to_char("* You are engulfed in a cocoon.\n\r",ch); } if (IS_CLASS(ch, CLASS_FAE)) { if (IS_SET(ch->newbits, NEW_CUBEFORM)) send_to_char("* You are a force of nature.\n\r",ch); } if (IS_CLASS(ch, CLASS_DEMON)) { if (IS_POLYAFF(ch, POLY_ZULOFORM)) send_to_char("* You are in demonic form.\n\r", ch); if (IS_VAMPAFF(ch, VAM_CLAWS)) send_to_char("* You have wicked claws extending from your fingers.\n\r", ch); if (IS_VAMPAFF(ch, VAM_FANGS)) send_to_char("* You have sharp fangs extending from your gums.\n\r", ch); if (IS_DEMAFF(ch,DEM_TAIL)) send_to_char("* You have a long tail extending from your back.\n\r", ch); if (IS_DEMAFF(ch,DEM_HOOVES)) send_to_char("* You have hooves instead of feet.\n\r", ch); } if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (IS_SET(ch->extra, EXTRA_FLASH)) send_to_char("* You move with lightning speed.\n\r", ch); if (IS_SET(ch->extra, EXTRA_BAAL)) send_to_char("* You carry the spirit of Baal.\n\r", ch); } return; } /* The costy healer */ void do_healme(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (ch->in_room != NULL && ch->in_room->vnum != ROOM_VNUM_ALTAR) { send_to_char("The healer is located at the altar in midgaard.\n\r",ch); return; } if (ch->fight_timer > 0) { send_to_char("Not with a fighttimer.\n\r",ch); return; } if (ch->pcdata->quest < 300) { send_to_char("The healer demands 300 qps as payment for his service.\n\r",ch); return; } ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->loc_hp[0] = 0; ch->loc_hp[1] = 0; ch->loc_hp[2] = 0; ch->loc_hp[3] = 0; ch->loc_hp[4] = 0; ch->loc_hp[5] = 0; ch->loc_hp[6] = 0; send_to_char("The healer heals your wounds and takes 300 qps as payment.\n\r",ch); ch->pcdata->quest -= 300; WAIT_STATE(ch, 36); return; } /* MUDSTAT command */ void do_mudstat( CHAR_DATA *ch, char *argument) { DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; int mage_count=0, lich_count=0, drow_count=0, drider_count=0, ww_count=0, shape_count=0, monk_count=0, angel_count=0; int vampire_count=0, knight_count=0, ninja_count=0, sam_count=0, demon_count=0, tanarri_count=0, newbie_count=0, total_count=0; int hobbit_count=0, fae_count=0, giant_count=0, drone_count=0; extern char str_boot_time[]; if (IS_NPC(ch)) return; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->character != NULL ) gch = d->character; else continue; if (!d->connected == CON_PLAYING) continue; if (gch->level > 6) continue; switch (gch->class) { case 0 : newbie_count++;total_count++;break; case 1 : demon_count++;total_count++;break; case 2 : mage_count++;total_count++;break; case 4 : ww_count++;total_count++;break; case 8 : vampire_count++;total_count++;break; case 16 : sam_count++;total_count++;break; case 32 : drow_count++;total_count++;break; case 64 : monk_count++;total_count++;break; case 128 : ninja_count++;total_count++;break; case 256 : lich_count++;total_count++;break; case 512 : shape_count++;total_count++;break; case 1024 : tanarri_count++;total_count++;break; case 2048 : angel_count++;total_count++;break; case 4096 : knight_count++;total_count++;break; case 8192 : drider_count++;total_count++;break; case CLASS_HOBBIT : hobbit_count++;total_count++;break; case CLASS_FAE : fae_count++;total_count++;break; case CLASS_GIANT : giant_count++;total_count++;break; case CLASS_DRONE : drone_count++;total_count++;break; } } send_to_char("#R--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R== [#y^^#R] MUD STATS [#y^^#R] ==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--#n\n\r\n\r",ch); send_to_char("#LOnline Players by Class :#n\n\r\n\r",ch); sprintf(buf, "#GMages#n : %-2d #GLichs#n : %-2d #GDrows#n : %-2d #GDriders#n : %-2d\n\r", mage_count, lich_count, drow_count, drider_count); send_to_char(buf,ch); sprintf(buf, "#GDemons#n : %-2d #GTanar'ris#n : %-2d #GWerewolfs#n : %-2d #GShapies#n : %-2d\n\r", demon_count, tanarri_count, ww_count, shape_count); send_to_char(buf,ch); sprintf(buf, "#GNinjas#n : %-2d #GSamurais#n : %-2d #GVampires#n : %-2d #GKnights#n : %-2d\n\r", ninja_count, sam_count, vampire_count, knight_count); send_to_char(buf,ch); sprintf(buf, "#GHobbits#n : %-2d #GFae#n : %-2d #GGiants#n : %-2d #GDrones#n : %-2d\n\r", hobbit_count, fae_count, giant_count, drone_count); send_to_char(buf,ch); sprintf(buf, "#GMonks#n : %-2d #GAngels#n : %-2d #GNewbies#n : %-2d #GTotal#n : %-2d\n\r\n\r", monk_count, angel_count, newbie_count, total_count); send_to_char(buf,ch); send_to_char("#R--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R== OTHER STATS ==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--#n\n\r\n\r",ch); if (global_exp) send_to_char("#LHappy Hour is #yON!#n",ch); else send_to_char("#LHappy Hour is off",ch); if (global_qp) send_to_char("#L and Questors Delight is #yON!#n\n\r\n\r#n",ch); else send_to_char("#L and Questors Delight is off\n\r\n\r#n",ch); if (ragnarok) send_to_char("#CRAGNAROK MODE!!!!!!!#n Everyone can kill everyone (HELP RAGNAROK)\n\r\n\r",ch); else { sprintf(buf,"#CRagnarok is still %d qps from happening.\n\r\n\r",ragnarok_cost); send_to_char(buf,ch); } sprintf(buf, "#RNumber of players connected since last copyover/restart :#C %d\n\r#n", players_logged); send_to_char(buf,ch); sprintf(buf, "#RNumber of players beheaded since last copyover/restart :#C %d\n\r#n", players_decap); send_to_char(buf,ch); sprintf(buf, "#RAmount of generation stolen since last copyover/restart :#C %d\n\r\n\r#n", players_gstolen); send_to_char(buf,ch); sprintf( buf, "Dystopia was last (re)started at : %s\rThe system time is currently : %s\n\r", str_boot_time, (char *) ctime( ¤t_time)); send_to_char( buf, ch ); send_to_char("#R--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==#L**#R==--==--#n\n\r\n\r",ch); return; } void do_pkvision(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (get_ratio(ch) < 4500) { send_to_char("huh?\n\r",ch); return; } if (has_timer(ch)) return; if (!IS_SET(ch->itemaffect, ITEMA_VISION)) { SET_BIT(ch->itemaffect, ITEMA_VISION); SET_BIT(ch->newbits, NEW_VISION); // so we know to remove it again. send_to_char("Your eyes flicker, and everything is clear.\n\r",ch); } else send_to_char("You already have superior sight.\n\r",ch); return; } void do_pkscry(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *victimroom; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (get_ratio(ch) < 1000) { send_to_char("huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Scry on whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Not on mobs.\n\r",ch); return; } if (victim->in_room) { if (has_area_affect(victim->in_room->area, AREA_AFF_BADMOON, 0)) { send_to_char("Some powerful magic prevent your scrying attempt.\n\r", ch); return; } } if (victim->trust > 6) { send_to_char("SPYING ON THE GODS!?!?!?!\n\r",ch); send_to_char("Someone is scrying you.\n\r",victim); return; } chroom = ch->in_room; victimroom = victim->in_room; char_from_room(ch); char_to_room(ch,victimroom); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE))) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"scry"); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE))) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"scry"); REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } else do_look(ch,"scry"); char_from_room(ch); char_to_room(ch,chroom); if (ch->level < 7) ch->fight_timer += 3; if (get_ratio(victim) > 1499) { send_eagle(victim); send_to_char("You feel a slight tingle.\n\r",victim); } return; } void do_pkobjscry(CHAR_DATA *ch, char *argument) { CHAR_DATA *gch; CHAR_DATA *victim; OBJ_DATA *obj; ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *from; DESCRIPTOR_DATA *tmp; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; bool afk = FALSE; one_argument(argument, arg); if (IS_NPC(ch)) return; if (get_ratio(ch) < 3500) { send_to_char("Huh?\n\r",ch); return; } if ((obj = get_obj_world(ch, arg)) == NULL) { send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOLOCATE)) { send_to_char("A powerful force prevents the scrying of this object.\n\r", ch); return; } if ((gch = obj->carried_by) != NULL) { if (gch->in_room == NULL) { send_to_char("All you see is a chaotic mass of colors, nothing seems right.\n\r",ch); return; } if (has_area_affect(gch->in_room->area, AREA_AFF_BADMOON, 0)) { send_to_char("Some powerful magic prevent your scrying attempt.\n\r", ch); return; } tmp = gch->desc; gch->desc = ch->desc; sprintf(buf,"A pair of eyes grows on %s's %s.\n\rThe eyes blink once, then disappear.\n\r", gch->name, obj->short_descr); for (victim = gch->in_room->people; victim != NULL; victim = victim->next_in_room) { if (victim == gch) continue; // the victim cannot see this. send_to_char(buf,victim); } if (IS_SET(gch->extra, EXTRA_AFK)) { afk = TRUE; REMOVE_BIT(gch->extra, EXTRA_AFK); } do_look(gch,""); gch->desc = tmp; if (afk) SET_BIT(gch->extra, EXTRA_AFK); return; } else if ((location = obj->in_room) != NULL) { if (has_area_affect(location->area, AREA_AFF_BADMOON, 0)) { send_to_char("Some powerful magic prevent your scrying attempt.\n\r", ch); return; } sprintf(buf,"A pair of eyes grows on %s.\n\rThe eyes blink once, then disappear.\n\r", obj->short_descr); for (victim = location->people; victim != NULL; victim = victim->next_in_room) { if (victim == ch) continue; // the player is seeing through the item, and will not see the eyes even if he is in the room. send_to_char(buf,victim); } obj_from_room(obj); from = ch->in_room; char_from_room(ch); char_to_room(ch, location); do_look(ch, ""); char_from_room(ch); char_to_room(ch, from); obj_to_room(obj, location); return; } else // inside something. { send_to_char("It's pitch black, wonder where this item is.\n\r",ch); return; } } void do_pkhunter(CHAR_DATA *ch, char *argument) { MOB_INDEX_DATA *pMobIndex; CHAR_DATA *mob; MOB_TRIGGER *mProg; if (IS_NPC(ch)) return; if (get_ratio(ch) < 5000) { send_to_char("Huh?\n\r",ch); return; } if (!TIME_UP(ch, TIMER_HUNTER)) { send_to_char("You can only summon the hunter once every 18 hours.\n\r", ch); return; } if ((pMobIndex = get_mob_index(MOB_VNUM_HUNTER)) == NULL) { send_to_char("Bug, please report this to an immortal.\n\r", ch); return; } mob = create_mobile(pMobIndex); if (trigger_free == NULL) { mProg = alloc_perm(sizeof(*mProg)); } else { mProg = trigger_free; trigger_free = trigger_free->next; } mProg->type = MTRIG_HUNTER; mProg->vnum = 0; mProg->keywords = str_dup("&tracking*"); mProg->roomOutput = str_dup("Follow me master, I have found the trail."); mProg->chOutput = str_dup("I cannot find the trail, master."); mProg->next = mob->triggers; mob->triggers = mProg; mob->decay_pulse = number_range(6, 8); char_to_room(mob, ch->in_room); act("You call upon the dark hunter, and it appears in a puff of smoke.", ch, NULL, NULL, TO_CHAR); act("$n calls upon the dark hunter, and it appears in a puff of smoke.", ch, NULL, NULL, TO_ROOM); do_follow(ch, "hunter"); SET_TIMER(ch, TIMER_HUNTER, 18); return; } /* Disabled for now void do_pkportal (CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; one_argument (argument, arg); if (IS_NPC(ch)) return; if (get_ratio(ch) < 5000) { send_to_char("Huh?\n\r",ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("Walk the silverpath to whom?\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Not on mobs.\n\r",ch); return; } if (victim->fight_timer == 0) { send_to_char("They are not engaged in pk.\n\r",ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } location = victim->in_room; act("You step onto the silverpath.", ch, NULL, NULL, TO_CHAR); act("$n steps into thin air.", ch, NULL, NULL, TO_ROOM); char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act("You leave the silverpath.", ch, NULL, NULL, TO_CHAR); act("$n steps out of thin air.", ch, NULL, NULL, TO_ROOM); WAIT_STATE(ch, 6); return; } */ void do_pkaura (CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (get_ratio(ch) < 2000) { send_to_char("huh?\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char("Read the aura of who?\n\r",ch); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char("Not on mobs.\n\r",ch); return; } if (victim->in_room) { if (has_area_affect(victim->in_room->area, AREA_AFF_BADMOON, 0)) { send_to_char("Some powerful magic prevent your aura scrying attempt.\n\r", ch); return; } } if (victim->trust > 6) { send_to_char("SPYING ON THE GODS!?!?!?!\n\r",ch); send_to_char("Someone is trying to read your aura.\n\r",victim); return; } 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 (ch->trust < 7) send_to_char("You are being examined.\n\r",victim); sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),char_ac(victim)); send_to_char(buf,ch); sprintf(buf,"Generation:%d\n\r",victim->generation); send_to_char(buf,ch); if (ch->level < 7) ch->fight_timer += 3; return; } void do_pkheal(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (get_ratio(ch) < 500) { send_to_char("huh?\n\r",ch); return; } if (ch->fight_timer > 0) { send_to_char("You cannot focus your mind.\n\r",ch); return; } ch->hit += UMIN(get_ratio(ch), 2500); if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; send_to_char("You release your control and let harmony and peace flow over you.\n\r",ch); WAIT_STATE(ch,12); return; } void do_pkpowers(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (get_ratio(ch) < 500) send_to_char("You suck, get lost.\n\r",ch); if (get_ratio(ch) > 499) send_to_char("* Sanctum - Concentrate on your inner peace.\n\r",ch); if (get_ratio(ch) > 999) send_to_char("* Eaglesight - Scry on players even through shield.\n\r",ch); if (get_ratio(ch) > 1999) send_to_char("* Lifesense - Global readaura.\n\r",ch); if (get_ratio(ch) > 2999) send_to_char("* Calltoarms - Call for help during battle.\n\r",ch); if (get_ratio(ch) > 3499) send_to_char("* Objectscry - See through the 'eyes' of an item.\n\r",ch); if (get_ratio(ch) > 3999) send_to_char("* Ironmind - Prepare yourself mentally for battle.\n\r",ch); if (get_ratio(ch) > 4499) send_to_char("* Crystalsight - Gain superior sight for a short while.\n\r",ch); if (get_ratio(ch) > 4999) send_to_char("* Darkhunter - The ability to summon The Dark Hunter.\n\r",ch); if (get_ratio(ch) > 2499) send_to_char("* You have enhanced fighting abilities.\n\r",ch); if (get_ratio(ch) > 1499) send_to_char("* You have enhanced awareness.\n\r",ch); return; } /* Mastery command to gain mastery items */ void do_mastery(CHAR_DATA *ch, char *argument) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int vnum; char buf[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; if (IS_SET(ch->newbits, NEW_MASTERY) && ch->level < 6) { send_to_char("You've already gotten your mastery. If you lost it, tough luck!\n\r",ch); return; } if (ch->wpn[0] < 200 || ch->wpn[1] < 200 || ch->wpn[2] < 200 || ch->wpn[3] < 200 || ch->wpn[4] < 200 || ch->wpn[5] < 200 || ch->wpn[6] < 200 || ch->wpn[7] < 200 || ch->wpn[8] < 200 || ch->wpn[9] < 200 || ch->wpn[10] < 200 || ch->wpn[11] < 200 || ch->wpn[12] < 200 ) { send_to_char("Maybe you should grandmaster your weapons first.\n\r",ch); return; } if (ch->spl[0] < 200 || ch->spl[1] < 200 || ch->spl[2] < 200 || ch->spl[3] < 200 || ch->spl[4] < 200 ) { send_to_char("Maybe you should be grand sorcerer in all spell colors first.\n\r",ch); return; } if (ch->stance[1] < 200 || ch->stance[2] < 200 || ch->stance[3] < 200 || ch->stance[4] < 200 || ch->stance[5] < 200 || ch->stance[6] < 200 || ch->stance[7] < 200 || ch->stance[8] < 200 || ch->stance[9] < 200 || ch->stance[10] < 200 ) { send_to_char("Maybe you should grandmaster your stances first.\n\r",ch); return; } if (IS_CLASS(ch, CLASS_MAGE)) vnum = 33014; else if (IS_CLASS(ch, CLASS_WEREWOLF)) vnum = 33112; else if (IS_CLASS(ch, CLASS_NINJA)) vnum = 33094; else if (IS_CLASS(ch, CLASS_MONK)) vnum = 33032; else if (IS_CLASS(ch, CLASS_DROW)) vnum = 33074; else if (IS_CLASS(ch, CLASS_DEMON)) vnum = 33134; else if (IS_CLASS(ch, CLASS_VAMPIRE)) vnum = 33054; else if (IS_CLASS(ch, CLASS_DROID)) vnum = 33153; else if (IS_CLASS(ch, CLASS_SAMURAI)) vnum = 33177; else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) vnum = 29989; else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) vnum = 33174; else if (IS_CLASS(ch, CLASS_ANGEL)) vnum = 33193; else if (IS_CLASS(ch, CLASS_TANARRI)) vnum = 33213; else if (IS_CLASS(ch, CLASS_LICH)) vnum = 33233; else if (IS_CLASS(ch, CLASS_HOBBIT)) vnum = 33255; else if (IS_CLASS(ch, CLASS_FAE)) vnum = 33261; else if (IS_CLASS(ch, CLASS_GIANT)) vnum = 33293; else if (IS_CLASS(ch, CLASS_DRONE)) vnum = 33313; else { send_to_char("Your class mastery is not done yet, please notify Jobo that you want him to make it.\n\r",ch); return; } if ((pObjIndex = get_obj_index(vnum)) == NULL) { send_to_char("Missing object, inform Jobo.\n\r",ch); return; } obj = create_object(pObjIndex, 50); obj_to_char(obj,ch); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; sprintf(buf,"%s has achieved mastery.",ch->name); do_info(ch,buf); SET_BIT(ch->newbits, NEW_MASTERY); return; } /* superstances are in :-) */ void do_setstance(CHAR_DATA *ch, char *argument) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char arg3 [MAX_INPUT_LENGTH]; int currentstance; char buf[MAX_STRING_LENGTH]; int cost = 0; int count = 0; int max_supreme = 0; int max_greater = 0; int max_lesser = 0; int min_cost = 0; int max_cost = 0; int current_supreme = 0; int current_greater = 0; int current_lesser = 0; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); strcpy(arg3, argument); if (ch->stance[STANCE_TIGER] < 200 || ch->stance[STANCE_SWALLOW] < 200 || ch->stance[STANCE_MONKEY] < 200 || ch->stance[STANCE_MANTIS] < 200 || ch->stance[STANCE_DRAGON] < 200) { send_to_char("You need to max your normal stances first.\n\r",ch); return; } if (ch->stance[19] == -1) {max_lesser = 3; currentstance = 19; min_cost=40; max_cost=240;} else if (ch->stance[20] == -1) {max_lesser = 4; max_greater = 1; currentstance = 20; min_cost = 80; max_cost = 280;} else if (ch->stance[21] == -1) {max_lesser = 4; max_greater = 2; currentstance = 21; min_cost = 120; max_cost = 300;} else if (ch->stance[22] == -1) {currentstance = 22; max_lesser = 4; max_greater = 4; max_supreme = 1; min_cost = 160; max_cost = 360;} else if (ch->stance[23] == -1) {currentstance = 23; max_lesser = 4; max_greater = 4; max_supreme = 2; min_cost = 200; max_cost = 380;} else if (!str_cmp(arg1,"clear") || !str_cmp(arg1,"show")) {currentstance = 23; max_lesser = 4; max_greater = 4; max_supreme = 2; min_cost = 200; max_cost = 380;} else { send_to_char("You already have all your superstances, if you want to clear ALL your superstances, you can\n\r",ch); send_to_char("type 'setstance clear all stances'. WARNING, this will remove ALL your superstances!\n\r",ch); return; } if (currentstance > 19 && ch->stance[currentstance-7] < 200) { send_to_char("Maybe you should max your current superstance first.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DODGE)) {count++;cost += count*20;} if (IS_SET(ch->stance[18], STANCEPOWER_PARRY)) {count++;cost += count*20;} if (IS_SET(ch->stance[18], STANCEPOWER_SPEED)) {count++;cost += count*20;} if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS)) {count++;cost += count*20;} if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser++;cost += 20;} if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater++;cost += 40;} if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme++;cost += 60;} if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser++;cost += 20;} if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater++;cost += 40;} if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme++;cost += 60;} if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser++;cost += 20;} if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater++;cost += 40;} if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme++;cost += 60;} if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser++;cost += 20;} if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater++;cost += 40;} if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme++;cost += 60;} if (arg1[0] == '\0') { send_to_char(" #r*****************************************************************************************#n\n\r",ch); send_to_char(" #r*#C Superstance Editor v0.3 by Jobo #r*#n\n\r",ch); send_to_char(" #r*****************************************************************************************#n\n\r",ch); send_to_char(" #r*#n [DAMCAP] Increase your damcap. #r*#n\n\r",ch); send_to_char(" #r*#n [REV_DC] Lower your opponents damcap. #r*#n\n\r",ch); send_to_char(" #r*#n [DAMAGE] Increase your damage. #r*#n\n\r",ch); send_to_char(" #r*#n [RESIST] Resist more damage. #r*#n\n\r",ch); send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch); send_to_char(" #r*#n The above powers comes in lesser, greater and supreme versions. #r*#n\n\r",ch); send_to_char(" #r*#n The powers each cost 20/40/60 million exp, depending on level. #r*#n\n\r",ch); if (currentstance == 19) send_to_char(" #r*#C You may choose up to three lesser powers. #r*#n\n\r",ch); else if (currentstance == 20) send_to_char(" #r*#C You may choose up to one greater power. #r*#n\n\r",ch); else if (currentstance == 21) send_to_char(" #r*#C You may choose up to two greater powers. #r*#n\n\r",ch); else if (currentstance == 22) send_to_char(" #r*#C You may choose up to one supreme power. #r*#n\n\r",ch); else if (currentstance == 23) send_to_char(" #r*#C You may choose up to two supreme powers. #r*#n\n\r",ch); if (currentstance > 19) send_to_char(" #r*#n There are no maximum on powers of lower level than that. #r*#n\n\r",ch); send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch); send_to_char(" #r*#n Currently you have chosen the following for your next superstance : #r*#n\n\r",ch); if (ch->stance[18] == 0) send_to_char(" #r*#n None. #r*#n\n\r",ch); else { if (IS_SET(ch->stance[18], STANCEPOWER_DODGE)) send_to_char(" #r*#n Advanced dodge. #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_PARRY)) send_to_char(" #r*#n Advanced parry. #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_SPEED)) send_to_char(" #r*#n Superior Speed. #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS)) send_to_char(" #r*#n Bypass Parry and Dodge. #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) send_to_char(" #r*#n Increased damage (lesser) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) send_to_char(" #r*#n Increased damage (greater) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) send_to_char(" #r*#n Increased damage (supreme) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) send_to_char(" #r*#n Increased damage resistance (lesser) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) send_to_char(" #r*#n Increased damage resistance (greater) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) send_to_char(" #r*#n Increased damage resistance (supreme) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) send_to_char(" #r*#n Increased damcap (lesser) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) send_to_char(" #r*#n Increased damcap (greater) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) send_to_char(" #r*#n Increased damcap (supreme) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) send_to_char(" #r*#n Damcap reduction for opponent (lesser) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) send_to_char(" #r*#n Damcap reduction for opponent (greater) #r*#n\n\r",ch); if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) send_to_char(" #r*#n Damcap reduction for opponent (supreme) #r*#n\n\r",ch); } send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch); send_to_char(" #r*#n You may also select any of these powers for the cost of 20 mill exp for the first, #r*#n\n\r",ch); send_to_char(" #r*#n 40 for the next, 60 for the third, and finally 80 for the last. #r*#n\n\r",ch); send_to_char(" #r*#n [SPEED] Increase your fighting speed. #r*#n\n\r",ch); send_to_char(" #r*#n [PARRY] Increase your parrying ability. #r*#n\n\r",ch); send_to_char(" #r*#n [DODGE] Increase your dodging ability. #r*#n\n\r",ch); send_to_char(" #r*#n [BYPASS] Bypass the two above powers. #r*#n\n\r",ch); send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch); send_to_char(" #r*#n Type \"setstance <power> <lesser/greater/supreme>\" #r*#n\n\r",ch); send_to_char(" #r*#n [the latter only for the four top powers] to set or remove a certain power #r*#n\n\r",ch); send_to_char(" #r*#n to your stance. then type \"setstance done\" when your done. #r*#n\n\r",ch); send_to_char(" #r*#n You can also type \"setstance clear\" to clear your current settings. #r*#n\n\r",ch); send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch); send_to_char(" #r*#n You can also type \"setstance show <ss1/ss2/etc>\" #r*#n\n\r",ch); send_to_char(" #r*#n to show the settings on one of your stances. #r*#n\n\r",ch); send_to_char(" #r*---------------------------------------------------------------------------------------*#n\n\r",ch); sprintf(buf, " #r*#n Cost of current stance : %-3d million exp. #r*#n\n\r", cost); send_to_char(buf,ch); send_to_char(" #r*****************************************************************************************#n\n\r",ch); return; } else if (!str_cmp(arg1, "show")) { if (!str_cmp(arg2,"ss1")) currentstance = 19; else if (!str_cmp(arg2,"ss2")) currentstance = 20; else if (!str_cmp(arg2,"ss3")) currentstance = 21; else if (!str_cmp(arg2,"ss4")) currentstance = 22; else if (!str_cmp(arg2,"ss5")) currentstance = 23; else { send_to_char("No stance by that name.\n\r",ch); return; } if (ch->stance[currentstance] == -1) { send_to_char("No, you don't have that stance yet, SILLY!\n\r",ch); return; } send_to_char("This stance has the following powers :\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DODGE)) send_to_char("Advanced Dodge.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_PARRY)) send_to_char("Advanced Parry.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_SPEED)) send_to_char("Superior Speed.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_BYPASS)) send_to_char("The Bypassing ability.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_1)) send_to_char("Lesser Damage.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_2)) send_to_char("Greater Damage.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_3)) send_to_char("Superior Damage.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_1)) send_to_char("Lesser Resistance.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_2)) send_to_char("Greater Resistance.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_3)) send_to_char("Supreme Resistance.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_1)) send_to_char("Lesser Damcap.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_2)) send_to_char("Greater Damcap.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_3)) send_to_char("Supreme Damcap.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_1)) send_to_char("Lesser reverse Damcap.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_2)) send_to_char("Greater reverse Damcap.\n\r",ch); if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_3)) send_to_char("Supreme reverse Damcap.\n\r",ch); return; } else if (!str_cmp(arg1, "done")) { if (ch->exp < cost * 1000000) { send_to_char("You don't have enough exp to buy this stance.\n\r",ch); return; } if (cost < min_cost) { sprintf(buf, "You need to spend at least %d million exp on this stance.\n\r", min_cost); send_to_char(buf, ch); return; } if (cost > max_cost) { sprintf(buf, "You can only spend %d million exp on this stance.\n\r", max_cost); send_to_char(buf, ch); return; } ch->stance[currentstance] = ch->stance[18]; ch->stance[18] = 0; ch->exp -= cost * 1000000; switch (currentstance) { default: break; case 19: SET_BIT(ch->pcdata->jflags, JFLAG_SS1); break; case 20: SET_BIT(ch->pcdata->jflags, JFLAG_SS2); break; case 21: SET_BIT(ch->pcdata->jflags, JFLAG_SS3); break; case 22: SET_BIT(ch->pcdata->jflags, JFLAG_SS4); break; case 23: SET_BIT(ch->pcdata->jflags, JFLAG_SS5); break; } send_to_char("ok.\n\r",ch); return; } else if (!str_cmp(arg1, "clear")) { if (arg2[0] == '\0') { ch->stance[18] = 0; send_to_char("Stance cleared.\n\r",ch); return; } if (!str_cmp(arg2,"all") && !str_cmp(arg3,"stances")) { if ((ch->in_room == NULL || ch->in_room->vnum != 3054)) { send_to_char("To clear ALL your superstance, you must be at the Temple Altar of Midgaard.\n\r",ch); return; } ch->stance[12] = STANCE_NONE; ch->stance[0] = 0; ch->stance[13] = 0; ch->stance[14] = 0; ch->stance[15] = 0; ch->stance[16] = 0; ch->stance[17] = 0; ch->stance[18] = 0; ch->stance[19] = -1; ch->stance[20] = -1; ch->stance[21] = -1; ch->stance[22] = -1; ch->stance[23] = -1; send_to_char("Ok.\n\r",ch); } } else if (!str_cmp(arg1, "dodge")) { if (IS_SET(ch->stance[18], STANCEPOWER_DODGE )) REMOVE_BIT(ch->stance[18], STANCEPOWER_DODGE); else SET_BIT(ch->stance[18], STANCEPOWER_DODGE); send_to_char("Ok.\n\r",ch); return; } else if (!str_cmp(arg1, "parry")) { if (IS_SET(ch->stance[18], STANCEPOWER_PARRY )) REMOVE_BIT(ch->stance[18], STANCEPOWER_PARRY); else SET_BIT(ch->stance[18], STANCEPOWER_PARRY); send_to_char("Ok.\n\r",ch); return; } else if (!str_cmp(arg1, "speed")) { if (IS_SET(ch->stance[18], STANCEPOWER_SPEED )) REMOVE_BIT(ch->stance[18], STANCEPOWER_SPEED); else SET_BIT(ch->stance[18], STANCEPOWER_SPEED); send_to_char("Ok.\n\r",ch); return; } else if (!str_cmp(arg1, "bypass")) { if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS )) REMOVE_BIT(ch->stance[18], STANCEPOWER_BYPASS); else SET_BIT(ch->stance[18], STANCEPOWER_BYPASS); send_to_char("Ok.\n\r",ch); return; } else if (arg2[0] == '\0') { send_to_char("What?!?\n\r",ch); return; } else if (!str_cmp(arg1, "damage")) { if (!str_cmp(arg2, "lesser")) { if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) { if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) { send_to_char("You allready have the damage power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);} else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more lesser powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "greater")) { if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) { if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) { send_to_char("You allready have the damage power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);} else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more greater powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "supreme")) { if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) { if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) { send_to_char("You allready have the damage power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);} else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more supreme powers.\n\r",ch); return; } } else { send_to_char("What?!?\n\r",ch); return; } } else if (!str_cmp(arg1, "damcap")) { if (!str_cmp(arg2, "lesser")) { if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) { if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) { send_to_char("You allready have the damcap power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);} else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more lesser powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "greater")) { if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) { if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) { send_to_char("You allready have the damcap power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);} else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more greater powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "supreme")) { if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) { if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) { send_to_char("You allready have the damcap power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);} else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more supreme powers.\n\r",ch); return; } } else { send_to_char("What?!?\n\r",ch); return; } } else if (!str_cmp(arg1, "resist")) { if (!str_cmp(arg2, "lesser")) { if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) { if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) { send_to_char("You allready have the resist power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_1);} else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_1);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more lesser powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "greater")) { if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) { if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) { send_to_char("You allready have the resist power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_2);} else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_2);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more greater powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "supreme")) { if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) { if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) { send_to_char("You allready have the resist power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_3);} else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_3);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more supreme powers.\n\r",ch); return; } } else { send_to_char("What?!?\n\r",ch); return; } } else if (!str_cmp(arg1, "rev_dc")) { if (!str_cmp(arg2, "lesser")) { if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) { if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) { send_to_char("You allready have the reverse damcap power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);} else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more lesser powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "greater")) { if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) { if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) { send_to_char("You allready have the reverse damcap power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);} else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more greater powers.\n\r",ch); return; } } else if (!str_cmp(arg2, "supreme")) { if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) { if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) { send_to_char("You allready have the reverse damcap power set.\n\r",ch); return; } if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);} else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);} send_to_char("Ok.\n\r",ch); return; } else { send_to_char("You are not allowed to have any more supreme powers.\n\r",ch); return; } } else { send_to_char("What?!?\n\r",ch); return; } } else do_setstance(ch,""); } void do_address(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; send_to_char("Jobo's homepage : http://www.daimi.au.dk/~jobo/dystopia\n\r",ch); return; } void do_ragnarok( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int amount; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (ragnarok_timer < 120 * PULSE_AREA) { send_to_char("You may not call for ragnarok yet.\n\r",ch); return; } if (has_timer(ch)) return; if (arg[0] == '\0') { send_to_char("How many qps do you want to bid ?\n\r",ch); return; } if (!is_number(arg)) { send_to_char("A number please, how many qps do you want to bid towards ragnarok.\n\r",ch); return; } amount = atoi(arg); if (amount < 100) { send_to_char("You cannot tempt the gods with this puny amount.\n\r",ch); return; } if (amount > 1000) { send_to_char("You don't want to spend this many qps to end the world.\n\r",ch); return; } if (ch->pcdata->quest < amount) { send_to_char("Hah!\n\r",ch); return; } ch->pcdata->quest -= amount; ragnarok_cost -= amount; if (ragnarok_cost <= 0) { ragnarok_cost = 3000; ragnarok = TRUE; ragnarok_timer = 0; do_info(ch,"#0The world comes to an end, #yRAGNAROK#0 is over us all!!!!#n"); } else do_info(ch,"The ragnarok moves closer, the gods shiver with fear"); return; } void do_timer( CHAR_DATA *ch, char *argument) { int arenatime, ragnaroktime; char buf[MAX_STRING_LENGTH]; int i; if (IS_NPC(ch)) return; if (arenaopen) arenatime = 0; else arenatime = (PULSE_ARENA - 45 * PULSE_PER_SECOND - pulse_arena); if (ragnarok) ragnaroktime = 0; else ragnaroktime = (120 * PULSE_AREA - ragnarok_timer); if (ragnaroktime < 0 ) ragnaroktime = 0; sprintf(buf, "Next arena will happen in : %3d minutes.\n\r", arenatime/PULSE_AREA); send_to_char(buf,ch); sprintf(buf, "Bidding on ragnarok starts in : %3d minutes.\n\r", ragnaroktime/PULSE_AREA); send_to_char(buf,ch); if (global_exp) { sprintf(buf, "Happy Hour will end in : %3d minutes.\n\r", pulse_doubleexp/PULSE_AREA + 1); send_to_char(buf,ch); } else { if (ccenter[CCENTER_HH_TIME] - exptimer < ccenter[CCENTER_QD_TIME] * 0.05) sprintf(buf, "Chance of Happy Hour : %2d %%\n\r", calc_chance_happy_hour()); else { i = (ccenter[CCENTER_HH_TIME] - exptimer)/20; sprintf(buf, "Estimated time to Happy Hour : %3d minutes.\n\r", 10*i); } send_to_char(buf, ch); } if (global_qp) { sprintf(buf,"Questors Delight will end in : %3d minutes.\n\r", pulse_doubleqp/PULSE_AREA + 1); send_to_char(buf,ch); } else { if (ccenter[CCENTER_QD_TIME] - qpstimer < ccenter[CCENTER_QD_TIME] * 0.05) sprintf(buf, "Chance of Questors Delight : %2d %%\n\r", calc_chance_delight_hour()); else { i = (ccenter[CCENTER_QD_TIME] - qpstimer)/20; sprintf(buf, "Estimated time to Questors D. : %3d minutes.\n\r", 10*i); } send_to_char(buf, ch); } return; } void do_exp( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; unsigned int cost, to, from; argument = one_argument(argument,arg1); argument = one_argument(argument,arg2); if (IS_NPC(ch)) return; if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Usage is :\n\r",ch); send_to_char("exp <from> <to>\n\r",ch); send_to_char("ie. exp 4000 6000 will tell you how many exp it will cost to train from 4K to 6K\n\r",ch); send_to_char("can be used for primal as wel, just time the result by 500.\n\r", ch); return; } if (!is_number(arg1) || !is_number(arg2)) { send_to_char("Please use numbers.\n\r",ch); return; } from = atoi(arg1); to = atoi(arg2); if (from >= to) { send_to_char("Begin with a smaller number.\n\r",ch); return; } if (to > 120000) { send_to_char("Thats beyond the statcap.\n\r",ch); return; } if ((to > 50000 && to - from > 20000) || (to > 100000 && to - from > 10000) || (to - from > 50000)) { send_to_char("Please use a smaller interval to avoid integer overflows.\n\r",ch); return; } cost = (from + to) * (to - from + 1) / 2 - from; if (cost > 500000000) sprintf(buf,"The total cost in exp will be %d million\n\r", cost/1000000); else sprintf(buf,"The total cost in exp will be %d\n\r", cost); send_to_char(buf,ch); return; } void do_favor( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (IS_NPC(ch)) return; if (IS_SET(ch->act, PLR_RIGHTHAND) || IS_SET(ch->act, PLR_LEFTHAND) || IS_SET(ch->act, PLR_AMBI)) { send_to_char("Already set.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Favor left, right or both hands ?\n\r",ch); return; } if (!str_cmp(arg,"left")) { SET_BIT(ch->act, PLR_LEFTHAND); send_to_char("You favor your left arm in combat.\n\r",ch); } else if (!str_cmp(arg,"right")) { SET_BIT(ch->act, PLR_RIGHTHAND); send_to_char("You favor your right arm in combat.\n\r",ch); } else if (!str_cmp(arg,"both")) { SET_BIT(ch->act, PLR_AMBI); send_to_char("You fight well with both arms.\n\r",ch); } else do_favor(ch,""); return; } void do_alias(CHAR_DATA *ch, char *argument) { ALIAS_DATA *ali; char arg1[MAX_INPUT_LENGTH]; char testarg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg1); one_argument(argument, testarg); if ((ch->in_room == NULL || ch->in_room->vnum != 3054)) { send_to_char("You must be at the Temple Altar of Midgaard to create a new alias.\n\r",ch); return; } if (ch->pcdata->alias_count >= MAX_ALIAS) { send_to_char("Sorry, you have reached the limit for aliases, you need to remove some before you can make more.\n\r",ch); return; } if (arg1[0] == '\0' || argument[0] == '\0') { send_to_char("Syntax : alias 'short' 'long'\n\r",ch); send_to_char("\n\rThe 'short' is the alias, and the 'long' is the string that the alias replaces.\n\r",ch); send_to_char("ie. alias tt teleport orc.\n\r",ch); return; } if (strlen2(argument) > 400) { send_to_char("Behave... that's way to big.\n\r",ch); return; } smash_tilde(arg1); smash_tilde(testarg); smash_tilde(argument); if (!str_cmp(arg1, testarg)) { send_to_char("You cannot alias the alias.\n\r",ch); return; } if (!str_cmp(arg1, "showalias") || !str_cmp(arg1, "alias") || !str_cmp(arg1, "removealias")) { send_to_char("You really shouldn't alias the alias commands.\n\r", ch); return; } for (ali = ch->pcdata->alias; ali; ali = ali->next) { if (!str_cmp(arg1, ali->short_n)) { send_to_char("You already have such an alias.\n\r",ch); return; } if (!str_cmp(arg1, ali->long_n) || !str_cmp(argument, ali->short_n) || !str_cmp(argument, ali->long_n)) { send_to_char("No looping aliases please.\n\r", ch); return; } } if (alias_free == NULL ) { ali = alloc_perm(sizeof(*ali)); } else { ali = alias_free; alias_free = alias_free->next; } ali->short_n = str_dup(arg1); ali->long_n = str_dup(argument); ali->next = ch->pcdata->alias; ch->pcdata->alias = ali; ch->pcdata->alias_count++; send_to_char("Ok.\n\r",ch); return; } void do_showalias(CHAR_DATA *ch, char *argument) { ALIAS_DATA *ali; bool found = FALSE; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; for (ali = ch->pcdata->alias; ali; ali = ali->next) { found = TRUE; sprintf(buf, "%s '%s'\n\r", ali->short_n, ali->long_n); send_to_char(buf,ch); } if (!found) send_to_char("You have no aliases.\n\r",ch); return; } void do_removealias(CHAR_DATA *ch, char *argument) { ALIAS_DATA *ali; char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Remove which alias?\n\r",ch); return; } for (ali = ch->pcdata->alias; ali; ali = ali->next) { if (!str_cmp(arg, ali->short_n)) { alias_remove(ch, ali); send_to_char("Alias removed.\n\r",ch); ch->pcdata->alias_count--; return; } } send_to_char("No such alias.\n\r",ch); return; } void do_birth(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; DESCRIPTOR_DATA *dummy; if (IS_NPC(ch)) return; argument = one_argument(argument, arg); if (ch->sex != SEX_FEMALE) { send_to_char("Huh?\n\r", ch); return; } if (!IS_EXTRA(ch, EXTRA_PREGNANT)) { send_to_char("But you are not even pregnant!\n\r",ch); return; } if (!IS_EXTRA(ch, EXTRA_LABOUR)) { send_to_char("You're not ready to give birth yet.\n\r",ch); return; } if ( arg[0] == '\0' ) { if (ch->pcdata->genes[4] == SEX_MALE) send_to_char( "What do you wish to name your little boy?\n\r", ch ); else if (ch->pcdata->genes[4] == SEX_FEMALE) send_to_char( "What do you wish to name your little girl?\n\r", ch ); else send_to_char( "What do you wish to name your child?\n\r", ch ); return; } if (!check_parse_name(arg)) { send_to_char("Thats an illegal name.\n\r", ch); return; } if (char_exists(FALSE, arg)) { send_to_char("That player already exists.\n\r", ch); return; } if (descriptor_free == NULL ) { dummy = alloc_perm(sizeof(*dummy)); } else { dummy = descriptor_free; descriptor_free = descriptor_free->next; } arg[0] = UPPER(arg[0]); load_char_short(dummy, arg); victim = dummy->character; victim->pcdata->perm_str = 18; victim->pcdata->perm_int = 18; victim->pcdata->perm_wis = 18; victim->pcdata->perm_dex = 18; victim->pcdata->perm_con = 18; victim->stance[19] = -1; victim->stance[20] = -1; victim->stance[21] = -1; victim->stance[22] = -1; victim->stance[23] = -1; victim->class = 0; victim->max_hit = 5000; victim->hit = 5000; victim->max_mana = 5000; victim->mana = 5000; victim->max_move = 5000; victim->move = 5000; victim->sex = ch->pcdata->genes[4]; victim->level = 2; victim->generation = 6; victim->in_room = ch->in_room; set_learnable_disciplines(victim); save_char_obj(victim); free_char(victim); /* * Being nice and putting the descriptor back into the free list. */ dummy->next = descriptor_free; descriptor_free = dummy; ch->pcdata->genes[9] += 1; REMOVE_BIT(ch->extra, EXTRA_PREGNANT); REMOVE_BIT(ch->extra, EXTRA_LABOUR); save_char_obj(ch); if (ch->pcdata->genes[4] == SEX_MALE) sprintf(buf, "%s gives birth to %s's son, named %s!", ch->name, ch->pcdata->cparents, arg); else sprintf(buf, "%s gives birth to %s's daughter, named %s!", ch->name, ch->pcdata->cparents, arg); do_info(ch, buf); send_to_char("Pop!\n\r", ch); return; } void do_areaaffects(CHAR_DATA *ch, char *argument) { AREA_AFFECT *paf; bool found = FALSE; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; send_to_char("This area has been enchanted with :\n\r\n\r", ch); for (paf = ch->in_room->area->affects; paf; paf = paf->next) { found = TRUE; if (paf->type == AREA_AFF_GZONE) sprintf(buf, " God's Zone"); else if (paf->type == AREA_AFF_THORNS) sprintf(buf, " Thorns and Brambles"); else if (paf->type == AREA_AFF_PESTILENCE) sprintf(buf, " Pestilence"); else if (paf->type == AREA_AFF_BADMOON) sprintf(buf, " Bad Moon"); else if (paf->type == AREA_AFF_GAIA) sprintf(buf, " Gaia's Blessing"); else if (paf->type == AREA_AFF_CHAOS) sprintf(buf, " Chaotic Landscape"); else sprintf(buf, " Unknown"); sprintf(buf2, "%s by %s for a duration of %d hours\n\r", buf, religion_table[paf->religion].truename, paf->duration); send_to_char(buf2, ch); } if (!found) send_to_char(" nothing.\n\r", ch); return; } void do_newbiehint(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_SET(ch->pcdata->jflags, JFLAG_NONEWBIE)) { SET_BIT(ch->pcdata->jflags, JFLAG_NONEWBIE); send_to_char("Ok, newbie hints disabled.\n\r", ch); return; } REMOVE_BIT(ch->pcdata->jflags, JFLAG_NONEWBIE); send_to_char("Ok, newbie hints enabled.\n\r", ch); return; } void do_selfdelete(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (argument[0] == '\0') { send_to_char("Syntax : selfdelete <your password>\n\r", ch); send_to_char("WARNING : THIS WILL REMOVE YOU PERMANENTLY!!\n\r", ch); return; } if (has_timer(ch)) return; /* * check for password. */ if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd)) { send_to_char("Illegal password.\n\r", ch); WAIT_STATE(ch, 12); return; } /* * logged. */ sprintf(buf, "%s has selfdeleted, what a fool.", ch->name); log_string(buf); /* * set up the deletion */ sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname)); /* * make sure the player is offline. */ ch->fight_timer = 0; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO)); do_quit(ch, ""); unlink(buf); return; } void do_leader( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; stc("#0==<>==<>==<>==<>==<>==<>== #GLEADER BOARD #0==<>==<>==<>==<>==<>==<>==#n\n\r\n\r",ch); send_to_char(" #oMost Player Kills #C---> ", ch); sprintf(buf, "#G%-13s", leader_board.pk_name); send_to_char(buf, ch); sprintf(buf, " #owith #G%d #oKills#n\n\r", leader_board.pk_number); send_to_char(buf, ch); send_to_char(" #oMost Hours Played #C---> ", ch); sprintf(buf, "#G%-13s", leader_board.time_name); send_to_char(buf, ch); sprintf(buf, " #owith #G%d #oHours#n\n\r", leader_board.time_number); send_to_char(buf, ch); send_to_char(" #oMost Qps Earned #C---> ", ch); sprintf(buf, "#G%-13s", leader_board.quest_name); send_to_char(buf, ch); sprintf(buf, " #owith #G%d #oQps#n\n\r", leader_board.quest_number); send_to_char(buf, ch); send_to_char(" #oMost Mobs Killed #C---> ", ch); sprintf(buf, "#G%-13s", leader_board.mobkills_name); send_to_char(buf, ch); sprintf(buf, " #owith #G%d #oKills#n\n\r", leader_board.mobkills_number); send_to_char(buf, ch); send_to_char(" #oHighest PK score #C---> ", ch); sprintf(buf, "#G%-13s", leader_board.pkscore_name); send_to_char(buf, ch); sprintf(buf, " #owith #G%d #oPoints#n\n\r", leader_board.pkscore_number); send_to_char(buf, ch); send_to_char(" #oMost Arena Wins #C---> ", ch); sprintf(buf, "#G%-13s", leader_board.arena_name); send_to_char(buf, ch); sprintf(buf, " #owith #G%d #oWins#n\n\r", leader_board.arena_number); send_to_char(buf, ch); stc("\n\r#0==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==<>==#n\n\r",ch); return; } void do_policy(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg); if (IS_SET(ch->pcdata->jflags, JFLAG_POLICY)) { send_to_char("You have already accepted the policy.\n\r", ch); return; } if (!str_cmp(arg, "accept")) { if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd)) { send_to_char("Illegal password.\n\r", ch); WAIT_STATE(ch, 12); return; } send_to_char("You have accepted the player policy at Dystopia.\n\r", ch); SET_BIT(ch->pcdata->jflags, JFLAG_POLICY); do_autosave(ch, ""); sprintf(buf, "%s has accepted the player policy.", ch->name); log_string(buf); return; } else if (!str_cmp(arg, "decline")) { if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd)) { send_to_char("Illegal password.\n\r", ch); WAIT_STATE(ch, 12); return; } sprintf(buf, "%s has declined the player policy.", ch->name); log_string(buf); sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname)); ch->fight_timer = 0; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO)); do_quit(ch, ""); unlink(buf); } else { send_to_char("Syntax : policy [accept|decline] [password]\n\r", ch); return; } return; } int calc_chance_delight_hour() { if (qpstimer <= ccenter[CCENTER_QD_TIME]) return 0; return (qpstimer - ccenter[CCENTER_QD_TIME])/4; } int calc_chance_happy_hour() { if (exptimer <= ccenter[CCENTER_HH_TIME]) return 0; return (exptimer - ccenter[CCENTER_HH_TIME])/4; } void do_vote(CHAR_DATA *ch, char *argument) { POLL_DATA *poll; VOTE_DATA *vote; char *strtime; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char buf2[20]; bool found = FALSE; int i, choice; if (IS_NPC(ch)) return; argument = one_argument(argument, arg1); one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char(" #R[#G***#R] #CCurrent Polls at Dystopia #R[#G***#R]#n\n\r", ch); for (poll = poll_list; poll; poll = poll->next) { strtime = ctime(&poll->expire); for (i = 0; i < 6; i++) { buf2[i] = strtime[i + 4]; } buf2[6] = '\0'; sprintf(buf, "\n\r A poll on #y%s#n with the following options. (expires %s)\n\r\n\r", poll->name, buf2); send_to_char(buf, ch); for (i = 0; i < MAX_VOTE_OPTIONS; i++) { if (!str_cmp("<null>", poll->options[i])) continue; sprintf(buf, " #0[#R%2d#0] #y%s\n\r", i+1, poll->options[i]); send_to_char(buf, ch); } } send_to_char("\n\r #CPlease read HELP VOTE for details on voting.#n\n\r", ch); return; } if ((get_age(ch) - 17) < 5 || ch->mkill < 1000) { send_to_char("Please read HELP VOTE.\n\r", ch); return; } for (poll = poll_list; poll; poll = poll->next) { if (str_cmp(arg1, poll->name)) continue; found = TRUE; break; } if (!found) { send_to_char("Sorry, no such poll.\n\r", ch); return; } found = FALSE; for (vote = poll->votes; vote; vote = vote->next) { if (str_cmp(ch->name, vote->pname)) continue; found = TRUE; break; } if (found) { send_to_char("You have already voted on this poll.\n\r", ch); return; } for (i = 0; i < MAX_VOTE_OPTIONS; i++) { if (str_cmp(poll->options[i], "<null>")) continue; break; } if ((choice = atoi(arg2)) < 1 || choice > i) { send_to_char("Please pick a valid choice.\n\r", ch); return; } add_vote(poll, ch, choice); send_to_char("You vote has been accepted.\n\r", ch); save_subvotes(poll); return; } void add_vote(POLL_DATA *poll, CHAR_DATA *ch, int choice) { VOTE_DATA *vote; if (!ch->desc) return; if (!ch->desc->host) return; poll->vcount[choice-1]++; vote = alloc_perm(sizeof(*vote)); vote->pname = str_dup(ch->name); vote->phost = str_dup(ch->desc->host); vote->choice = choice; vote->next = poll->votes; poll->votes = vote; } void do_changes(CHAR_DATA *ch, char *argument) { CHANGE_DATA *change; char buf[MAX_STRING_LENGTH]; char tempbuf[MAX_STRING_LENGTH]; bool found = FALSE; int i = 0; if (IS_NPC(ch)) return; sprintf(buf, " #R[#0***#R] #yMinor Code Changes and Quick Messages #R[#0***#R]#n\n\r\n\r"); for (change = change_list; change; change = change->next) { found = TRUE; ++i; sprintf(tempbuf, " #R[#0%3d#R] #G%-6s #L%-9s #C%s#n\n\r", i, change->date, change->imm, change->text); strcat(buf, tempbuf); } if (found) send_to_char(buf, ch); else send_to_char("No changes.\n\r", ch); return; } void do_classportal(CHAR_DATA *ch, char *argument) { ROOM_INDEX_DATA *location; CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; char buf4[MAX_STRING_LENGTH]; int cost = 0; bool move = FALSE; one_argument(argument, arg); if (IS_NPC(ch)) return; switch(ch->class) { default: send_to_char("Huh?\n\r", ch); return; case CLASS_DEMON: if (!IS_DEMPOWER(ch, DEM_TRAVEL)) { send_to_char("You haven't been granted the gift of travel.\n\r",ch); return; } sprintf(buf1, "You sink into the ground, and make your way towards $N."); sprintf(buf2, "$n sinks into the ground."); sprintf(buf3, "You rise up from the ground, opposing $N."); sprintf(buf4, "$n rises up out of the ground."); move = TRUE; cost = 500; break; case CLASS_MAGE: if (ch->pcdata->powers[PINVOKE] < 1) { send_to_char("You don't have that invoke yet.\n\r",ch); return; } sprintf(buf1, "You utter a single powerword, teleporting you towards $N."); sprintf(buf2, "$n utters a strange sounding word and disappers."); sprintf(buf3, "You materialize infront of $N."); sprintf(buf4, "$n suddenly appears from out of nowhere."); move = FALSE; cost = 500; break; case CLASS_WEREWOLF: if (ch->power[DISC_WERE_LUNA] < 6) { send_to_char("You need to obtain level 6 Luna to use moongate.\n\r",ch); return; } move = FALSE; cost = 500; break; case CLASS_VAMPIRE: if (ch->power[DISC_VAMP_AUSP] < 4) { send_to_char("You must obtain level 4 Auspex to use Astral Walk.\n\r",ch); return; } sprintf(buf1, "You enter the astral plane, searching for $N."); sprintf(buf2, "$n enters the astral plane."); sprintf(buf3, "You leap out of the astral plane before $N."); sprintf(buf4, "$n leaps out of a rift in the astral plane."); move = TRUE; cost = 500; break; case CLASS_SAMURAI: sprintf(buf1, "You follow the ancestral path to $N."); sprintf(buf2, "$n steps into the air, leaving behind no trace whatsoever."); sprintf(buf3, "You step out of the air infront of $N."); sprintf(buf4, "$n steps out of the air in front of you."); move = TRUE; cost = 1000; break; case CLASS_DROW: if (!IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK)) { send_to_char("You have not been granted that power yet.\n\r", ch); return; } sprintf(buf1, "You walk into the shadows, hunting $N."); sprintf(buf2, "$n walks into the shadows."); sprintf(buf3, "You walk out of the shadows in front of $N."); sprintf(buf4, "$n walks out of the shadows."); move = TRUE; cost = 500; break; case CLASS_MONK: if (ch->pcdata->powers[PMONK] < 10) { send_to_char("You must obtain level 10 in mantras to use Celestial Path.\n\r",ch); return; } sprintf(buf1, "You concentrate and open a Celestial path to $N."); sprintf(buf2, "$n opens a celestial gateway and steps into it."); sprintf(buf3, "You leave a celestial path and stand before $N."); sprintf(buf4, "$n appears before you through a Celestial portal!"); move = FALSE; cost = 500; break; case CLASS_NINJA: if(!IS_SET(ch->pcdata->powers[NINJA_SHADOW], NSHADOWS_SHADOWWALK)) { send_to_char("You have not learned that kill yet.\n\r", ch ); return; } sprintf(buf1, "You walk into the shadows, hunting $N."); sprintf(buf2, "$n walks into the shadows."); sprintf(buf3, "You walk out of the shadows in front of $N."); sprintf(buf4, "$n walks out of the shadows."); move = FALSE; cost = 500; break; case CLASS_LICH: if (ch->pcdata->powers[CON_LORE] < 3) { send_to_char("You need conjuring level 3 to do this.\n\r",ch); return; } move = FALSE; cost = 1000; break; case CLASS_SHAPESHIFTER: if (ch->pcdata->powers[SHAPE_POWERS] < 2) { send_to_char("You need level 2 shiftpowers.\n\r",ch); return; } sprintf(buf1, "You reform into thin mist and seep into the floor, tracking $N."); sprintf(buf2, "$n reforms into thin mist and seeps into the floor."); sprintf(buf3, "You seep up from the floor and reform in front of $N."); sprintf(buf4, "A fine mist seeps up from the floor and reforms into $n."); move = TRUE; cost = 1000; break; case CLASS_TANARRI: if (!IS_SET(ch->pcdata->powers[TANARRI_POWER], TANARRI_CHAOSGATE)) { send_to_char("You don't have that power yet.\n\r",ch); return; } sprintf(buf1, "You open a gate made from pure chaos, trying to reach $N."); sprintf(buf2, "$n opens a gate of pure chaos and steps into it."); sprintf(buf3, "You step out of the gate in front of $N."); sprintf(buf4, "A gate appears from out of nowhere and $n steps out of it."); move = TRUE; cost = 1000; break; case CLASS_ANGEL: if (ch->pcdata->powers[ANGEL_JUSTICE] < 1) { send_to_char("You haven't learned to fly yet.\n\r",ch); return; } if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS)) { send_to_char("Where are your wings?\n\r",ch); return; } sprintf(buf1, "You fly towards $N."); sprintf(buf2, "$n flies into the sky."); sprintf(buf3, "You swoop down upon $N."); sprintf(buf4, "$n swoops down from the sky."); move = TRUE; cost = 1000; break; case CLASS_UNDEAD_KNIGHT: sprintf(buf1, "You ride your skeleton steed towards $N."); sprintf(buf2, "$n leaves the room, riding a black horse."); sprintf(buf3, "You arrive in front of $N."); sprintf(buf4, "$n rides toward you on $s skeleton steed!"); move = TRUE; cost = 1000; break; case CLASS_DROID: if (!IS_SET(ch->pcdata->powers[DROID_IMPLANTS], IMPLANT_SHADOWGATE)) { send_to_char("You don't have the shadowgate implant.\n\r", ch); return; } sprintf(buf1, "You walk into the shadows, hunting $N."); sprintf(buf2, "$n walks into the shadows."); sprintf(buf3, "You walk out of the shadows in front of $N."); sprintf(buf4, "$n walks out of the shadows."); move = TRUE; cost = 1000; break; case CLASS_DRONE: if (ch->pcdata->powers[DRONE_MINDCONTROL] < 3) { send_to_char("You haven't learned to dreamwalk yet.\n\r",ch); return; } sprintf(buf1, "You fade into the dreamworld, searching for $N's dreams."); sprintf(buf2, "$n closes $s eyes and fades away."); sprintf(buf3, "You enter $N's dreams and step out into the real world next to $M."); sprintf(buf4, "$n suddenly fades into existance."); move = FALSE; cost = 1000; break; case CLASS_HOBBIT: if (ch->pcdata->powers[HOBBIT_DISHES] < 10) { send_to_char("Only chefs that have mastered 10 ingredients can tunnel.\n\r",ch); return; } sprintf(buf1, "You start digging a tunnel towards $N."); sprintf(buf2, "$n pulls out a shovel and digs a tunnel."); sprintf(buf3, "You pop out of the earth in front of $N."); sprintf(buf4, "$n pops out of a hole in the earth."); move = TRUE; cost = 500; break; case CLASS_FAE: if (ch->power[DISC_FAE_NATURE] < 6) { send_to_char("You need level 6 discipline in nature.\n\r",ch); return; } sprintf(buf1, "You enter the nearest tree, searching for the roots of $N."); sprintf(buf2, "$n steps right into a tree, and is gone."); sprintf(buf3, "You step out from another tree right in front of $N."); sprintf(buf4, "$n steps out of a tree right next to you."); move = FALSE; cost = 1000; break; case CLASS_GIANT: if (ch->pcdata->rank < FOOT_20) { send_to_char("You're not high enough to do that, shorty.\n\r",ch); return; } sprintf(buf1, "You take a giant step towards $N."); sprintf(buf2, "$n takes a giant step, and is gone."); sprintf(buf3, "You step down in front of $N."); sprintf(buf4, "$n drops down in front of you, seemingly from one giant step."); move = TRUE; cost = 500; break; } if (cost == 0) cost = 10000; // debug. if (is_webbed(ch)) return; if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("They are not here.\n\r", ch ); return; } if (victim->in_room == ch->in_room) { send_to_char("You are already there.\n\r", ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { send_to_char("They are in the astral sphere.\n\r", ch); return; } if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim)) { if (IS_CLASS(ch, CLASS_DRONE) && victim->position == POS_SLEEPING) ; else { send_to_char("I don't think they want you to do that.\n\r", ch); return; } } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { send_to_char("Your room is not connected to the astral plane.\n\r", ch); return; } if (move && ch->move < cost) { send_to_char("You need more move.\n\r", ch); return; } else if (!move && ch->mana < cost) { send_to_char("You need more mana.\n\r", ch); return; } if (move) ch->move -= cost; else ch->mana -= cost; location = victim->in_room; if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_LICH)) { act(buf1, ch, NULL, victim, TO_CHAR); act(buf2, ch, NULL, NULL, TO_ROOM); char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act(buf3, ch, NULL, victim, TO_CHAR); act(buf4, ch, NULL, NULL, TO_ROOM); } else { OBJ_DATA *obj; int duration; /* A portal to the victim */ duration = number_range(2,3); if (IS_CLASS(ch, CLASS_LICH)) obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); else obj = create_object(get_obj_index(OBJ_VNUM_GATE2), 0); obj->value[0] = victim->in_room->vnum; obj->value[3] = ch->in_room->vnum; obj->timer = duration; if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room(obj, ch->in_room); /* and a portal that leads the other way */ if (IS_CLASS(ch, CLASS_LICH)) obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); else obj = create_object(get_obj_index(OBJ_VNUM_GATE2), 0); obj->value[0] = ch->in_room->vnum; obj->value[3] = victim->in_room->vnum; obj->timer = duration; if (IS_AFFECTED(victim,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room(obj, victim->in_room); if (IS_CLASS(ch, CLASS_WEREWOLF)) { act("A look of concentration passes over $n's face.", ch, NULL,NULL, TO_ROOM); send_to_char("A look of concentration passes over your face.\n\r", ch); act("$p appears in front of $n in a beam of moonlight.", ch, obj, NULL, TO_ROOM); act("$p appears in front of you in a beam of moonlight.", ch, obj, NULL, TO_CHAR); act("$p appears in front of $n in a beam of moonlight.", victim, obj, NULL, TO_ROOM); act("$p appears in front of you in a beam of moonlight.", ch, obj, victim, TO_VICT); } else { act("$p appears in front of $n.", ch, obj, NULL, TO_ROOM); act("$p appears in front of you.", ch, obj, NULL, TO_CHAR); act("$p appears in front of $n.", victim, obj, NULL, TO_ROOM); act("$p appears in front of you.", ch, obj, victim, TO_VICT); } } return; } void do_score(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; char tempbuf[MAX_STRING_LENGTH]; char linebuf1[MAX_STRING_LENGTH]; char linebuf2[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; sprintf(linebuf1, " %s\n\r", get_dystopia_banner("Godwars Dystopia", 72)); sprintf(linebuf2, "\n\r %s\n\r", get_dystopia_banner("", 72)); send_to_char(linebuf1, ch); send_to_char("\n\r", ch); sprintf(buf, " Your name is #C%s #nand you have been playing for #C%d #nhours\n\r", ch->name, (ch->played + (int) (current_time - ch->logon))/3600); send_to_char(buf, ch); birth_date(ch, FALSE); send_to_char("\n\r", ch); sprintf(tempbuf, " STR: #G%2d#n Hitpoints : #C%d#n/#C%d#n", get_curr_str(ch), ch->hit, ch->max_hit); sprintf(buf, "%-55s #uLast two kills#n\n\r", tempbuf); send_to_char(buf, ch); sprintf(tempbuf, " DEX: #G%2d#n Movement : #C%d#n/#C%d#n", get_curr_dex(ch), ch->move, ch->max_move); sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[0]); send_to_char(buf, ch); sprintf(tempbuf, " CON: #G%2d#n Magics : #C%d#n/#C%d#n", get_curr_con(ch), ch->mana, ch->max_mana); sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[1]); send_to_char(buf, ch); sprintf(tempbuf, " WIS: #G%2d#n PKscore : #y%d#n", get_curr_wis(ch), get_ratio(ch)); sprintf(buf, "%-51s #uRetaliation#n\n\r", tempbuf); send_to_char(buf, ch); sprintf(tempbuf, " INT: #G%2d#n Quest pts : #y%d#n/#C%d#n", get_curr_int(ch), ch->pcdata->quest, ch->pcdata->questtotal); sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->retaliation); send_to_char(buf, ch); send_to_char(linebuf2, ch); send_to_char("\n\r", ch); sprintf(buf, " Damroll : #C%d#n Hitroll : #C%d#n Armor : #C%d#n Damcap : #C%d#n\n\r", char_damroll(ch), char_hitroll(ch), char_ac(ch), ch->damcap[0]); send_to_char(buf, ch); sprintf(buf, " You are carrying #C%d#n/#C%d#n items with weight #C%d#n/#C%d#n lbs\n\r", ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch)); send_to_char(buf, ch); sprintf(buf, "\n\r Primal : #C%d#n Experience : #C%d#n Faithpoints : #C%d#n/#C%d#n\n\r", ch->practice, ch->exp, ch->pcdata->current_faith, ch->pcdata->faith); send_to_char(buf, ch); sprintf(buf, " Alignment : #C%d#n Upgrade Level : #C%d#n Paradox : #C%d#n\n\r", ch->alignment, is_upgrade(ch) ? ch->pcdata->upgrade_level + 1 : ch->pcdata->upgrade_level, ch->pcdata->mean_paradox_counter); send_to_char(buf, ch); /* class stuff */ if (IS_CLASS(ch, CLASS_DEMON)) { sprintf(buf, " Class Points : #C%d#n Souls : #C%d#n Rage : #C%d#n\n\r", ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->souls, ch->rage); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_DROW)) { sprintf(buf, " Class Points : #C%d#n Magic Resistance : #C%d#n\n\r", ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->stats[DROW_MAGIC]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) { sprintf(buf, " Shift Counter : #C%d#n Phase Counter : #C%d#n\n\r", ch->pcdata->powers[SHAPE_COUNTER], ch->pcdata->powers[PHASE_COUNTER]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_ANGEL)) { sprintf(buf, " Justice : #C%d#n Love : #C%d#n Harmony : #C%d#n Peace : #C%d#n\n\r", ch->pcdata->powers[ANGEL_JUSTICE], ch->pcdata->powers[ANGEL_LOVE], ch->pcdata->powers[ANGEL_HARMONY], ch->pcdata->powers[ANGEL_PEACE]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { sprintf(buf, " Beast : #C%d#n Rage : #C%d#n Blood : #C%d#n\n\r", ch->beast, ch->rage, ch->pcdata->condition[COND_THIRST]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_DROID)) { sprintf(buf, " Class Points : #C%d#n Droid Speed : #C%d#n\n\r", ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->powers[DROID_SPEED]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_WEREWOLF)) { sprintf(buf, " Rage : #C%d#n Gnosis : #C%d#n/#C%d#n\n\r", ch->rage, ch->gnosis[GCURRENT], ch->gnosis[GMAXIMUM]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_MONK)) { sprintf(buf, " Block Counter : #C%d#n Chi : #C%d#n/#C%d#n\n\r", ch->monkblock, ch->chi[CURRENT], ch->chi[MAXIMUM]); send_to_char(buf, ch); } else if (IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_NINJA) || IS_CLASS(ch, CLASS_TANARRI)) { sprintf(buf, " Class Points : #C%d#n\n\r", ch->pcdata->stats[8]); send_to_char(buf, ch); } send_to_char(linebuf2, ch); send_to_char("\n\r", ch); sprintf(tempbuf, " Players : #C%6d#n %s and #C%3d#n %s", ch->pkill, (ch->pkill == 1) ? "kill" : "kills", ch->pdeath, (ch->pdeath == 1) ? "death" : "deaths"); sprintf(buf, "%-50s Ratio #C%3d#n%s\n\r", tempbuf, calc_ratio(ch->pkill, ch->pdeath), "%"); send_to_char(buf, ch); sprintf(tempbuf, " Arena : #C%6d#n %s and #C%3d#n %s", ch->pcdata->awins, (ch->pcdata->awins == 1) ? "kill" : "kills", ch->pcdata->alosses, (ch->pcdata->alosses == 1) ? "death" : "deaths"); sprintf(buf, "%-50s Ratio #C%3d#n%s\n\r", tempbuf, calc_ratio(ch->pcdata->awins, ch->pcdata->alosses), "%"); send_to_char(buf, ch); sprintf(buf, " Monsters : #C%6d#n %s and #C%3d#n %s\n\r", ch->mkill, (ch->mkill == 1) ? "kill" : "kills", ch->mdeath, (ch->mdeath == 1) ? "death" : "deaths"); send_to_char(buf, ch); send_to_char(linebuf2, ch); return; } void do_ignore(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int i; if (IS_NPC(ch)) return; one_argument(argument, arg); if (arg[0] == '\0') { sprintf(buf, "You are currently ignoring :\n\r"); for (d = descriptor_list; d; d = d->next) { if (d->connected != CON_PLAYING) continue; if ((victim = d->character) == NULL) continue; for (i = 0; i < MAX_IGNORE; i++) { if (ch->pcdata->ignore[i] == victim->pcdata->playerid) { strcat(buf, "* "); strcat(buf, victim->name); strcat(buf, "\n\r"); } } } send_to_char(buf, ch); return; } if (!str_cmp(arg, "clear")) { for (i = 0; i < MAX_IGNORE; i++) { ch->pcdata->ignore[i] = -1; } send_to_char("All ignores cleared.\n\r", ch); return; } for (victim = char_list; victim; victim = victim->next) { if (IS_NPC(victim)) continue; if (!str_prefix(victim->name, arg)) { for (i = 0; i < MAX_IGNORE; i++) { if (ch->pcdata->ignore[i] == victim->pcdata->playerid) { ch->pcdata->ignore[i] = -1; sprintf(buf, "You stop ignoring %s.\n\r", victim->name); send_to_char(buf, ch); return; } } for (i = 0; i < MAX_IGNORE; i++) { if (ch->pcdata->ignore[i] == -1) { ch->pcdata->ignore[i] = victim->pcdata->playerid; sprintf(buf, "You now ignore %s.\n\r", victim->name); send_to_char(buf, ch); return; } } send_to_char("You cannot ignore any more people, try 'ignore clear'.\n\r", ch); return; } } send_to_char("Ignore whom?\n\r", ch); return; } void do_vt100(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (IS_SET(ch->act, PLR_VT100)) { REMOVE_BIT(ch->act, PLR_VT100); send_to_char(VT_RESET_TERMINAL, ch); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char("You cannot enable vt100 outside safe rooms.\n\r", ch); return; } send_to_char("Requesting VT100 information from your client.\n\r", ch); send_to_char("\e[999;999H", ch); send_to_char("\e[6n", ch); return; }