/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void horn args( ( CHAR_DATA *ch ) );
char *const dir_name[] = {
"north", "east", "south", "west", "up", "down"
};
const sh_int rev_dir[] = {
2, 3, 0, 1, 5, 4
};
const sh_int movement_loss[SECT_MAX] = {
1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6
};
/*
* Local functions.
*/
int find_door args( ( CHAR_DATA *ch, char *arg ) );
bool has_key args( ( CHAR_DATA *ch, int key ) );
int count_imms args( ( CHAR_DATA *ch ) );
bool check_track args( ( CHAR_DATA *ch, int direction ) );
void add_tracks args( ( CHAR_DATA *ch, int direction ) );
void drow_hate args( ( CHAR_DATA *ch) );
void move_char( CHAR_DATA *ch, int door )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
CHAR_DATA *mount;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
OBJ_DATA *obj;
EXIT_DATA *pexit;
DESCRIPTOR_DATA *d;
char buf [MAX_STRING_LENGTH];
char poly [MAX_STRING_LENGTH];
char mount2 [MAX_INPUT_LENGTH];
char leave [20];
int revdoor;
bool bad_wall = FALSE;
if ( door < 0 || door > 5 )
{
bug( "Do_move: bad door %d.", door );
return;
}
/*
* Exit trigger, if activated, bail out. Only PCs are triggered.
*/
if ( !IS_NPC(ch)
&& (p_exit_trigger( ch, door, PRG_MPROG )
|| p_exit_trigger( ch, door, PRG_OPROG )
|| p_exit_trigger( ch, door, PRG_RPROG )) )
return;
in_room = ch->in_room;
if (!in_room)
{
bug("Move_char : ch not in any room.", 0);
return;
}
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->to_room ) == NULL )
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
if (door == DIR_NORTH && ((obj=get_wall_list(ch,"walln",ch->in_room->contents)) != NULL ||
(obj=get_wall_list(ch,"walls",to_room->contents)) != NULL)) bad_wall = TRUE;
if (door== DIR_SOUTH && ((obj=get_wall_list(ch,"walls",ch->in_room->contents)) != NULL ||
(obj=get_wall_list(ch,"walln",to_room->contents)) != NULL)) bad_wall = TRUE;
if (door== DIR_EAST && ((obj=get_wall_list(ch,"walle",ch->in_room->contents)) != NULL ||
(obj=get_wall_list(ch,"wallw",to_room->contents)) != NULL)) bad_wall = TRUE;
if (door== DIR_WEST && ((obj=get_wall_list(ch,"wallw",ch->in_room->contents)) != NULL ||
(obj=get_wall_list(ch,"walle",to_room->contents)) != NULL)) bad_wall = TRUE;
if (door== DIR_UP && ((obj=get_wall_list(ch,"wallu",ch->in_room->contents)) != NULL ||
(obj=get_wall_list(ch,"walld",to_room->contents)) != NULL)) bad_wall = TRUE;
if (door== DIR_DOWN && ((obj=get_wall_list(ch,"walld",ch->in_room->contents)) != NULL ||
(obj=get_wall_list(ch,"wallu",to_room->contents)) != NULL)) bad_wall = TRUE;
if (bad_wall)
{
send_to_char("You are unable to pass the wall.\n\r",ch);
return;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
&& !IS_AFFECTED(ch, AFF_ETHEREAL)
&& !IS_IMMORTAL(ch)
&& !IS_AFFECTED(ch, AFF_SHADOWPLANE) )
{
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) &&
ch->power[DISC_WERE_BOAR] > 0 && !IS_SET(pexit->exit_info, EX_PRISMATIC_WALL))
{
act( "You smash open the $d.", ch, NULL, pexit->keyword, TO_CHAR );
act( "$n smashes open the $d.", ch, NULL, pexit->keyword, TO_ROOM );
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
}
else
{
act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
return;
}
}
if (IS_SET(pexit->exit_info, EX_PRISMATIC_WALL) && IS_SET(pexit->exit_info, EX_CLOSED))
{
stc( "The prismatic wall prevents movement through this closed exit.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM)
&& ch->master != NULL
&& in_room == ch->master->in_room )
{
send_to_char( "What? And leave your beloved master?\n\r", ch );
return;
}
if (IS_NPC(ch) && (mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_MOUNT))
{
send_to_char( "You better wait for instructions from your rider.\n\r", ch );
return;
}
if ( room_is_private( to_room ))
{
if ( IS_NPC( ch ) || ch->trust < MAX_LEVEL)
{
send_to_char( "That room is private right now.\n\r", ch );
return;
}
else
send_to_char( "That room is private (Access granted).\n\r", ch);
}
if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG)) &&
(IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG)) &&
(IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_HOLD) != NULL) &&
(IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_WIELD) != NULL))
{
send_to_char( "You need at least one free arm to drag yourself with.\n\r", ch );
return;
}
else if ( IS_BODY(ch,BROKEN_SPINE) &&
(IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_HOLD) != NULL) &&
(IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) ||
get_eq_char(ch, WEAR_WIELD) != NULL))
{
send_to_char( "You cannot move with a broken spine.\n\r", ch );
return;
}
if ( !IS_NPC(ch) )
{
int move;
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR )
{
if ( !IS_AFFECTED(ch, AFF_FLYING) &&
(!IS_NPC(ch) && (!IS_CLASS(ch, CLASS_DROW) ||
!IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))) &&
(!IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_FLYING) &&
(!IS_NPC(ch) && !IS_DEMAFF(ch,DEM_UNFOLDED)))
&& !((mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_RIDING) &&
IS_AFFECTED(mount, AFF_FLYING) ) )
{
send_to_char( "You can't fly.\n\r", ch );
return;
}
}
if ( in_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_NOSWIM )
{
bool found;
/*
* Look for a boat.
*/
found = FALSE;
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
{
if ( IS_VAMPAFF(ch, VAM_FLYING) )
found = TRUE;
else if ( IS_POLYAFF(ch, POLY_SERPENT) )
found = TRUE;
else if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) )
found = TRUE;
else if ((mount=ch->mount) != NULL && IS_SET(ch->mounted, IS_RIDING)
&& IS_AFFECTED(mount, AFF_FLYING))
found = TRUE;
else
{
send_to_char( "You are unable to cross running water.\n\r", ch );
return;
}
}
if ( IS_AFFECTED(ch, AFF_FLYING) )
found = TRUE;
else if ( !IS_NPC( ch) && IS_DEMAFF(ch, DEM_UNFOLDED) )
found = TRUE;
else if (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_DROW) &&
IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION)))
found = TRUE;
if ( !found )
{
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->item_type == ITEM_BOAT )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "You need a boat to go there.\n\r", ch );
return;
}
}
}
else if ( !IS_AFFECTED(ch, AFF_FLYING) && IS_POLYAFF(ch, POLY_FISH) )
{
bool from_ok = FALSE;
bool to_ok = FALSE;
if ( in_room->sector_type == SECT_WATER_NOSWIM ) from_ok = TRUE;
if ( in_room->sector_type == SECT_WATER_SWIM ) from_ok = TRUE;
if ( to_room->sector_type == SECT_WATER_NOSWIM ) to_ok = TRUE;
if ( to_room->sector_type == SECT_WATER_SWIM ) to_ok = TRUE;
if ( !from_ok || !to_ok )
{
send_to_char("You cannot cross land.\n\r",ch);
return;
}
}
move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)]
+ movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)]
;
if (IS_HERO(ch)) move = 0;
if(ch->move <= 0)
{
send_to_char("You are too Exhausted.\n\r",ch);
return;
}
if (IS_SET(ch->mounted, IS_RIDING) && (ch->move < move || ch->move < 1))
{
send_to_char( "You are too exhausted.\n\r", ch );
return;
}
if (IS_SET(pexit->exit_info, EX_IRON_WALL)
&& !IS_AFFECTED(ch, AFF_PASS_DOOR) )
{
send_to_char("A towering wall of iron blocks your path.\n\r", ch);
act("$n's path is blocked by the wall of iron.", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_SET(pexit->exit_info, EX_MUSHROOM_WALL))
{
send_to_char("The mushrooms block your path.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_ICE_WALL)
&& ch->power[DISC_DAEM_GELU] < 5 )
{
send_to_char("A huge wall of ice blocks your way.\n\r", ch);
return;
}
if (IS_SET(pexit->exit_info, EX_FIRE_WALL)
&& ch->class == 0)
{
act("$n bursts through the wall of fire.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the flames and are unaffected.\n\r", ch);
}
else if (IS_SET(pexit->exit_info, EX_FIRE_WALL)
&& ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
{
act("$n bursts through the wall of fire.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the flames.\n\r", ch);
ch->hit -= dice(6, 50);
stc("The flames sear your flesh.\n\r",ch);
}
if (IS_SET(pexit->exit_info, EX_SWORD_WALL)
&& ch->class == 0)
{
act("$n bursts through the wall of swords.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the swords and are unaffected.\n\r", ch);
}
else if (IS_SET(pexit->exit_info, EX_SWORD_WALL)
&& ch->class != 0 && !IS_NPC(ch) && ch->level > 2)
{
act("$n jumps through the wall of swords.", ch, NULL, NULL, TO_ROOM);
send_to_char("You jump through the swords.\n\r", ch);
send_to_char("Aaaaaaaaarghhhhhhh! That hurt!\n\r", ch);
ch->hit -= dice(6, 70);
}
if (IS_SET(pexit->exit_info, EX_ASH_WALL) )
{
send_to_char("You scream in agony as the wall of ash rips apart your life force.\n\r", ch);
act("$n screams in agony as the wall of ash rips $s life force apart.", ch, NULL, NULL, TO_ROOM);
ch->hit /= 2;
ch->move /= 2;
}
WAIT_STATE( ch, 1 );
if (!IS_SET(ch->mounted, IS_RIDING)) ch->move -= move;
}
/* Check for mount message - KaVir */
if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
{
if (IS_NPC(mount))
xprintf(mount2," on %s.",mount->short_descr);
else
xprintf(mount2," on %s.",mount->name);
}
else
xprintf(mount2,".");
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
xprintf(leave,"rolls");
else if ( IS_AFFECTED(ch,AFF_ETHEREAL) )
xprintf(leave,"floats");
else if ( ch->in_room->sector_type == SECT_WATER_SWIM )
xprintf(leave,"swims");
else if ( IS_SET(ch->polyaff,POLY_SERPENT) )
xprintf(leave,"slithers");
else if ( IS_SET(ch->polyaff,POLY_WOLF) )
xprintf(leave,"stalks");
else if ( IS_SET(ch->polyaff,POLY_FROG) )
xprintf(leave,"hops");
else if ( IS_SET(ch->polyaff,POLY_FISH) )
xprintf(leave,"swims");
else if ( !IS_NPC(ch) && IS_DEMAFF(ch,DEM_UNFOLDED) )
xprintf(leave,"flies");
else if ( IS_BODY(ch,BROKEN_SPINE) )
xprintf(leave,"drags $mself");
else if ( IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG) )
xprintf(leave,"drags $mself");
else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
(IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) )
xprintf(leave,"crawls");
else if ( ch->hit < (ch->max_hit/4) )
xprintf(leave,"crawls");
else if ( (IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) &&
(!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) &&
!IS_LEG_L(ch,LOST_FOOT)) )
xprintf(leave,"hops");
else if ( (IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
(!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) &&
!IS_LEG_R(ch,LOST_FOOT)) )
xprintf(leave,"hops");
else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_FOOT)) &&
(!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) &&
!IS_LEG_R(ch,LOST_FOOT)) )
xprintf(leave,"limps");
else if ( (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_FOOT)) &&
(!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) &&
!IS_LEG_L(ch,LOST_FOOT)) )
xprintf(leave,"limps");
else if ( ch->hit < (ch->max_hit/3) )
xprintf(leave,"limps");
else if ( ch->hit < (ch->max_hit/2) )
xprintf(leave,"staggers");
else if ( !IS_NPC(ch) )
{
if (ch->pcdata->condition[COND_DRUNK] > 10)
xprintf(leave,"staggers");
else
xprintf(leave,"walks");
}
else
xprintf(leave,"walks");
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
if ( ( victim = d->character ) == NULL )
continue;
if ( ch->in_room == NULL || victim->in_room == NULL ) continue;
if ( ch == victim || ch->in_room != victim->in_room) continue;
if ( d->connected != CON_PLAYING || !can_see( ch, victim ) )
continue;
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
&& can_see(victim,ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
xprintf(poly,"%s flies $T%s",ch->morph,mount2);
else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
xprintf(poly,"%s rides $T%s",ch->morph,mount2);
else
xprintf(poly,"%s %s $T%s",ch->morph,leave,mount2);
act( poly, victim, NULL, dir_name[door], TO_CHAR );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
&& can_see(victim,ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
xprintf(poly,"$n flies %s%s",dir_name[door],mount2);
else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
xprintf(poly,"$n rides %s%s",dir_name[door],mount2);
else
xprintf(poly,"$n %s %s%s",leave,dir_name[door],mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
}
char_from_room( ch );
char_to_room( ch, to_room );
if ( door == 0 ) {revdoor = 2;xprintf(buf,"the south");}
else if ( door == 1 ) {revdoor = 3;xprintf(buf,"the west");}
else if ( door == 2 ) {revdoor = 0;xprintf(buf,"the north");}
else if ( door == 3 ) {revdoor = 1;xprintf(buf,"the east");}
else if ( door == 4 ) {revdoor = 5;xprintf(buf,"below");}
else {revdoor = 4;xprintf(buf,"above");}
for ( d = descriptor_list; d != NULL; d = d->next )
{
CHAR_DATA *victim;
if ( ( victim = d->character ) == NULL )
continue;
if ( ch->in_room == NULL || victim->in_room == NULL ) continue;
if ( ch == victim || ch->in_room != victim->in_room) continue;
if ( d->connected != CON_PLAYING || !can_see( ch, victim ) )
continue;
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) && can_see(victim,ch))
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
xprintf(poly,"%s flies in from %s%s",ch->morph,buf,mount2);
else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
xprintf(poly,"%s rides in from %s%s",ch->morph,buf,mount2);
else
xprintf(poly,"%s %s in from %s%s",ch->morph,leave,buf,mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
else if ( !IS_AFFECTED(ch, AFF_SNEAK) && can_see(victim,ch)
&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
{
if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING &&
IS_AFFECTED(mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) ||
(!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) )
xprintf( poly, "$n flies in from %s%s",buf,mount2);
else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
xprintf(poly,"$n rides in from %s%s",buf,mount2);
else
xprintf( poly, "$n %s in from %s%s",leave,buf,mount2);
act( poly, ch, NULL, victim, TO_VICT );
}
}
do_look( ch, "auto" );
for ( fch = in_room->people; fch != NULL; fch = fch_next )
{
fch_next = fch->next_in_room;
if ( (mount = fch->mount) != NULL && mount == ch && IS_SET(fch->mounted,IS_MOUNT))
{
act( "$N digs $S heels into you.", fch, NULL, ch, TO_CHAR );
char_from_room(fch);
char_to_room(fch,ch->in_room);
}
if ( fch->master == ch && fch->position == POS_STANDING
&& fch->in_room != ch->in_room)
{
act( "You follow $N.", fch, NULL, ch, TO_CHAR );
move_char( fch, door );
}
}
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) )
p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY );
if ( !IS_NPC( ch ) )
{
p_greet_trigger( ch, PRG_MPROG );
p_greet_trigger( ch, PRG_OPROG );
p_greet_trigger( ch, PRG_RPROG );
}
room_text(ch, ">enter<");
return;
}
void do_north( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch,AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_THORNS))
{
send_to_char("Not while being rooted to the ground by brambles and thorns.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_NORTH );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_NORTH );
char_from_room(ch);
char_to_room(ch, old_room);
}
drow_hate(ch);
return;
}
void do_east( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_THORNS))
{
send_to_char("Not while being rooted to the ground by brambles and thorns.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_EAST );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_EAST );
char_from_room(ch);
char_to_room(ch, old_room);
}
drow_hate(ch);
return;
}
void do_south( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_THORNS))
{
send_to_char("Not while being rooted to the ground by brambles and thorns.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_SOUTH );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_SOUTH );
char_from_room(ch);
char_to_room(ch, old_room);
}
drow_hate(ch);
return;
}
void do_west( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_THORNS))
{
send_to_char("Not while being rooted to the ground by brambles and thorns.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_WEST );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_WEST );
char_from_room(ch);
char_to_room(ch, old_room);
}
drow_hate(ch);
return;
}
void do_up( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_THORNS))
{
send_to_char("Not while being rooted to the ground by brambles and thorns.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_UP );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_UP );
char_from_room(ch);
char_to_room(ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_DOWN );
*/
drow_hate(ch);
return;
}
void do_down( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *in_room;
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_THORNS))
{
send_to_char("Not while being rooted to the ground by brambles and thorns.\n\r", ch);
return;
}
in_room = ch->in_room;
move_char( ch, DIR_DOWN );
if (!IS_NPC(ch) && ch->in_room != in_room)
{
ROOM_INDEX_DATA *old_room;
old_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, in_room);
add_tracks( ch, DIR_DOWN );
char_from_room(ch);
char_to_room(ch, old_room);
}
/*
if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_UP );
*/
drow_hate(ch);
return;
}
int find_door( CHAR_DATA *ch, char *arg )
{
EXIT_DATA *pexit;
int door;
if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1;
else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3;
else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4;
else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5;
else
{
for ( door = 0; door <= 5; door++ )
{
if ( ( pexit = ch->in_room->exit[door] ) != NULL
&& IS_SET(pexit->exit_info, EX_ISDOOR)
&& pexit->keyword != NULL
&& is_name( arg, pexit->keyword ) )
return door;
}
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( ( pexit = ch->in_room->exit[door] ) == NULL )
{
act( "I see no door $T here.", ch, NULL, arg, TO_CHAR );
return -1;
}
if ( !IS_SET(pexit->exit_info, EX_ISDOOR) )
{
send_to_char( "You can't do that.\n\r", ch );
return -1;
}
return door;
}
/* random room generation procedure */
ROOM_INDEX_DATA *get_random_room(CHAR_DATA *ch)
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 100000 ) );
if ( room != NULL )
if ( !IS_SET(room->room_flags, ROOM_PRIVATE)
&& !IS_SET(room->room_flags, ROOM_SOLITARY)
&& !IS_SET(room->room_flags, ROOM_SAFE) )
break;
}
return room;
}
ROOM_INDEX_DATA *get_rand_room()
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 1000, 85000 ) );
if ( room != NULL )
if ( !IS_SET(room->room_flags, ROOM_PRIVATE)
&& !IS_SET(room->room_flags, ROOM_ASTRAL)
&& !IS_SET(room->room_flags, ROOM_SOLITARY)
&& !IS_SET(room->room_flags, ROOM_SAFE))
break;
}
return room;
}
ROOM_INDEX_DATA *get_treemeld_room()
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 100000 ) );
if ( room != NULL
&& room->sector_type == SECT_FOREST ) break;
}
return room;
}
ROOM_INDEX_DATA *get_rand_room_by_sect( int sect )
{
ROOM_INDEX_DATA *room;
for ( ; ; )
{
room = get_room_index( number_range( 0, 100000 ) );
if ( room != NULL
&& room->sector_type == sect ) break;
}
return room;
}
/* Designed for the portal spell, but can also have other uses...KaVir
* V0 = Where the portal will take you.
* V1 = Number of uses (0 is infinate).
* V2 = if 2, cannot be entered.
* V3 = The room the portal is currently in.
*/
void do_enter( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *pRoomIndex;
ROOM_INDEX_DATA *location;
char arg[MAX_INPUT_LENGTH];
char poly [MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *portal;
OBJ_DATA *portal_next;
CHAR_DATA *mount;
CHAR_DATA *gch;
CHAR_DATA *gch_next;
bool found;
argument = one_argument( argument, arg );
if (ch->in_room != NULL)
{
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char("The portal cannot function in an astral room.\n\r", ch);
return;
}
}
if ( arg[0] == '\0' )
{
send_to_char( "Enter what?\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
if ( obj->item_type != ITEM_PORTAL && obj->item_type != ITEM_WGATE)
{
act( "You cannot enter that.", ch, NULL, arg, TO_CHAR );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "You are too insubstantual.\n\r", ch );
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
return;
}
if( obj->item_type == ITEM_PORTAL) {
if ( obj->value[2] == 2 || obj->value[2] == 3 )
{
act( "It seems to be closed.", ch, NULL, arg, TO_CHAR );
return;
}
pRoomIndex = get_room_index(obj->value[0]);
location = ch->in_room;
if ( pRoomIndex == NULL )
{
act( "You are unable to enter.", ch, NULL, arg, TO_CHAR );
return;
}
act( "You step into $p.", ch, obj, NULL, TO_CHAR );
if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
xprintf(poly,"%s steps into $p.",ch->morph);
else
xprintf(poly,"$n steps into $p.");
act( poly, ch, obj, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,pRoomIndex);
if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
xprintf(poly,"%s steps out of $p.",ch->morph);
else
xprintf(poly,"$n steps out of $p.");
act( poly, ch, obj, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,location);
if (obj->value[1] != 0)
{
obj->value[1] = obj->value[1] - 1;
if (obj->value[1] < 1)
{
act( "$p vanishes.", ch, obj, NULL, TO_CHAR );
act( "$p vanishes.", ch, obj, NULL, TO_ROOM );
extract_obj(obj);
}
}
char_from_room(ch);
char_to_room(ch,pRoomIndex);
found = FALSE;
for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
{
portal_next = portal->next_content;
if ( ( obj->value[0] == portal->value[3] )
&& (obj->value[3] == portal->value[0]) )
{
found = TRUE;
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
!IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
if (portal->value[1] != 0)
{
portal->value[1] = portal->value[1] - 1;
if (portal->value[1] < 1)
{
act( "$p vanishes.", ch, portal, NULL, TO_CHAR );
act( "$p vanishes.", ch, portal, NULL, TO_ROOM );
extract_obj(portal);
}
}
}
}
do_look(ch,"auto");
if ((mount = ch->mount) != NULL)
{
char_from_room( mount );
char_to_room( mount, ch->in_room );
}
for (gch = location->people; gch; gch = gch_next)
{
gch_next = gch->next_in_room;
if (gch->master == ch && gch->position == POS_STANDING && gch->in_room != ch->in_room)
{
act("You follow $N.", gch, NULL, ch, TO_CHAR);
do_enter(gch, arg);
}
}
return;
}
else
{
pRoomIndex = get_room_index(obj->value[0]);
location = ch->in_room;
if ( pRoomIndex == NULL )
{
act( "You are unable to enter.", ch, NULL, arg, TO_CHAR );
return;
}
act( "You step into $p.", ch, obj, NULL, TO_CHAR );
if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
xprintf(poly,"%s steps into $p.",ch->morph);
else
xprintf(poly,"$n steps into $p.");
act( poly, ch, obj, NULL, TO_ROOM );
char_from_room(ch);
char_to_room(ch,pRoomIndex);
if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) )
xprintf(poly,"%s steps out of $p.",ch->morph);
else
xprintf(poly,"$n steps out of $p.");
act( poly, ch, obj, NULL, TO_ROOM );
for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
{
portal_next = portal->next_content;
if ( ( obj->value[0] == portal->value[3] )
&& (obj->value[3] == portal->value[0]) )
{
found = TRUE;
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
!IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) )
{
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
break;
}
}
}
do_look(ch,"auto");
if ( ( mount = ch->mount ) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
//mob progs
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) )
p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY );
if ( !IS_NPC( ch ) )
{
p_greet_trigger( ch, PRG_MPROG );
p_greet_trigger( ch, PRG_OPROG );
p_greet_trigger( ch, PRG_RPROG );
}
return;
}
}
void do_open( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Open what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL )
{
/* 'open object' */
if ( obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_BOOK)
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's already open.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) && obj->item_type != ITEM_BOOK)
{ send_to_char( "You can't do that.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's locked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_CLOSED);
send_to_char( "Ok.\n\r", ch );
act( "$n opens $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'open door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's already open.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's locked.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
/* open the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_close( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Close what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL )
{
/* 'close object' */
if ( obj->item_type != ITEM_CONTAINER && obj->item_type != ITEM_BOOK)
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's already closed.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) && obj->item_type != ITEM_BOOK )
{ send_to_char( "You can't do that.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_CLOSED);
if (obj->item_type == ITEM_BOOK) obj->value[2] = 0;
send_to_char( "Ok.\n\r", ch );
act( "$n closes $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'close door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's already closed.\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_CLOSED);
act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
/* close the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room )
act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
return;
}
void do_turn( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int value = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: Turn <book> <forward/back>.\n\r", ch );
return;
}
if (is_number(arg2)) value = atoi(arg2);
if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL )
{
send_to_char("You don't have that book.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_BOOK)
{ send_to_char( "That's not a book.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "First you should open it.\n\r", ch ); return; }
if (!str_cmp(arg2,"f") || !str_cmp(arg2,"forward"))
{
if (obj->value[2] >= obj->value[3])
{
send_to_char("But you are already at the end of the book.\n\r",ch);
return;
}
obj->value[2] += 1;
act( "You flip forward a page in $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips forward a page in $p.", ch, obj, NULL, TO_ROOM );
}
else if (!str_cmp(arg2,"b") || !str_cmp(arg2,"backward"))
{
if (obj->value[2] <= 0)
{
send_to_char("But you are already at the beginning of the book.\n\r",ch);
return;
}
obj->value[2] -= 1;
act( "You flip backward a page in $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips backward a page in $p.", ch, obj, NULL, TO_ROOM );
}
else if (is_number(arg2) && value >= 0 && value <= obj->value[3])
{
if (value == obj->value[2])
{
act("$p is already open at that page.",ch,obj,NULL,TO_CHAR);
return;
}
else if (value < obj->value[2])
{
act( "You flip backwards through $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips backwards through $p.", ch, obj, NULL, TO_ROOM );
}
else
{
act( "You flip forwards through $p.", ch, obj, NULL, TO_CHAR );
act( "$n flips forwards through $p.", ch, obj, NULL, TO_ROOM );
}
obj->value[2] = value;
}
else
send_to_char("Do you wish to turn forward or backward a page?\n\r",ch);
return;
}
bool has_key( CHAR_DATA *ch, int key )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == key )
return TRUE;
}
return FALSE;
}
void do_lock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Lock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL )
{
/* 'lock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n locks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'lock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be locked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already locked.\n\r", ch ); return; }
SET_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* lock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_unlock( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Unlock what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL )
{
/* 'unlock object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, obj->value[2] ) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'unlock door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !has_key( ch, pexit->key) )
{ send_to_char( "You lack the key.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* unlock the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_pick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
int door;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pick what?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock].beats );
/* look for guards */
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
{
act( "$N is standing too close to the lock.",
ch, NULL, gch, TO_CHAR );
return;
}
}
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
{
send_to_char( "You failed.\n\r", ch);
return;
}
if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL )
{
/* 'pick object' */
if ( obj->item_type != ITEM_CONTAINER )
{ send_to_char( "That's not a container.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( obj->value[2] < 0 )
{ send_to_char( "It can't be unlocked.\n\r", ch ); return; }
if ( !IS_SET(obj->value[1], CONT_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(obj->value[1], CONT_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(obj->value[1], CONT_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks $p.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ( door = find_door( ch, arg ) ) >= 0 )
{
/* 'pick door' */
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
pexit = ch->in_room->exit[door];
if ( !IS_SET(pexit->exit_info, EX_CLOSED) )
{ send_to_char( "It's not closed.\n\r", ch ); return; }
if ( pexit->key < 0 )
{ send_to_char( "It can't be picked.\n\r", ch ); return; }
if ( !IS_SET(pexit->exit_info, EX_LOCKED) )
{ send_to_char( "It's already unlocked.\n\r", ch ); return; }
if ( IS_SET(pexit->exit_info, EX_PICKPROOF) )
{ send_to_char( "You failed.\n\r", ch ); return; }
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
send_to_char( "*Click*\n\r", ch );
act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* pick the other side */
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
}
return;
}
void do_stand( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
if ( IS_AFFECTED(ch, AFF_SLEEP) )
{ send_to_char( "You can't wake up!\n\r", ch ); return; }
send_to_char( "You wake and stand up.\n\r", ch );
act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_RESTING:
case POS_SITTING:
send_to_char( "You stand up.\n\r", ch );
act( "$n stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_MEDITATING:
send_to_char( "You uncross your legs and stand up.\n\r", ch );
act( "$n uncrosses $s legs and stands up.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
break;
case POS_STANDING:
send_to_char( "You are already standing.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
//if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
//p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
return;
}
void do_rest( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
case POS_SITTING:
case POS_STANDING:
send_to_char( "You rest.\n\r", ch );
act( "$n rests.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_RESTING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
//if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
//p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
return;
}
void do_sit( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
send_to_char( "You are already meditating.\n\r", ch );
break;
case POS_SITTING:
send_to_char( "You are already sitting.\n\r", ch );
break;
case POS_STANDING:
send_to_char( "You sit down.\n\r", ch );
act( "$n sits down.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SITTING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
//if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
//p_percent_trigger( NULL, OBJ, NULL, ch, NULL, NULL, TRIG_SIT );
return;
}
void do_meditate( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch) || (!IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_MONK) && !IS_CLASS(ch, CLASS_FAE)
&& !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_LICH)))
{
send_to_char("You are unable to attain the correct state of mind.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[DISC_FAE_ARCANE] < 2)
{
send_to_char("You don't know how to do that yet.\n\r",ch);
return;
}
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
send_to_char( "You are already meditating.\n\r", ch );
break;
case POS_SITTING:
send_to_char( "You cross your legs and start meditating.\n\r", ch );
act( "$n crosses $s legs and starts meditating.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_MEDITATING;
break;
case POS_STANDING:
send_to_char( "You sit down, cross your legs and start meditating.\n\r", ch );
act( "$n sits down, crosses $s legs and starts meditating.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_MEDITATING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_healing( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch) || (!IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 8))
{
send_to_char("You are unable to assume a state of healing.\n\r",ch);
return;
}
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You are already resting.\n\r", ch );
break;
case POS_MEDITATING:
send_to_char( "You are already in a healing position.\n\r", ch );
break;
case POS_SITTING:
send_to_char( "You close your eyes and become completely relaxed.\n\r", ch );
act( "$n closes $m eyes and looks completely relaxed.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_MEDITATING;
break;
case POS_STANDING:
send_to_char( "You close your eyes and become completely relaxed.\n\r", ch );
act( "$n closes $m eyes and looks completely relaxed.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_MEDITATING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
return;
}
void do_sleep( CHAR_DATA *ch, char *argument )
{
switch ( ch->position )
{
case POS_SLEEPING:
send_to_char( "You are already sleeping.\n\r", ch );
break;
case POS_SITTING:
case POS_MEDITATING:
case POS_RESTING:
case POS_STANDING:
send_to_char( "You sleep.\n\r", ch );
act( "$n sleeps.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_SLEEPING;
break;
case POS_FIGHTING:
send_to_char( "You are already fighting!\n\r", ch );
break;
}
//if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) )
//p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT );
return;
}
void do_wake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ do_stand( ch, argument ); return; }
if ( !IS_AWAKE(ch) )
{ send_to_char( "You are asleep yourself!\n\r", ch ); return; }
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{ send_to_char( "They aren't here.\n\r", ch ); return; }
if ( IS_AWAKE(victim) )
{ act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; }
if ( IS_AFFECTED(victim, AFF_SLEEP))
{ act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; }
if (victim->position < POS_SLEEPING)
{ act( "$E doesn't respond!", ch, NULL, victim, TO_CHAR ); return; }
act( "You wake $M.", ch, NULL, victim, TO_CHAR );
act( "$n wakes you.", ch, NULL, victim, TO_VICT );
victim->position = POS_STANDING;
return;
}
void do_sneak( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
send_to_char( "You attempt to move silently.\n\r", ch );
affect_strip( ch, gsn_sneak );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] )
{
af.type = gsn_sneak;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char( ch, &af );
}
return;
}
void do_hide( CHAR_DATA *ch, char *argument )
{
send_to_char( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
REMOVE_BIT(ch->affected_by, AFF_HIDE);
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] )
SET_BIT(ch->affected_by, AFF_HIDE);
return;
}
/*
* Contributed by Alander.
*/
void do_visible( CHAR_DATA *ch, char *argument )
{
affect_strip ( ch, gsn_invis );
affect_strip ( ch, gsn_mass_invis );
affect_strip ( ch, gsn_sneak );
REMOVE_BIT ( ch->affected_by, AFF_HIDE );
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ch->affected_by, AFF_SNEAK );
send_to_char( "Ok.\n\r", ch );
return;
}
void do_unpolymorph( CHAR_DATA *ch, char *argument )
{
if (!is_affected(ch, gsn_polymorph) )
{
send_to_char("But you are not polymorphed!\n\r",ch);
return;
}
act("$n's body begins to distort.",ch,NULL,NULL,TO_ROOM);
affect_strip ( ch, gsn_polymorph );
act("$n resumes $s normal form.",ch,NULL,NULL,TO_ROOM);
send_to_char( "You resume your normal form.\n\r", ch );
return;
}
void do_recall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
if (IS_NPC(ch)) return;
act( "$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM );
act( "Your body flickers with green energy.", ch, NULL, NULL, TO_CHAR );
if ( ( location = get_room_index( ch->home ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char( "You are unable to recall.\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_CHANT))
{
send_to_char( "You are unable to chant, its a no chant room.\n\r", ch );
return;
}
if ( IS_SET(ch->flag2, AFF_TOTALBLIND) )
{
stc("You are unable to recall.\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
if ( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 4 );
xprintf( buf, "You failed!\n\r" );
send_to_char( buf, ch );
return;
}
xprintf( buf, "You recall from combat!\n\r");
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
if ((mount = ch->mount) == NULL)
return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
return;
}
void do_crecall( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *location;
if (IS_NPC(ch)) return;
if (ch->class == 0)
{
stc("Think about it...\n\r", ch);
return;
}
act( "$n's body flickers with red energy.", ch, NULL, NULL, TO_ROOM );
act( "Your body flickers with red energy.", ch, NULL, NULL, TO_CHAR );
if(IS_CLASS(ch, CLASS_ANGEL))
location = get_room_index( ROOM_VNUM_ANGEL_HOME );
else if(IS_CLASS(ch, CLASS_LICH))
location = get_room_index( ROOM_VNUM_LICH_HOME );
else if(IS_CLASS(ch, CLASS_TANARRI))
location = get_room_index( ROOM_VNUM_TAN_HOME );
else if(IS_CLASS(ch, CLASS_CYBORG))
location = get_room_index( ROOM_VNUM_DROID_HOME );
else if(IS_CLASS(ch, CLASS_SAMURAI))
location = get_room_index( ROOM_VNUM_SAM_HOME );
else if(IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
location = get_room_index( ROOM_VNUM_UK_HOME );
else if(IS_CLASS(ch, CLASS_VAMPIRE))
location = get_room_index( ROOM_VNUM_VAMP_HOME );
else if(IS_CLASS(ch, CLASS_NINJA))
location = get_room_index( ROOM_VNUM_NINJA_HOME );
else if(IS_CLASS(ch, CLASS_MAGE))
location = get_room_index( ROOM_VNUM_MAGE_HOME );
else if(IS_CLASS(ch, CLASS_WEREWOLF))
location = get_room_index( ROOM_VNUM_WW_HOME );
else if(IS_CLASS(ch, CLASS_MONK))
location = get_room_index( ROOM_VNUM_MONK_HOME );
else if(IS_CLASS(ch, CLASS_THIEF))
location = get_room_index( ROOM_VNUM_THIEF_HOME );
else if(IS_CLASS(ch, CLASS_DRACONIAN))
location = get_room_index( ROOM_VNUM_DRAC_HOME );
else if(IS_CLASS(ch, CLASS_SKYBLADE))
location = get_room_index( ROOM_VNUM_SKY_HOME );
else if(IS_CLASS(ch, CLASS_GHOUL))
location = get_room_index( ROOM_VNUM_GHOUL_HOME );
else if(IS_CLASS(ch, CLASS_DEMON))
location = get_room_index( ROOM_VNUM_DEMON_HOME );
else if(IS_CLASS(ch, CLASS_JEDI))
location = get_room_index( ROOM_VNUM_JEDI_HOME );
else if(IS_CLASS(ch, CLASS_SHADOW))
location = get_room_index( ROOM_VNUM_SHADOW_HOME );
else if(IS_CLASS(ch, CLASS_SHAPESHIFTER))
location = get_room_index( ROOM_VNUM_SHIFTER_HOME );
else if(IS_CLASS(ch, CLASS_DROW))
location = get_room_index( ROOM_VNUM_DROW_HOME );
else if(IS_CLASS(ch, CLASS_PRIEST))
location = get_room_index( ROOM_VNUM_PRIEST_HOME );
else if(IS_CLASS(ch, CLASS_FAE))
location = get_room_index( ROOM_VNUM_FAE_HOME );
else if(IS_CLASS(ch, CLASS_DRONE))
location = get_room_index( ROOM_VNUM_DRONE_HOME );
else if(IS_CLASS(ch, CLASS_GIANT))
location = get_room_index( ROOM_VNUM_GIANT_HOME );
else
{
send_to_char("Your crecall is broken, tell Zarius\n\r",ch);
return;
}
if ( ch->in_room == location )
return;
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char( "You are unable to crecall.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) != NULL )
{
if ( number_bits( 1 ) == 0 )
{
WAIT_STATE( ch, 4 );
xprintf( buf, "You failed!\n\r" );
send_to_char( buf, ch );
return;
}
xprintf( buf, "You crecall from combat!\n\r");
send_to_char( buf, ch );
stop_fighting( ch, TRUE );
}
act( "$n disappears.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
if ((mount = ch->mount) == NULL)
return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
return;
}
void do_home( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( arg[0] == '\0' || str_cmp(arg,"here") )
{
send_to_char( "If you wish this to be your room, you must type 'home here'.\n\r", ch );
return;
}
if ( ch->in_room->vnum == ch->home )
{
send_to_char( "But this is already your home!\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ||
IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(ch->in_room->area->areabits, AREA_BIT_NOHOME) || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char("You are unable to make this room your home.\n\r", ch);
return;
}
if (ch->in_room->vnum == 3001)
{
send_to_char( "You are unable to make this room your home.\n\r", ch );
return;
}
ch->home = ch->in_room->vnum;
send_to_char( "This room is now your home.\n\r", ch );
return;
}
void do_escape( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(ch) || !IS_HERO(ch))
return;
if ( ch->position >= POS_SLEEPING )
{
send_to_char( "You can only do this if you are dying.\n\r", ch );
return;
}
if ((location = get_room_index(ch->home)) == NULL)
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if (ch->in_room != NULL)
{
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("No silly.\n\r",ch);
return;
}
}
if (in_fortress(ch))
{
send_to_char("Theres nowhere to run.\n\r", ch);
return;
}
if ( ch->in_room == location )
return;
ch->move = 0;
ch->mana = 0;
act( "$n fades out of existance.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
xprintf(buf,"%s has escaped #Gdefenceless#n, easy kill for the quick.",ch->pcdata->switchname);
do_info(ch,buf);
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
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;
}
return;
}
int disc_points_needed(CHAR_DATA *ch)
{
if (IS_NPC(ch)) return 1;
return (ch->power[ch->pcdata->disc_research] + 1) * 10;
}
void gain_disc_points(CHAR_DATA *ch, int points)
{
if (IS_NPC(ch)) return;
if (ch->pcdata->disc_points == 666) return;
if (ch->pcdata->disc_research == -1) return;
ch->pcdata->disc_points += points;
if (ch->pcdata->disc_points < 0)
{
ch->pcdata->disc_points = 0;
return;
}
if (ch->pcdata->disc_points >=
disc_points_needed(ch) )
{
ch->pcdata->disc_points = 999;
WAIT_STATE(ch, 6);
stc("#BYou have finished researching your discipline.\n\r", ch);
stc("You may now use the 'train' command.#n\n\r", ch);
return;
}
}
void do_research(CHAR_DATA *ch, char *argument)
{
int i;
int needed;
int maxlevel;
char buf[MAX_STRING_LENGTH];
maxlevel = 0;
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->rank == AGE_CHILDE || ch->pcdata->rank == AGE_NEONATE)
maxlevel = 5;
else if (ch->pcdata->rank == AGE_ANCILLA)
maxlevel = 7;
else if (ch->pcdata->rank == AGE_ELDER)
maxlevel = 9;
else
maxlevel = 10;
}
else if (IS_CLASS(ch, CLASS_FAE))
{
maxlevel = 2;
if (ch->pcdata->powers[FAE_PLASMA] > 3) maxlevel++;
if (ch->pcdata->powers[FAE_MATTER] > 3) maxlevel++;
if (ch->pcdata->powers[FAE_ENERGY] > 3) maxlevel++;
if (ch->pcdata->powers[FAE_WILL] > 3) maxlevel++;
if (ch->pcdata->powers[FAE_PLASMA] > 7) maxlevel++;
if (ch->pcdata->powers[FAE_MATTER] > 7) maxlevel++;
if (ch->pcdata->powers[FAE_ENERGY] > 7) maxlevel++;
if (ch->pcdata->powers[FAE_WILL] > 7) maxlevel++;
}
else maxlevel = 10;
if (IS_NPC(ch)) return;
if (!str_cmp(argument, "cancel"))
{
if (ch->pcdata->disc_research == -1)
{
stc("You are not currently researching a discipline.\n\r",ch);
return;
}
stc("You stop your research.\n\r", ch);
ch->pcdata->disc_research = -1;
ch->pcdata->disc_points = 0;
return;
}
if (argument[0] == '\0')
{
stc("What do you wish to research.\n\r", ch);
return;
}
if (ch->pcdata->disc_research != -1)
{
stc("You are already researching a discipline.\n\r", ch);
stc("Type 'research cancel' to stop.\n\r",ch);
return;
}
for ( i = 1 ; i < MAX_DISCIPLINES ; i++)
{
if (discipline[i][0] != '\0'
&& !str_prefix(argument, discipline[i]) )
{
needed = ((ch->power[i] - 5) * 10);
if (ch->power[i] < 0)
{
stc("You don't know any disciplines of that name.\n\r", ch);
return;
}
if ( IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->power[i] >= maxlevel)
{
stc("You need to age more before progressing in this discipline.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_FAE) && ch->power[i] >= maxlevel)
{
stc("You are not ready to go beyond that level yet.\n\r",ch);
return;
}
if ( ch->power[i] >= 10 )
{
stc("You have reached full mastery of this discipline.\n\r",ch);
return;
}
xprintf(buf, "You begin your research into %s.\n\r",
discipline[i]);
stc(buf, ch);
ch->pcdata->disc_points = 0;
ch->pcdata->disc_research = i;
return;
}
}
stc("You don't know any disciplines of that name.\n\r", ch);
}
const char * discipline [MAX_DISCIPLINES] =
{
"", "nature",
"celerity", "fortitude",
"obtenebration", "presence",
"quietus", "thaumaturgy",
"auspex", "dominate",
"obfuscate", "potence",
"protean", "serpentis",
"vicissitude", "daimoinon",
"animalism", "arcane",
/* Werewolf */
"bear", "lynx",
"boar", "owl",
"spider", "wolf",
"hawk", "mantis",
"raptor", "luna",
"pain", "congregation",
/* Daemon */
"hellfire", "attack",
"temptation", "morphosis",
"corruption", "geluge",
"discord", "nether",
"immunae", "chimerstry",
"thanatosis", "obeah",
"necromancy", "melpominee"
};
void do_disciplines(CHAR_DATA *ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
char buf2[MAX_INPUT_LENGTH];
int loop;
int percent = 0, i;
int indent = 0;
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_FAE))
{
send_to_char("Huh.\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
xprintf(buf, "#0---===#W[ #RGuardians #W]#0===---#n");
else
xprintf(buf, "#0---===#W[ #RDisciplines #W]#0===---#n");
cent_to_char(buf, ch);
send_to_char("\n\r", ch);
for (loop = 1; loop < MAX_DISCIPLINES; loop++)
{
if (discipline[loop][0] != '\0'
&& strlen(discipline[loop]) != 0
&& ch->power[loop] >= 0 )
{
xprintf(buf2, "%s", discipline[loop]);
buf2[0] = UPPER(buf2[0]);
xprintf(buf," #0%-14s#B: #w%-2d#n",
buf2,
ch->power[loop]);
send_to_char(buf,ch);
indent++;
if (indent == 3)
{
stc("\n\r", ch);
indent = 0;
}
}
}
if (indent != 0) stc("\n\r", ch);
/* This tells them if they are currently researching */
if (ch->pcdata->disc_research < 0)
{
send_to_char("\n\r", ch);
divide6_to_char(ch);
return;
}
if (ch->power[ch->pcdata->disc_research] < 0)
{
send_to_char("\n\r", ch);
divide6_to_char(ch);
return;
}
if (ch->pcdata->disc_points == 999)
{
stc("\n\r", ch);
xprintf(buf, "You have finished researching %s.",
discipline[ch->pcdata->disc_research]);
cent_to_char(buf, ch);
stc("\n\r", ch);
divide6_to_char(ch);
return;
}
if (ch->pcdata->disc_research < MAX_DISCIPLINES)
{
send_to_char("\n\r", ch);
xprintf(buf, "You are currently researching %s.",
discipline[ch->pcdata->disc_research]);
cent_to_char(buf, ch);
}
percent = ch->pcdata->disc_points * 40 / disc_points_needed(ch);
xprintf(buf, "-[#R");
for( i = 0 ; i < percent ; i++)
strcat(buf, "*");
for( i = percent ; i < 40 ; i++)
strcat(buf, " ");
strcat(buf, "#n]-");
cent_to_char(buf, ch);
}
void do_relearn(CHAR_DATA *ch,char *argument )
{
char arg1[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
if (IS_NPC(ch))
return;
if (!str_cmp(arg1,"slash") || !str_cmp(arg1,"slice"))
{
if (IS_IMMUNE(ch,IMM_SLASH))
{
REMOVE_BIT(ch->immune, IMM_SLASH);
send_to_char("You forget Slash & Slice resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1,"stab") || !str_cmp(arg1,"pierce"))
{
if (IS_IMMUNE(ch,IMM_STAB))
{
REMOVE_BIT(ch->immune, IMM_STAB);
send_to_char("You forget Stab & Pierce resistances.\n\r", ch);
return;
}
}
if (!strcmp(arg1,"smash") || !str_cmp(arg1,"pound") || !str_cmp(arg1,"blast") || !str_cmp(arg1,"crush"))
{
if (IS_IMMUNE(ch,IMM_SMASH))
{
REMOVE_BIT(ch->immune, IMM_SMASH);
send_to_char("You forget Pound, Blast & Crush resistances.\n\r",ch); return;
}
}
if (!strcmp(arg1,"beast") || !str_cmp(arg1,"claw") || !str_cmp(arg1,"bite"))
{
if (IS_IMMUNE(ch,IMM_ANIMAL))
{
REMOVE_BIT(ch->immune, IMM_ANIMAL);
send_to_char("You forget Claw & Bite resistances.\n\r",ch); return;
}
}
if (!strcmp(arg1,"grab") || !str_cmp(arg1,"grep") || !str_cmp(arg1,"whip") || !str_cmp(arg1,"suck"))
{
if (IS_IMMUNE(ch,IMM_MISC))
{
REMOVE_BIT(ch->immune, IMM_MISC);
send_to_char("You forget Grep, Whip & Suck resistances.\n\r",ch); return;
}
}
if (!strcmp(arg1,"charm"))
{
if (IS_IMMUNE(ch,IMM_CHARM))
{
REMOVE_BIT(ch->immune, IMM_CHARM);
send_to_char("You forget Charm immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"heat"))
{
if (IS_IMMUNE(ch,IMM_HEAT))
{
REMOVE_BIT(ch->immune, IMM_HEAT);
send_to_char("You forget Heat immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"cold"))
{
if (IS_IMMUNE(ch,IMM_COLD))
{
REMOVE_BIT(ch->immune, IMM_COLD);
send_to_char("You forget Cold immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"lightning"))
{
if (IS_IMMUNE(ch,IMM_LIGHTNING))
{
REMOVE_BIT(ch->immune, IMM_LIGHTNING);
send_to_char("You forget Lightning immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"acid"))
{
if (IS_IMMUNE(ch,IMM_ACID))
{
REMOVE_BIT(ch->immune, IMM_ACID);
send_to_char("You forget Acid immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"cold"))
{
if (IS_IMMUNE(ch,IMM_COLD))
{
REMOVE_BIT(ch->immune, IMM_COLD);
send_to_char("You forget Cold immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"drain"))
{
if (IS_IMMUNE(ch,IMM_DRAIN))
{
REMOVE_BIT(ch->immune, IMM_DRAIN);
send_to_char("You forget Drain immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"voodoo"))
{
if (IS_IMMUNE(ch,IMM_VOODOO))
{
REMOVE_BIT(ch->immune, IMM_VOODOO);
send_to_char("You forget Voodoo immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"hurl"))
{
if (IS_IMMUNE(ch,IMM_HURL))
{
REMOVE_BIT(ch->immune, IMM_HURL);
send_to_char("You forget Hurl immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"backstab"))
{
if (IS_IMMUNE(ch,IMM_BACKSTAB))
{
REMOVE_BIT(ch->immune, IMM_BACKSTAB);
send_to_char("You forget Backstab immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"kick"))
{
if (IS_IMMUNE(ch,IMM_KICK))
{
REMOVE_BIT(ch->immune, IMM_KICK);
send_to_char("You forget Kick immunity.\n\r",ch); return;
}
}
if (!strcmp(arg1,"disarm"))
{
if (IS_IMMUNE(ch,IMM_DISARM))
{
REMOVE_BIT(ch->immune, IMM_DISARM);
send_to_char("You forget Disarm immunity.\n\r",ch);
return;
}
}
if (!strcmp(arg1,"steal"))
{
if (IS_IMMUNE(ch,IMM_STEAL))
{
REMOVE_BIT(ch->immune, IMM_STEAL);
send_to_char("You forget Steal immunity.\n\r",ch);
return;
}
}
else
{
send_to_char("Command: relearn an already learned immunity/resistance.\n\r", ch);
return;
}
}
void do_train( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
sh_int *pAbility = NULL;
char *pOutput = NULL;
int cost;
int magic;
int immcost;
int primal;
int silver;
int gnosis;
int ancilla;
int methuselah;
int lamagra;
int trueblood;
int elder;
int beast;
int belt1;
int belt2;
int belt3;
int belt4;
int belt5;
int belt6;
int belt7;
int belt8;
int belt9;
int belt10;
int max_stat = 100;
bool last = TRUE;
bool is_ok = FALSE;
int loop;
int pow;
int cmax = 200;
int permstat;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
switch(ch->class)
{
default:
cmax = 200;
break;
case CLASS_LICH:
cmax = 350;
break;
case CLASS_MAGE:
cmax = 240;
break;
}
if(IS_CLASS(ch, CLASS_SAMURAI))
permstat = 110;
else
permstat = 100;
if (IS_CLASS(ch, CLASS_TANARRI) && !IS_NPC(ch))
{
if (!str_cmp(arg1,"fodder") && ch->pcdata->rank == 0)
{
if (ch->exp < 10000000)
{
send_to_char("You don't have the exp.\n\r",ch);
return;
}
ch->exp -= 10000000;
ch->pcdata->rank++;
xprintf( buf, "%s is now fodder in the Blood Wars!",ch->pcdata->switchname );
do_info(ch,buf);
return;
}
if (!str_cmp(arg1,"fighter") && ch->pcdata->rank == 1)
{
if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 3)
{
send_to_char("You still haven't gotten all powers, FODDER!\n\r",ch);
return;
}
if (ch->exp < 20000000)
{
send_to_char("You don't have the exp.\n\r",ch);
return;
}
ch->exp -= 20000000;
ch->pcdata->rank++;
xprintf( buf, "%s is now a fighter in the Blood Wars!",ch->pcdata->switchname );
do_info(ch,buf);
return;
}
if (!str_cmp(arg1,"elite") && ch->pcdata->rank == 2)
{
if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 6)
{
send_to_char("You still haven't gotten all powers, FIGHTER!\n\r",ch);
return;
}
if (ch->exp < 40000000)
{
send_to_char("You don't have the exp.\n\r",ch);
return;
}
ch->exp -= 40000000;
ch->pcdata->rank++;
xprintf( buf, "%s is now an elite warrior in the Blood Wars!",ch->pcdata->switchname );
do_info(ch,buf);
return;
}
if (!str_cmp(arg1,"captain") && ch->pcdata->rank == 3)
{
if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 9)
{
send_to_char("You still haven't gotten all powers, SOLDIER!\n\r",ch);
return;
}
if (ch->exp < 80000000)
{
send_to_char("You don't have the exp.\n\r",ch);
return;
}
ch->exp -= 80000000;
ch->pcdata->rank++;
xprintf( buf, "%s is now a captain in the Blood Wars!",ch->pcdata->switchname );
do_info(ch,buf);
return;
}
if (!str_cmp(arg1,"warlord") && ch->pcdata->rank == 4)
{
if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 12)
{
send_to_char("You still haven't gotten all powers, CAPTAIN!\n\r",ch);
return;
}
if (ch->exp < 160000000)
{
send_to_char("You don't have the exp.\n\r",ch);
return;
}
ch->exp -= 160000000;
ch->pcdata->rank++;
xprintf( buf, "%s is now a warlord in the Blood Wars!",ch->pcdata->switchname );
do_info(ch,buf);
return;
}
if (!str_cmp(arg1,"balor") && ch->pcdata->rank == 5)
{
if (ch->pcdata->powers[TANARRI_POWER_COUNTER] < 15)
{
send_to_char("You still haven't gotten all powers, MR. WARLORD!\n\r",ch);
return;
}
if (ch->exp < 320000000)
{
send_to_char("You don't have the exp.\n\r",ch);
return;
}
ch->exp -= 320000000;
ch->pcdata->rank++;
xprintf( buf, "%s is now a Tanar'ri Balor!",ch->pcdata->switchname );
do_info(ch,buf);
return;
}
}
if (!str_cmp(arg1,"justice"))
{
if (!IS_CLASS(ch, CLASS_ANGEL) || ch->pcdata->powers[ANGEL_JUSTICE] > 4)
{
do_train(ch,"");
return;
}
if (ch->exp < (ch->pcdata->powers[ANGEL_JUSTICE]+1)*10000000)
{
send_to_char("You don't have enought exp.\n\r",ch);
return;
}
ch->pcdata->powers[ANGEL_JUSTICE]++;
ch->exp -= ch->pcdata->powers[ANGEL_JUSTICE]*10000000;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"love"))
{
if (!IS_CLASS(ch, CLASS_ANGEL) || ch->pcdata->powers[ANGEL_LOVE] > 4)
{
do_train(ch,"");
return;
}
if (ch->exp < (ch->pcdata->powers[ANGEL_LOVE]+1)*10000000)
{
send_to_char("You don't have enought exp.\n\r",ch);
return;
}
ch->pcdata->powers[ANGEL_LOVE]++;
ch->exp -= ch->pcdata->powers[ANGEL_LOVE]*10000000;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"harmony"))
{
if (!IS_CLASS(ch, CLASS_ANGEL) || ch->pcdata->powers[ANGEL_HARMONY] > 4)
{
do_train(ch,"");
return;
}
if (ch->exp < (ch->pcdata->powers[ANGEL_HARMONY]+1)*10000000)
{
send_to_char("You don't have enought exp.\n\r",ch);
return;
}
ch->pcdata->powers[ANGEL_HARMONY]++;
ch->exp -= ch->pcdata->powers[ANGEL_HARMONY]*10000000;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"peace"))
{
if (!IS_CLASS(ch, CLASS_ANGEL) || ch->pcdata->powers[ANGEL_PEACE] > 4)
{
do_train(ch,"");
return;
}
if (ch->exp < (ch->pcdata->powers[ANGEL_PEACE]+1)*10000000)
{
send_to_char("You don't have enought exp.\n\r",ch);
return;
}
ch->pcdata->powers[ANGEL_PEACE]++;
ch->exp -= ch->pcdata->powers[ANGEL_PEACE]*10000000;
send_to_char("Ok.\n\r",ch);
return;
}
if (!str_cmp(arg1,"primal"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > 500)
{
send_to_char("Please enter a value between 1 and 500.\n\r", ch);
return;
}
}
else
{
amount = 100000;
}
for (urin = 0; urin < amount ; urin++)
{
if (ch->exp >= (ch->practice + 1) * 500)
{
ch->practice++;
ch->exp -= ch->practice * 500;
urin_counter++;
}
}
if (urin_counter==0)
{
send_to_char( "You need more exp to gain any primal.\n\r", ch );
}
if (urin_counter==1)
{
send_to_char( "You gain 1 primal.\n\r", ch );
}
if (urin_counter>1)
{
xprintf( buf, "You gain %d primal.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"purple"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (ch->spl[0] >= cmax)
{
send_to_char("You've reached the class spell level max.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > (cmax - ch->spl[0]))
{
xprintf(buf, "Please enter a value between 1 and %d.\n\r", cmax - ch->spl[0]);
send_to_char(buf,ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->bones >= UMAX((ch->spl[0] * 10), 1) && ch->spl[0] < cmax)
{
ch->spl[0]++;
ch->bones -= ch->spl[0] * 10;
urin_counter++;
}
else
{
send_to_char( "You cannot afford this the upgrade\n\r", ch );
return;
}
}
if (urin_counter==0)
send_to_char( "You need more bones to gain any more spell level.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 point of purple.\n\r", ch );
else
{
xprintf( buf, "You gain %d points of purple spell level.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"blue"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (ch->spl[2] >= cmax)
{
send_to_char("You've reached the class spell level max.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > (cmax - ch->spl[2]))
{
xprintf(buf, "Please enter a value between 1 and %d.\n\r", cmax - ch->spl[2]);
send_to_char(buf,ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->bones >= UMAX((ch->spl[2] * 10), 1) && ch->spl[2] < cmax)
{
ch->spl[2]++;
ch->bones -= ch->spl[2] * 10;
urin_counter++;
}
else
{
send_to_char( "You cannot afford this the upgrade\n\r", ch );
return;
}
}
if (urin_counter==0)
send_to_char( "You need more bones to gain any more spell level.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 point of blue.\n\r", ch );
else
{
xprintf( buf, "You gain %d points of blue spell level.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"red"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (ch->spl[1] >= cmax)
{
send_to_char("You've reached the class spell level max.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > (cmax - ch->spl[1]))
{
xprintf(buf, "Please enter a value between 1 and %d.\n\r", cmax - ch->spl[2]);
send_to_char(buf,ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->bones >= UMAX((ch->spl[1] * 10), 1) && ch->spl[1] < cmax)
{
ch->spl[1]++;
ch->bones -= ch->spl[1] * 10;
urin_counter++;
}
else
{
send_to_char( "You cannot afford this the upgrade\n\r", ch );
return;
}
}
if (urin_counter==0)
send_to_char( "You need more bones to gain any more spell level.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 point of red.\n\r", ch );
else
{
xprintf( buf, "You gain %d points of red spell level.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"green"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (ch->spl[3] >= cmax)
{
send_to_char("You've reached the class spell level max.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > (cmax - ch->spl[3]))
{
xprintf(buf, "Please enter a value between 1 and %d.\n\r", cmax - ch->spl[3]);
send_to_char(buf,ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->bones >= UMAX((ch->spl[3] * 10), 1) && ch->spl[3] < cmax)
{
ch->spl[3]++;
ch->bones -= ch->spl[3] * 10;
urin_counter++;
}
else
{
send_to_char( "You cannot afford this the upgrade\n\r", ch );
return;
}
}
if (urin_counter==0)
send_to_char( "You need more bones to gain any more spell level.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 point of green.\n\r", ch );
else
{
xprintf( buf, "You gain %d points of green spell level.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"yellow"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
if (ch->spl[4] >= cmax)
{
send_to_char("You've reached the class spell level max.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > (cmax - ch->spl[4]))
{
xprintf(buf, "Please enter a value between 1 and %d.\n\r", cmax - ch->spl[4]);
send_to_char(buf,ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->bones >= UMAX((ch->spl[0] * 10), 1) && ch->spl[4] < cmax)
{
ch->spl[4]++;
ch->bones -= ch->spl[4] * 10;
urin_counter++;
}
else
{
send_to_char( "You cannot afford this the upgrade\n\r", ch );
return;
}
}
if (urin_counter==0)
send_to_char( "You need more bones to gain any more spell level.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 point of yellow.\n\r", ch );
else
{
xprintf( buf, "You gain %d points of yellow spell level.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"hp"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
int statcap = UMIN(300000, 50000 + 10000 * ch->race);
if (ch->max_hit >= statcap)
{
send_to_char("You've reached the statcap.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > 4000)
{
send_to_char("Please enter a value between 1 and 4000.\n\r",ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->exp >= UMAX((ch->max_hit + 1), 1) && ch->max_hit < statcap)
{
ch->max_hit++;
ch->exp -= UMAX(ch->max_hit, 1);
urin_counter++;
}
}
if (urin_counter==0)
send_to_char( "You need more exp to gain any hps.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 hp.\n\r", ch );
else
{
xprintf( buf, "You gain %d hps.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"move"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
int statcap = UMIN(300000, 50000 + 10000 * ch->race);
if (ch->max_move >= statcap)
{
send_to_char("You've reached the statcap.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > 4000)
{
send_to_char("Please enter a value between 1 and 4000.\n\r",ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->exp >= UMAX((ch->max_move + 1), 1) && ch->max_move < statcap)
{
ch->max_move++;
ch->exp -= UMAX(1, ch->max_move);
urin_counter++;
}
}
if (urin_counter==0)
send_to_char( "You need more exp to gain more move.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 move.\n\r", ch );
else
{
xprintf( buf, "You gain %d move.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if ( !str_cmp( arg1, "str" ) )
{
pOutput = "strength";
cost = figure_stat_cost( ch->pcdata->perm_str );
if(ch->pcdata->perm_str >= permstat)
{
send_to_char("Your all maxxed out there\n\r", ch);
return;
}
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
ch->pcdata->perm_str++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
if ( !str_cmp( arg1, "int" ) )
{
pOutput = "intelligence";
cost = figure_stat_cost( ch->pcdata->perm_int );
if(ch->pcdata->perm_int >= permstat)
{
send_to_char("Your all maxxed out there\n\r", ch);
return;
}
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
ch->pcdata->perm_int ++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
if ( !str_cmp( arg1, "wis" ) )
{
pOutput = "wisdom";
cost = figure_stat_cost( ch->pcdata->perm_wis );
if(ch->pcdata->perm_wis >= permstat)
{
send_to_char("Your all maxxed out there\n\r", ch);
return;
}
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
ch->pcdata->perm_wis ++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
if ( !str_cmp( arg1, "dex" ) )
{
pOutput = "dexterity";
cost = figure_stat_cost( ch->pcdata->perm_dex );
if(ch->pcdata->perm_dex >= permstat)
{
send_to_char("Your all maxxed out there\n\r", ch);
return;
}
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
ch->pcdata->perm_dex ++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
if ( !str_cmp( arg1, "con" ) )
{
pOutput = "constitution";
cost = figure_stat_cost( ch->pcdata->perm_con );
if(ch->pcdata->perm_con >= permstat)
{
send_to_char("Your all maxxed out there\n\r", ch);
return;
}
if( cost > ch->practice )
{
ch_printf(ch,"It costs %d primal to raise your %s by one.\n\r",cost,pOutput );
return;
}
ch->pcdata->perm_con ++;
ch->practice -= cost;
ch_printf( ch, "You have raised your %s.\n\r", pOutput );
return;
}
if (!str_cmp(arg1,"mana"))
{
int amount = 0;
int urin = 0;
int urin_counter = 0;
int statcap = UMIN(300000, 50000 + 10000 * ch->race);
if (ch->max_mana >= statcap)
{
send_to_char("You've reached the statcap.\n\r",ch);
return;
}
if (!is_number(arg2) && strcmp(arg2,"all"))
{
send_to_char("Please enter a numeric value or use 'all'.\n\r",ch);
return;
}
if (is_number(arg2))
{
amount = atoi( arg2 );
if (amount < 1 || amount > 4000)
{
send_to_char("Please enter a value between 1 and 4000.\n\r",ch);
return;
}
}
else amount = 100000;
for (urin = 0; urin < amount ; urin++)
{
if (ch->exp >= UMAX((ch->max_mana + 1), 1) && ch->max_mana < statcap)
{
ch->max_mana++;
ch->exp -= UMAX(ch->max_mana, 1);
urin_counter++;
}
}
if (urin_counter==0)
send_to_char( "You need more exp to gain any mana.\n\r", ch );
else if (urin_counter==1)
send_to_char( "You gain 1 mana.\n\r", ch );
else
{
xprintf( buf, "You gain %d mana.\n\r", urin_counter );
send_to_char( buf, ch );
}
return;
}
if (!str_cmp(arg1,"slash") || !str_cmp(arg1,"stab") || !str_cmp(arg1,"smash") || !str_cmp(arg1,"beast") || !str_cmp(arg1,"grab") || !str_cmp(arg1,"charm") || !str_cmp(arg1,"heat")|| !str_cmp(arg1,"cold") || !str_cmp(arg1,"lightning") || !str_cmp(arg1,"acid") || !str_cmp(arg1,"drain") || !str_cmp(arg1,"voodoo") || !str_cmp(arg1,"hurl")|| !str_cmp(arg1,"backstab") || !str_cmp(arg1,"kick") || !str_cmp(arg1,"disarm")|| !str_cmp(arg1,"steal"))
{
int immune_counter = 0;
if (IS_IMMUNE(ch,IMM_SLASH))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_STAB))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_SMASH))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_ANIMAL))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_MISC))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_CHARM))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_HEAT))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_COLD))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_LIGHTNING))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_ACID))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_DRAIN))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_VOODOO))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_HURL))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_BACKSTAB))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_DISARM))
immune_counter+=1;
if (IS_IMMUNE(ch,IMM_STEAL))
immune_counter+=1;
if (immune_counter > 10)
{
send_to_char("You already have 10 immunities/resistances.\n\r", ch);
send_to_char("Use relearn to remove an immunity/resistance.\n\r", ch);
return;
}
}
if ( IS_NPC(ch) )
return;
if ( arg1[0] == '\0' )
{
xprintf( buf, "#0You have #Y%d #0experience points and #Y%d #0primal.#n\n\r", ch->exp, ch->practice );
send_to_char( buf, ch );
xprintf(arg1,"foo");
}
if (!str_cmp(arg1,"str") ) is_ok = TRUE;
else if (!str_cmp(arg1,"int") ) is_ok = TRUE;
else if (!str_cmp(arg1,"wis") ) is_ok = TRUE;
else if (!str_cmp(arg1,"dex") ) is_ok = TRUE;
else if (!str_cmp(arg1,"con") ) is_ok = TRUE;
else if (!str_cmp(arg1,"hp") ) is_ok = TRUE;
else if (!str_cmp(arg1,"mana") ) is_ok = TRUE;
else if (!str_cmp(arg1,"move") ) is_ok = TRUE;
else if (!str_cmp(arg1,"toughness") && IS_SET(ch->newbits, NEW_MASTERY) ) is_ok = TRUE;
else if (!str_cmp(arg1,"slash") || !str_cmp(arg1,"smash") ||
!str_cmp(arg1,"beast") || !str_cmp(arg1,"grab") ||
!str_cmp(arg1,"heat") || !str_cmp(arg1,"cold") || !str_cmp(arg1,"lightning") ||
!str_cmp(arg1,"acid") || !str_cmp(arg1,"drain") || !str_cmp(arg1,"hurl") ||
!str_cmp(arg1,"backstab") || !str_cmp(arg1,"kick") || !str_cmp(arg1,"disarm") ||
!str_cmp(arg1,"steal") || !str_cmp(arg1,"stab")) is_ok = TRUE;
else if (!str_cmp(arg1,"sunlight") && IS_CLASS(ch, CLASS_VAMPIRE))
is_ok = TRUE;
else if (!str_cmp(arg1,"ancilla") && IS_CLASS(ch,CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_NEONATE))
is_ok = TRUE;
else if (!str_cmp(arg1,"ancilla") && IS_CLASS(ch,CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_CHILDE))
is_ok = TRUE;
else if (!str_cmp(arg1,"silver") && IS_CLASS(ch,CLASS_WEREWOLF))
is_ok = TRUE;
else if (!str_cmp(arg1,"forging") && !IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
is_ok = TRUE;
else if (!str_cmp(arg1,"gnosis") && (IS_CLASS(ch, CLASS_WEREWOLF)))
is_ok = TRUE;
else if (!str_cmp(arg1,"control") && IS_CLASS(ch, CLASS_VAMPIRE)
&& ch->beast > 0 )
is_ok = TRUE;
else if (!str_cmp(arg1,"belt1") && IS_CLASS(ch, CLASS_NINJA) && (ch->pcdata->rank == 0))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt2") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_ONE))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt3") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_TWO))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt4") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_THREE))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt5") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_FOUR))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt6") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_FIVE))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt7") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_SIX))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt8") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_SEVEN))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt9") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_EIGHT))
is_ok = TRUE;
else if (!str_cmp(arg1,"belt10") && IS_CLASS(ch, CLASS_NINJA) &&
(ch->pcdata->rank == BELT_NINE))
is_ok = TRUE;
else if (!str_cmp(arg1,"elder") && IS_CLASS(ch,CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_ANCILLA))
is_ok = TRUE;
else if (!str_cmp(arg1,"methuselah") && IS_CLASS(ch,CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_ELDER))
is_ok = TRUE;
else if (!str_cmp(arg1,"lamagra") && IS_CLASS(ch, CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_METHUSELAH))
is_ok = TRUE;
else if (!str_cmp(arg1,"trueblood") && IS_CLASS(ch, CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_LA_MAGRA))
is_ok = TRUE;
else if (!str_cmp(arg1,"magic") && IS_CLASS(ch,CLASS_DROW))
is_ok = TRUE;
for (loop = 1; loop < MAX_DISCIPLINES; loop++)
{
if ( !str_prefix(arg1, discipline[loop])
&& ch->power[loop] > -1 && str_cmp(arg1, "con") )
{
if (!IS_CREATOR(ch))
{
if (ch->pcdata->disc_research == -1)
{
stc("You haven't started researching a discipline yet.\n\r", ch);
return;
}
if (ch->pcdata->disc_points != 999)
{
stc("You haven't finished researching the discipline yet.\n\r", ch);
return;
}
if (loop != ch->pcdata->disc_research)
{
stc("You have not researched that discipline.\n\r", ch);
return;
}
}
ch->power[loop]+=1;
ch->pcdata->disc_research = -1;
ch->pcdata->disc_points = 0;
if (loop == DISC_DAEM_GELU)
{
if (ch->power[DISC_DAEM_GELU] == 5)
stc("Your skin takes on an icy hardness.\n\r",ch);
}
/* DAEMONIC ATTACK LEVELS 1 to 10 */
if (loop == DISC_DAEM_ATTA)
{
pow = ch->power[DISC_DAEM_ATTA];
if (pow == 2)
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
send_to_char("You grow a pair of wicked claws.\n\r", ch);
act("$n grows a pair of wicked claws.\n\r", ch, NULL, NULL, TO_ROOM);
}
if (pow == 3)
{
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL);
send_to_char("Your spine extends into a long tail.\n\r", ch);
act("$n's spine extends into a long tail.\n\r", ch, NULL, NULL, TO_ROOM);
}
if (pow == 4)
{
horn(ch);
}
if (pow == 5)
{
SET_BIT(ch->pcdata->stats[UNI_GEN], VAM_WINGS);
send_to_char("A pair of leathery wings grow out of your back.\n\r", ch);
act("A pair of leathery wings grow out of $n's back.\n\r", ch, NULL, NULL, TO_ROOM);
}
}
send_to_char("Your mastery of ",ch);
send_to_char(discipline[loop],ch);
send_to_char(" increases.\n\r",ch);
return;
}
}
cost = 200;
immcost = count_imms(ch);
belt1 = 5000000;
belt2 = 10000000;
belt3 = 15000000;
belt4 = 20000000;
belt5 = 25000000;
belt6 = 30000000;
belt7 = 35000000;
belt8 = 40000000;
belt9 = 45000000;
belt10 = 50000000;
primal = (1+ch->practice)*500;
magic = (1+ch->pcdata->stats[DROW_MAGIC])*100;
silver = (1+ch->siltol)*2500;
gnosis = ( 1 + ch->gnosis[GMAXIMUM] ) * 250000;
if ( ch->beast > 25 )
beast = 5;
else if ( ch->beast > 15 )
beast = 10;
else if ( ch->beast > 10 )
beast = 15;
else if ( ch->beast > 2 )
beast = 20;
else
beast = 25;
ancilla =1500000;
elder = 7500000;
methuselah = 15000000;
lamagra = 30000000;
trueblood = 60000000;
if ( !str_cmp( arg1, "str" ) )
{
pAbility = &ch->pcdata->perm_str;
pOutput = "strength";
}
else if ( !str_cmp( arg1, "int" ) )
{
pAbility = &ch->pcdata->perm_int;
pOutput = "intelligence";
}
else if ( !str_cmp( arg1, "wis" ) )
{
pAbility = &ch->pcdata->perm_wis;
pOutput = "wisdom";
}
else if ( !str_cmp( arg1, "dex" ) )
{
pAbility = &ch->pcdata->perm_dex;
pOutput = "dexterity";
}
else if ( !str_cmp( arg1, "con" ) )
{
pAbility = &ch->pcdata->perm_con;
pOutput = "constitution";
}
else if ( !str_cmp( arg1, "avatar") && (ch->level == 2))
{
if( ch->max_hit < 2000)
{
stc( "You need 2000 hp to train avatar.\n\r",ch);
return;
}
do_clearstats2(ch,"");
if( ch->max_hit < 2000)
{
stc( "You need 2000 hp to train avatar.\n\r",ch);
return;
}
ch->level = 3;
if (!ragnarok) ch->pcdata->safe_counter = 10;
else ch->pcdata->safe_counter = 3;
strip_aggression(ch);
act( "You become an avatar!", ch, NULL, NULL, TO_CHAR );
if (IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR)) avatar_message(ch);
else
{
xprintf( buf, "%s has become an avatar!",ch->pcdata->switchname );
avatar_info(buf);
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_MORTAL))
do_mortalvamp(ch,"");
return;
}
else if (!str_cmp(arg1, "magic") && IS_CLASS(ch, CLASS_DROW))
{
sh_int quiet_pointer=ch->pcdata->stats[DROW_MAGIC];
cost = magic;
pAbility = &quiet_pointer;
pOutput = "drow magic resistance";
}
else if ( !str_cmp( arg1, "silver") && IS_CLASS(ch, CLASS_WEREWOLF) )
{
sh_int quiet_pointer=ch->siltol; /* dirrent type of int*/
cost = silver;
pAbility = &quiet_pointer;
pOutput = "tolerance to silver";
}
else if ( !str_cmp( arg1, "gnosis") && IS_CLASS(ch, CLASS_WEREWOLF))
{
sh_int quiet_pointer = ch->gnosis[GMAXIMUM];
cost = gnosis;
pAbility = &quiet_pointer;
pOutput = "gnosis points";
}
else if ( !str_cmp( arg1, "control") && IS_CLASS(ch, CLASS_VAMPIRE))
{
sh_int quiet_pointer = ch->beast;
cost = beast;
pAbility = &quiet_pointer;
pOutput = "control over your beast";
}
else if ( !str_cmp( arg1, "ancilla") && IS_CLASS(ch, CLASS_VAMPIRE) &&
((ch->pcdata->rank ==AGE_NEONATE) || (ch->pcdata->rank == AGE_CHILDE)))
{
if (ch->exp < ancilla)
{
send_to_char( "You need 1500000 exp to become ancilla!\n\r",ch);
return;
}
ch->exp -= 1500000;
ch->pcdata->rank = AGE_ANCILLA;
xprintf(buf,"%s is now an Ancilla!", ch->name);
do_info(ch,buf);
send_to_char( "You are now an Ancilla.\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "elder") && IS_CLASS(ch,CLASS_VAMPIRE) &&
(ch->pcdata->rank == AGE_ANCILLA))
{
if (ch->exp < elder)
{
send_to_char("You need 7500000 exp to become an elder.\n\r",ch);
return;
}
ch->exp -= 7500000;
ch->pcdata->rank = AGE_ELDER;
xprintf(buf,"%s is now an Elder!", ch->name);
do_info(ch,buf);
send_to_char( "You are now an Elder!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "methuselah") && IS_CLASS(ch, CLASS_VAMPIRE)
&& (ch->pcdata->rank == AGE_ELDER))
{
if (ch->exp < methuselah)
{
send_to_char( "You need 15000000 exp to become Methuselah!\n\r",ch);
return;
}
ch->exp -= 15000000;
ch->pcdata->rank = AGE_METHUSELAH;
xprintf(buf,"%s is now a Methuselah!", ch->name);
do_info(ch, buf);
send_to_char( "You are now Methuselah!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "lamagra") && IS_CLASS(ch, CLASS_VAMPIRE)
&& (ch->pcdata->rank == AGE_METHUSELAH))
{
if (ch->exp < lamagra)
{
send_to_char( "You need 30000000 exp to become La Magra!\n\r",ch);
return;
}
ch->exp -= 30000000;
ch->pcdata->rank = AGE_LA_MAGRA;
xprintf(buf,"%s is now a La Magra!", ch->name);
do_info(ch, buf);
send_to_char( "You are now La Magra!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "trueblood") && IS_CLASS(ch, CLASS_VAMPIRE)
&& (ch->pcdata->rank == AGE_LA_MAGRA))
{
if (ch->exp < trueblood)
{
send_to_char( "You need 60000000 exp to become TrueBlood!\n\r",ch);
return;
}
ch->exp -= 60000000;
ch->pcdata->rank = AGE_TRUEBLOOD;
xprintf(buf,"%s is now a TrueBlood!", ch->name);
do_info(ch, buf);
send_to_char( "You are now TrueBlood!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "sunlight") && !IS_IMMUNE(ch,IMM_SUNLIGHT)
&& IS_CLASS(ch,CLASS_VAMPIRE))
{
if (ch->exp < 10000000)
{
send_to_char("You dont have enough experience.\n\r",ch);
return;
}
ch->exp = ch->exp - 10000000;
SET_BIT(ch->immune, IMM_SUNLIGHT);
send_to_char("You are now immune to sunlight.\n\r",ch);
return;
}
//Training Forging
else if ( !str_cmp( arg1, "forge") && !IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
{
if (ch->exp < 10000000)
{
send_to_char("You dont have enough experience.\n\r",ch);
return;
}
ch->exp = ch->exp - 10000000;
SET_BIT(ch->pcdata->jflags, JFLAG_KNOWS_FORGING);
send_to_char("You can now forge gems and hilts on items.\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt1") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank < BELT_ONE))
{
if (ch->exp < belt1)
{
send_to_char( "You need 5000000 exp to start your traning!\n\r",ch);
return;
}
ch->exp -= 5000000;
ch->pcdata->rank = BELT_ONE;
xprintf(buf,"%s has started martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a first dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt2") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_ONE))
{
if (ch->exp < belt2)
{
send_to_char( "You need 10000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 10000000;
ch->pcdata->rank = BELT_TWO;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a second dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt3") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_TWO))
{
if (ch->exp < belt3)
{
send_to_char( "You need 15000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 15000000;
ch->pcdata->rank = BELT_THREE;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a third dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt4") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_THREE))
{
if (ch->exp < belt4)
{
send_to_char( "You need 20000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 20000000;
ch->pcdata->rank = BELT_FOUR;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a fourth dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt5") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_FOUR))
{
if (ch->exp < belt5)
{
send_to_char( "You need 25000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 25000000;
ch->pcdata->rank = BELT_FIVE;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a fifth dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt6") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_FIVE))
{
if (ch->exp < belt6)
{
send_to_char( "You need 30000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 30000000;
ch->pcdata->rank = BELT_SIX;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a sixth dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt7") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_SIX))
{
if (ch->exp < belt7)
{
send_to_char( "You need 35000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 35000000;
ch->pcdata->rank = BELT_SEVEN;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a seventh dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt8") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_SEVEN))
{
if (ch->exp < belt8)
{
send_to_char( "You need 40000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 40000000;
ch->pcdata->rank = BELT_EIGHT;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now an eigth dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt9") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_EIGHT))
{
if (ch->exp < belt9)
{
send_to_char( "You need 45000000 exp to advance your traning!\n\r",ch);
return;
}
ch->exp -= 45000000;
ch->pcdata->rank = BELT_NINE;
xprintf(buf,"%s advances in their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a ninth dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "belt10") && IS_CLASS(ch, CLASS_NINJA)
&& (ch->pcdata->rank == BELT_NINE))
{
if (ch->exp < belt10)
{
send_to_char( "You need 50000000 exp to complete your traning!\n\r",ch);
return;
}
ch->exp -= 50000000;
ch->pcdata->rank = BELT_TEN;
xprintf(buf,"%s has completed their martial arts studies!", ch->name);
do_info(ch, buf);
send_to_char( "You are now a tenth dan!\n\r",ch);
return;
}
else if ( !str_cmp( arg1, "slash") && !IS_IMMUNE(ch,IMM_SLASH) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SLASH);
send_to_char( "You are now more resistant to slashing and slicing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "stab") && !IS_IMMUNE(ch,IMM_STAB) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STAB);
send_to_char( "You are now more resistant to stabbing and piercing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "smash") && !IS_IMMUNE(ch,IMM_SMASH) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_SMASH);
send_to_char( "You are now more resistant to blasting, pounding and crushing weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "beast") && !IS_IMMUNE(ch,IMM_ANIMAL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ANIMAL);
send_to_char( "You are now more resistant to claw and bite attacks.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "grab") && !IS_IMMUNE(ch,IMM_MISC) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_MISC);
send_to_char( "You are now more resistant to grepping, sucking and whipping weapons.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "charm") && !IS_IMMUNE(ch,IMM_CHARM) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_CHARM);
send_to_char( "You are now immune to charm spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "heat") && !IS_IMMUNE(ch,IMM_HEAT) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HEAT);
send_to_char( "You are now immune to heat and fire spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "cold") && !IS_IMMUNE(ch,IMM_COLD) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_COLD);
send_to_char( "You are now immune to cold spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "lightning") && !IS_IMMUNE(ch,IMM_LIGHTNING) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_LIGHTNING);
send_to_char( "You are now immune to lightning and electrical spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "acid") && !IS_IMMUNE(ch,IMM_ACID) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_ACID);
send_to_char( "You are now immune to acid spells.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "drain") && !IS_IMMUNE(ch,IMM_DRAIN) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DRAIN);
send_to_char( "You are now immune to the energy drain spell.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "voodoo") && !IS_IMMUNE(ch,IMM_VOODOO) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_VOODOO);
send_to_char( "You are now immune to voodoo magic.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "hurl") && !IS_IMMUNE(ch,IMM_HURL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_HURL);
send_to_char( "You are now immune to being hurled.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "backstab") && !IS_IMMUNE(ch,IMM_BACKSTAB) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_BACKSTAB);
send_to_char( "You are now immune to being backstabbed.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "kick") && !IS_IMMUNE(ch,IMM_KICK) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_KICK);
send_to_char( "You are now immune to being kicked.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "disarm") && !IS_IMMUNE(ch,IMM_DISARM) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_DISARM);
send_to_char( "You are now immune to being disarmed.\n\r", ch );
return;
}
else if ( !str_cmp( arg1, "steal") && !IS_IMMUNE(ch,IMM_STEAL) )
{
if (ch->exp < immcost)
{
send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
ch->exp = ch->exp - immcost;
SET_BIT(ch->immune, IMM_STEAL);
send_to_char( "You are now immune to being stolen from.\n\r", ch );
return;
}
else if ( !str_cmp(arg1, "tier"))
{ //<--Top Bracket
if (ch->tier >= 10){
send_to_char("You are on the highest tier.\n\r",ch);
return;}
if ( ch->tier == 0)
{
int TKsNeeded = 10 - (ch->tks);
int StatusNeeded = 5 - (ch->race);
int HitNeeded = 25000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #Yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#YOW#7ER#YFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
//Next One below
if ( ch->tier == 1)
{
int TKsNeeded = 20 - (ch->tks);
int StatusNeeded = 10 - (ch->race);
int HitNeeded = 50000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 2)
{
int TKsNeeded = 30 - (ch->tks);
int StatusNeeded = 15 - (ch->race);
int HitNeeded = 75000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 3)
{
int TKsNeeded = 40 - (ch->tks);
int StatusNeeded = 20 - (ch->race);
int HitNeeded = 100000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 4)
{
int TKsNeeded = 50 - (ch->tks);
int StatusNeeded = 25 - (ch->race);
int HitNeeded = 125000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 5)
{
int TKsNeeded = 60 - (ch->tks);
int StatusNeeded = 30 - (ch->race);
int HitNeeded = 150000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 6)
{
int TKsNeeded = 70 - (ch->tks);
int StatusNeeded = 35 - (ch->race);
int HitNeeded = 200000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 7)
{
int TKsNeeded = 80 - (ch->tks);
int StatusNeeded = 40 - (ch->race);
int HitNeeded = 225000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 8)
{
int TKsNeeded = 90 - (ch->tks);
int StatusNeeded = 45 - (ch->race);
int HitNeeded = 275000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
if ( ch->tier == 9)
{
int TKsNeeded = 100 - (ch->tks);
int StatusNeeded = 50 - (ch->race);
int HitNeeded = 300000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
if (TKsNeeded > 0 || StatusNeeded > 0 || HitNeeded > 0)
{
stc("#ROne or more of your tiering requirement have not been met#n\n\r",ch);
return;
}
else
{
ch->tier += 1;
ch->tks = 0;
stc("#CCongratulations #yon gaining a new tier!#n\n\r",ch);
xprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
do_info(ch,buf);
return;
}
}
} //<
else
{
xprintf( buf, "#0You can train the following#w:#n\n\r" );
send_to_char( buf, ch );
send_to_char( "#0Stats#w:#W", ch );
if ( ch->pcdata->perm_str < max_stat )
{
xprintf( buf, " #WStr#B(#C%dp#B)", figure_stat_cost(ch->pcdata->perm_str) );
stc( buf, ch );
}
if ( ch->pcdata->perm_int < max_stat )
{
xprintf( buf, " #WInt#B(#C%dp#B)", figure_stat_cost(ch->pcdata->perm_int) );
stc( buf, ch );
}
if ( ch->pcdata->perm_wis < max_stat )
{
xprintf( buf, " #WWis#B(#C%dp#B)", figure_stat_cost(ch->pcdata->perm_wis) );
stc( buf, ch );
}
if ( ch->pcdata->perm_dex < max_stat )
{
xprintf( buf, " #WDex#B(#C%dp#B)", figure_stat_cost(ch->pcdata->perm_dex) );
stc( buf, ch );
}
if ( ch->pcdata->perm_con < max_stat )
{
xprintf( buf, " #WCon#B(#C%dp#B)", figure_stat_cost(ch->pcdata->perm_con) );
stc( buf, ch );
}
if ( ( ch->pcdata->perm_str >= max_stat )
&& ( ch->pcdata->perm_wis >= max_stat )
&& ( ch->pcdata->perm_int >= max_stat )
&& ( ch->pcdata->perm_dex >= max_stat )
&& ( ch->pcdata->perm_con >= max_stat ) )
send_to_char( " #cNone left to train.#n\n\r", ch );
else
send_to_char( "#n.\n\r", ch );
send_to_char( "#0Spells#w:#W", ch );
if ( ch->spl[0] < cmax )
{
stc( " #PPurple", ch );
}
if ( ch->spl[2] < cmax )
{
stc( " #BBlue", ch );
}
if ( ch->spl[1] < cmax )
{
stc( " #RRed", ch );
}
if ( ch->spl[3] < cmax )
{
stc( " #GGreen", ch );
}
if ( ch->spl[4] < cmax )
{
stc( " #YYellow", ch );
}
if ( ( ch->spl[0] >= cmax )
&& ( ch->spl[1] >= cmax )
&& ( ch->spl[2] >= cmax )
&& ( ch->spl[3] >= cmax )
&& ( ch->spl[4] >= cmax ) )
send_to_char( " #wNone left to train.#n\n\r", ch );
else
send_to_char( "#n.\n\r", ch );
if ( ch->tier == 0)
{
int TKsNeeded = 10 - (ch->tks);
int StatusNeeded = 5 - (ch->race);
int HitNeeded = 25000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier I: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 1)
{
int TKsNeeded = 20 - (ch->tks);
int StatusNeeded = 10 - (ch->race);
int HitNeeded = 50000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier II: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 2)
{
int TKsNeeded = 30 - (ch->tks);
int StatusNeeded = 15 - (ch->race);
int HitNeeded = 75000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier III: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 3)
{
int TKsNeeded = 40 - (ch->tks);
int StatusNeeded = 20 - (ch->race);
int HitNeeded = 100000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier IV: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 4)
{
int TKsNeeded = 50 - (ch->tks);
int StatusNeeded = 25 - (ch->race);
int HitNeeded = 125000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier V: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 5)
{
int TKsNeeded = 60 - (ch->tks);
int StatusNeeded = 30 - (ch->race);
int HitNeeded = 150000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier VI: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 6)
{
int TKsNeeded = 70 - (ch->tks);
int StatusNeeded = 35 - (ch->race);
int HitNeeded = 200000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier VII: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 7)
{
int TKsNeeded = 80 - (ch->tks);
int StatusNeeded = 40 - (ch->race);
int HitNeeded = 225000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier VIII: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 8)
{
int TKsNeeded = 90 - (ch->tks);
int StatusNeeded = 45 - (ch->race);
int HitNeeded = 275000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier IX: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->tier == 9)
{
int TKsNeeded = 100 - (ch->tks);
int StatusNeeded = 50 - (ch->race);
int HitNeeded = 300000 - (ch->max_hit);
if (TKsNeeded < 0) TKsNeeded = 0;
if (StatusNeeded < 0) StatusNeeded = 0;
if (HitNeeded < 0) HitNeeded = 0;
xprintf( buf, "#RTier X: #DYou need #Y%d #Dmore Tier Kills, #Y%d #Dmore Status, and #Y%d #Dmore HP.#n\n\r",
TKsNeeded,
StatusNeeded,
HitNeeded
);
stc(buf,ch);
}
if ( ch->level == 2 && ch->max_hit > 1999)
{
xprintf( buf, "#GBecome an avatar - free.#n\n\r" );
send_to_char( buf, ch );
}
if ( ch->max_hit < (300000) )
{
xprintf( buf, "#WHp #R- #Y%d #0exp per point.#n\n\r",(ch->max_hit+1));
send_to_char( buf, ch );
}
if ( ch->max_mana < (300000) )
{
xprintf( buf, "#WMana #R- #Y%d #0exp per point.#n\n\r",(ch->max_mana+1));
send_to_char( buf, ch );
}
if ( ch->max_move < (300000) )
{
xprintf( buf, "#WMove #R- #Y%d #0exp per point.#n\n\r",(ch->max_move+1));
send_to_char( buf, ch );
}
if ( ch->practice < 4000 )
{
xprintf( buf, "#WPrimal #R- #Y%d #0exp per point of primal energy.#n\n\r", (1+ch->practice)*500 );
send_to_char( buf, ch );
}
if ( !IS_SET(ch->pcdata->jflags, JFLAG_KNOWS_FORGING))
{
stc("#gForge Skill #R- #Y10,000,000 #gexperience.#n\n\r",ch);
}
if (IS_CLASS(ch, CLASS_ANGEL))
{
if (ch->pcdata->powers[ANGEL_JUSTICE] < 5)
{
xprintf(buf,"Angel Justice : %d mill exp\n\r", (ch->pcdata->powers[ANGEL_JUSTICE]+1)*10);
send_to_char(buf,ch);
}
if (ch->pcdata->powers[ANGEL_HARMONY] < 5)
{
xprintf(buf,"Angel Harmony : %d mill exp\n\r", (ch->pcdata->powers[ANGEL_HARMONY]+1)*10);
send_to_char(buf,ch);
}
if (ch->pcdata->powers[ANGEL_PEACE] < 5)
{
xprintf(buf,"Angel Peace : %d mill exp\n\r", (ch->pcdata->powers[ANGEL_PEACE]+1)*10);
send_to_char(buf,ch);
}
if (ch->pcdata->powers[ANGEL_LOVE] < 5)
{
xprintf(buf,"Angel Love : %d mill exp\n\r", (ch->pcdata->powers[ANGEL_LOVE]+1)*10);
send_to_char(buf,ch);
}
}
//if (ch->generation == 3) send_to_char ("#WGeneration #R: #w400 mill exp\n\r#n",ch);
//else if (ch->generation == 4) send_to_char ("#WGeneration #R: #w200 mill exp\n\r#n",ch);
//else if (ch->generation == 5) send_to_char ("#WGeneration #R: #w50 mill exp\n\r#n",ch);
//else if (ch->generation > 5) send_to_char ("#WGeneration #R: #w10 mill exp\n\r#n",ch);
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (ch->pcdata->rank < TANARRI_FODDER)
send_to_char("#RStatus#W-> #wFodder #R: #w10 mill exp#n\n\r",ch);
else if (ch->pcdata->rank == TANARRI_FODDER)
send_to_char("#RStatus#W-> #w Fighter #R: #w20 mill exp#n\n\r",ch);
else if (ch->pcdata->rank == TANARRI_FIGHTER)
send_to_char("#RStatus#W-> #w Elite #R: #w40 mill exp#n\n\r",ch);
else if (ch->pcdata->rank == TANARRI_ELITE)
send_to_char("#RStatus#W-> #w Captain #R: #w80 mill exp#n\n\r",ch);
else if (ch->pcdata->rank == TANARRI_CAPTAIN)
send_to_char("#RStatus#W-> #w Warlord #R: #w160 mill exp#n\n\r",ch);
else if (ch->pcdata->rank == TANARRI_WARLORD)
send_to_char("#RStatus#W-> #w Balor #R: #w320 mill exp#n\n\r",ch);
}
if (IS_CLASS(ch,CLASS_VAMPIRE) )
{
if ( ch->pcdata->rank == AGE_CHILDE)
send_to_char("#0Age#R: Ancilla#n\n\r",ch);
else if (ch->pcdata->rank == AGE_NEONATE)
send_to_char("#0Age#R: Ancilla#n\n\r",ch);
else if (ch->pcdata->rank == AGE_ANCILLA)
send_to_char("#0Age#R: Elder#n\n\r",ch);
else if (ch->pcdata->rank == AGE_ELDER)
send_to_char("#0Age#R: Methuselah#n\n\r",ch);
else if (ch->pcdata->rank == AGE_METHUSELAH)
send_to_char("#0Age#R: LaMagra#n\n\r",ch);
else if (ch->pcdata->rank == AGE_LA_MAGRA)
send_to_char("#0Age#R: Trueblood#n\n\r",ch);
}
if (IS_CLASS(ch,CLASS_NINJA))
{
if ( ch->pcdata->rank < BELT_ONE)send_to_char("#0Studies#R: #wbelt1#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_ONE)send_to_char("#0Studies#R: #wbelt2#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_TWO)send_to_char("#0Studies#R: #wbelt3#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_THREE)send_to_char("#0Studies#R: #wbelt4#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_FOUR)send_to_char("#0Studies#R: #wbelt5#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_FIVE)send_to_char("#0Studies#R: #wbelt6#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_SIX)send_to_char("#0Studies#R: #wbelt7#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_SEVEN)send_to_char("#0Studies#R: #wbelt8#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_EIGHT)send_to_char("#0Studies#R: #wbelt9#n\n\r",ch);
else if ( ch->pcdata->rank == BELT_NINE)send_to_char("#0Studies#R: #wbelt10#n\n\r",ch);
}
if ( IS_CLASS(ch, CLASS_VAMPIRE) && !IS_IMMUNE(ch, IMM_SUNLIGHT))
{
stc("#YImmunity to Sunlight #R- #Y10,000,000 #0experience.#n\n\r",ch);
}
if ( ch->siltol < 100 && IS_CLASS(ch, CLASS_WEREWOLF))
{
xprintf( buf, "#WSilver tolerance #R- #Y%d #0exp per point of tolerance.#n\n\r", silver );
send_to_char( buf, ch );
}
if ( ch->gnosis[GMAXIMUM] < 20 && (IS_CLASS(ch, CLASS_WEREWOLF)))
{
xprintf( buf, "#WGnosis Points #R- #Y%d #0exp per point of Gnosis.#n\n\r", gnosis );
stc( buf, ch );
}
if ( ch->beast > 0 && IS_CLASS(ch, CLASS_VAMPIRE) )
{
xprintf( buf, "#WBeast Control #R- #Y%d #0primal per point of Beast.#n\n\r", beast );
stc( buf, ch );
}
if (ch->pcdata->stats[DROW_MAGIC] < 100 && IS_CLASS(ch, CLASS_DROW))
{ xprintf( buf, "#PMagic resistance #R- #Y%d #pdrow points per point of magic.#n\n\r", magic );
send_to_char( buf, ch);}
xprintf( buf, "#WNatural resistances and immunities #R- #Y%d #0exp each.#n\n\r", immcost );
send_to_char( buf, ch );
/* Weapon resistance affects */
send_to_char( "#WWeapon resistances#R:", ch );
if ( !IS_IMMUNE(ch, IMM_SLASH) ) send_to_char( " #wSlash", ch );
if ( !IS_IMMUNE(ch, IMM_STAB) ) send_to_char( " #wStab", ch );
if ( !IS_IMMUNE(ch, IMM_SMASH) ) send_to_char( " #wSmash", ch );
if ( !IS_IMMUNE(ch, IMM_ANIMAL) ) send_to_char( " #wBeast", ch );
if ( !IS_IMMUNE(ch, IMM_MISC) ) send_to_char( " #wGrab", ch );
if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) &&
IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) &&
IS_IMMUNE(ch, IMM_MISC) )
send_to_char( " #wNone left to learn.#n\n\r", ch );
else
send_to_char( ".#n\n\r", ch );
/* Spell immunity affects */
send_to_char( "#WMagical immunities#R:", ch );
if ( !IS_IMMUNE(ch, IMM_CHARM) ) send_to_char( " #wCharm", ch );
if ( !IS_IMMUNE(ch, IMM_HEAT) ) send_to_char( " #wHeat", ch );
if ( !IS_IMMUNE(ch, IMM_COLD) ) send_to_char( " #wCold", ch );
if ( !IS_IMMUNE(ch, IMM_LIGHTNING) ) send_to_char( " #wLightning", ch );
if ( !IS_IMMUNE(ch, IMM_ACID) ) send_to_char( " #wAcid", ch );
if ( !IS_IMMUNE(ch, IMM_DRAIN) ) send_to_char( " #wDrain", ch );
if ( !IS_IMMUNE(ch, IMM_VOODOO) ) send_to_char( " #wVoodoo", ch );
if ( IS_IMMUNE(ch, IMM_HEAT) &&
IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) &&
IS_IMMUNE(ch, IMM_ACID) &&
IS_IMMUNE(ch, IMM_DRAIN) && IS_IMMUNE(ch, IMM_VOODOO) )
send_to_char( " #wNone left to learn.#n\n\r", ch );
else
send_to_char( "#w.#n\n\r", ch );
/* Skill immunity affects */
send_to_char( "#WSkill immunities#R:", ch );
if ( !IS_IMMUNE(ch, IMM_HURL) ) send_to_char( " #wHurl", ch );
if ( !IS_IMMUNE(ch, IMM_BACKSTAB) ) send_to_char( " #wBackstab", ch );
if ( !IS_IMMUNE(ch, IMM_KICK) ) send_to_char( " #wKick", ch );
if ( !IS_IMMUNE(ch, IMM_DISARM) ) send_to_char( " #wDisarm", ch );
if ( !IS_IMMUNE(ch, IMM_STEAL) ) send_to_char( " #wSteal", ch );
if ( IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) &&
IS_IMMUNE(ch, IMM_KICK) && IS_IMMUNE(ch, IMM_DISARM) &&
IS_IMMUNE(ch, IMM_STEAL) )
send_to_char( " #wNone left to learn.#n\n\r", ch );
else
send_to_char( ".#n\n\r", ch );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "str")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "int")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "wis")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "dex")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= max_stat) && (!str_cmp( arg1, "con")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 15000) && (!str_cmp( arg1, "hp")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 15000) && (!str_cmp( arg1, "mana")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 15000) && (!str_cmp( arg1, "move")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ( (*pAbility >= 999) && (!str_cmp( arg1, "primal")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if ((*pAbility >= 100) && (!str_cmp(arg1, "magic"))) {
if (last) act("Your $T is already at a maximum.", ch, NULL, pOutput, TO_CHAR);
return;}
if ( (*pAbility >= 20 ) && (!str_cmp( arg1, "gnosis") ))
{
if (last) act( "Your $T is already at maximum.",ch,NULL,pOutput,TO_CHAR);
return;
}
if ( (*pAbility <= 0 ) && (!str_cmp( arg1, "control") ) )
{
if (last) act( "You have already mastered your beast.",ch,NULL,pOutput,TO_CHAR);
return;
}
if ( (*pAbility >= 100) && (!str_cmp( arg1, "silver")))
{
if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR );
return;
}
if (!strcmp(arg1, "control"))
{
if (cost > ch->practice)
{
send_to_char("You don't have enough primal.\n\r", ch);
return;
}
else
{
ch->practice-=cost;
ch->exp+=cost;
}
}
if ( cost < 1 ) cost = 1;
if ( cost > ch->pcdata->stats[DROW_POWER] && !str_cmp(arg1, "magic"))
{
if (last) send_to_char( "You don't have enough drow power points.\n\r", ch);
return;
}
else
if ( cost > ch->exp )
{
if (last) send_to_char( "You don't have enough exp.\n\r", ch );
return;
}
if (!str_cmp(arg1, "magic"))
ch->pcdata->stats[DROW_POWER] -= cost;
else
ch->exp -= cost;
if (!str_cmp( arg1, "silver"))
ch->siltol += 1;
else if (!str_cmp(arg1, "gnosis"))
{
ch->gnosis[GCURRENT]++;
ch->gnosis[GMAXIMUM]++;
}
else if (!str_cmp(arg1, "control")){
ch->beast--;
if( ch->beast < 0 ) ch->beast = 0;
}
else if (!str_cmp(arg1, "magic"))
ch->pcdata->stats[DROW_MAGIC] += 1;
else if ( str_cmp(arg1, "avatar") )
{
*pAbility += 1;
}
if (last)
act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR );
return;
}
void do_mount( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Mount what?\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_VAMPAFF(ch, VAM_DISGUISED))
{
send_to_char( "You cannot ride in this form.\n\r",ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r",ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot ride on your own back!\n\r",ch );
return;
}
if ( ch->mounted > 0 )
{
send_to_char( "You are already riding.\n\r",ch );
return;
}
if( !IS_NPC(victim) && !IS_IMMORTAL(ch) )
{
send_to_char( "You cannot mount them.\n\r",ch );
return;
}
if( victim->mounted > 0 )
{
send_to_char( "You cannot mount them.\n\r",ch );
return;
}
if( IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) && !IS_IMMORTAL(ch) )
{
send_to_char( "You cannot mount them.\n\r",ch );
return;
}
if ( victim->position < POS_STANDING )
{
if ( victim->position < POS_SLEEPING )
act( "$N is too badly hurt for that.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_SLEEPING )
act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_RESTING )
act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_MEDITATING )
act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_SITTING )
act( "First $e better stand up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_SLEEPING )
act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR );
else if ( victim->position == POS_FIGHTING )
act( "Not while $e's fighting.", ch, NULL, victim, TO_CHAR );
return;
}
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
ch->mounted = IS_RIDING;
victim->mounted = IS_MOUNT;
ch->mount = victim;
victim->mount = ch;
act( "You clamber onto $N's back.", ch, NULL, victim, TO_CHAR );
act( "$n clambers onto $N's back.", ch, NULL, victim, TO_ROOM );
return;
}
void do_dismount( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if (IS_SET(ch->mounted,IS_RIDING))
{
if ((victim = ch->mount) == NULL)
{ ch->mounted = 0;send_to_char("You stop riding the air.\n\r",ch);return;}
}
if ( ch->mounted == 0 )
{
send_to_char( "But you are not riding!\n\r",ch );
return;
}
if ( (victim = ch->mount) == NULL )
{
send_to_char( "But you are not riding!\n\r",ch );
return;
}
act( "You clamber off $N's back.", ch, NULL, victim, TO_CHAR );
act( "$n clambers off $N's back.", ch, NULL, victim, TO_ROOM );
ch->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
ch->mount = NULL;
victim->mount = NULL;
return;
}
void do_tie( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *location;
bool found = FALSE;
if (IS_NPC(ch))
return;
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC( victim))
{
send_to_char( "You cannot tie a mob up!\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char( "You cannot tie yourself up!\n\r", ch );
return;
}
if (IS_EXTRA(victim,TIED_UP))
{
send_to_char( "But they are already tied up!\n\r", ch );
return;
}
if (victim->position > POS_STUNNED || victim->hit > 0)
{
send_to_char( "You can only tie up a defenceless person.\n\r", ch );
return;
}
if (victim->in_room != NULL)
{
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
{
xprintf(buf,"#C%s #yhas been vanquished from the #Rarena#y by #C%s#n",victim->name,ch->name);
do_info(ch,buf);
victim->pcdata->alosses++;
if ((location = get_room_index(ROOM_VNUM_ALTAR)) == NULL)
return;
char_from_room(victim);
char_to_room(victim, location);
victim->fight_timer = 0;
do_restore(victim, "self");
do_call(victim, "all");
/* Check for winner */
found = FALSE;
for (victim=char_list;victim!=NULL;victim=victim->next)
{
if (IS_NPC(victim)) continue;
if (victim->in_room != NULL &&
victim->in_room->area == ch->in_room->area &&
victim->pcdata->chobj == NULL && victim != ch)
{
found = TRUE;
}
}
if (!found)
{
xprintf(buf,"#C%s #yemerges victorious from the #Rarena#n",ch->name);
ch->pcdata->awins++;
do_info(ch,buf);
if ((location = get_room_index(ROOM_VNUM_ALTAR)) == NULL) return;
char_from_room(ch);
char_to_room(ch, location);
ch->fight_timer = 0;
do_restore(ch, "self");
win_prize(ch);
pulse_arena = PULSE_ARENA;
if (tourney) update_bets(ch, NULL, TRUE);
}
return;
}
}
act("You quickly tie up $N.",ch,NULL,victim,TO_CHAR);
act("$n quickly ties up $N.",ch,NULL,victim,TO_ROOM);
send_to_char("You have been tied up!\n\r",victim);
SET_BIT(victim->extra,TIED_UP);
if (IS_SET(ch->pcdata->jflags, JFLAG_SETTIE))
tie_message(ch, victim);
else
{
xprintf(buf,"#P%s #Yhas been tied up by #R%s#n",victim->name,ch->name);
do_info(ch,buf);
}
return;
}
void do_untie( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_EXTRA(victim,TIED_UP))
{
send_to_char( "But they are not tied up!\n\r", ch );
return;
}
if (victim == ch)
{
send_to_char( "You cannot untie yourself!\n\r", ch );
return;
}
act("You quickly untie $N.",ch,NULL,victim,TO_CHAR);
act("$n quickly unties $N.",ch,NULL,victim,TO_NOTVICT);
act("$n quickly unties you.",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,TIED_UP);
return;
}
void do_gag( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch && !IS_EXTRA(victim,GAGGED) && IS_EXTRA(victim,TIED_UP))
{
send_to_char( "You cannot gag yourself!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,TIED_UP) && !IS_EXTRA(victim,GAGGED))
{
send_to_char( "You can only gag someone who is tied up!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,GAGGED))
{
act("You place a gag over $N's mouth.",ch,NULL,victim,TO_CHAR);
act("$n places a gag over $N's mouth.",ch,NULL,victim,TO_NOTVICT);
act("$n places a gag over your mouth.",ch,NULL,victim,TO_VICT);
SET_BIT(victim->extra,GAGGED);
return;
}
if (ch == victim)
{
act("You remove the gag from your mouth.",ch,NULL,victim,TO_CHAR);
act("$n removes the gag from $s mouth.",ch,NULL,victim,TO_ROOM);
REMOVE_BIT(victim->extra,GAGGED);
return;
}
act("You remove the gag from $N's mouth.",ch,NULL,victim,TO_CHAR);
act("$n removes the gag from $N's mouth.",ch,NULL,victim,TO_NOTVICT);
act("$n removes the gag from your mouth.",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,GAGGED);
return;
}
void do_blindfold( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim == ch && !IS_EXTRA(victim,BLINDFOLDED) && IS_EXTRA(victim,TIED_UP))
{
send_to_char( "You cannot blindfold yourself!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,TIED_UP) && !IS_EXTRA(victim,BLINDFOLDED))
{
send_to_char( "You can only blindfold someone who is tied up!\n\r", ch );
return;
}
if (!IS_EXTRA(victim,BLINDFOLDED))
{
act("You place a blindfold over $N's eyes.",ch,NULL,victim,TO_CHAR);
act("$n places a blindfold over $N's eyes.",ch,NULL,victim,TO_NOTVICT);
act("$n places a blindfold over your eyes.",ch,NULL,victim,TO_VICT);
SET_BIT(victim->extra,BLINDFOLDED);
return;
}
if (ch == victim)
{
act("You remove the blindfold from your eyes.",ch,NULL,victim,TO_CHAR);
act("$n removes the blindfold from $s eyes.",ch,NULL,victim,TO_ROOM);
REMOVE_BIT(victim->extra,BLINDFOLDED);
return;
}
act("You remove the blindfold from $N's eyes.",ch,NULL,victim,TO_CHAR);
act("$n removes the blindfold from $N's eyes.",ch,NULL,victim,TO_NOTVICT);
act("$n removes the blindfold from your eyes.",ch,NULL,victim,TO_VICT);
REMOVE_BIT(victim->extra,BLINDFOLDED);
return;
}
int count_imms( CHAR_DATA *ch )
{
int count = 0;
if ( IS_IMMUNE(ch, IMM_SLASH) ) count += 1;
if ( IS_IMMUNE(ch, IMM_STAB) ) count += 1;
if ( IS_IMMUNE(ch, IMM_SMASH) ) count += 1;
if ( IS_IMMUNE(ch, IMM_ANIMAL) ) count += 1;
if ( IS_IMMUNE(ch, IMM_MISC) ) count += 1;
if ( IS_IMMUNE(ch, IMM_CHARM) ) count += 1;
if ( IS_IMMUNE(ch, IMM_HEAT) ) count += 1;
if ( IS_IMMUNE(ch, IMM_COLD) ) count += 1;
if ( IS_IMMUNE(ch, IMM_LIGHTNING) ) count += 1;
if ( IS_IMMUNE(ch, IMM_ACID) ) count += 1;
if ( IS_IMMUNE(ch, IMM_SLEEP) ) count += 1;
if ( IS_IMMUNE(ch, IMM_DRAIN) ) count += 1;
if ( IS_IMMUNE(ch, IMM_VOODOO) ) count += 1;
if ( IS_IMMUNE(ch, IMM_HURL) ) count += 1;
if ( IS_IMMUNE(ch, IMM_BACKSTAB) ) count += 1;
if ( IS_IMMUNE(ch, IMM_KICK) ) count += 1;
if ( IS_IMMUNE(ch, IMM_DISARM) ) count += 1;
if ( IS_IMMUNE(ch, IMM_STEAL) ) count += 1;
return ( ( count * 50000 ) + 10000 );
}
void do_track( CHAR_DATA *ch, char *argument )
{
bool found = FALSE;
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
return;
}
if (check_track(ch,0)) found = TRUE;
if (check_track(ch,1)) found = TRUE;
if (check_track(ch,2)) found = TRUE;
if (check_track(ch,3)) found = TRUE;
if (check_track(ch,4)) found = TRUE;
if (found == FALSE)
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
return;
}
act("$n carefully examines the ground for tracks.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_hunt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
if (strlen(ch->hunting) > 1)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
send_to_char( "You stop hunting your prey.\n\r", ch );
}
else send_to_char( "Who do you wish to hunt?\n\r", ch );
return;
}
if (!str_cmp(arg,ch->name))
{
send_to_char("How can you hunt yourself?\n\r",ch);
return;
}
free_string(ch->hunting);
ch->hunting = str_dup(arg);
send_to_char( "Ok.\n\r", ch );
return;
}
void check_hunt( CHAR_DATA *ch )
{
CHAR_DATA *victim;
bool found = FALSE;
int direction = 0;
ROOM_INDEX_DATA *in_room;
in_room = ch->in_room;
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track])
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return;
}
if (check_track(ch, 0))
{
found = TRUE;
direction = ch->in_room->track_dir[0];
}
else if (check_track(ch, 1))
{
found = TRUE;
direction = ch->in_room->track_dir[1];
}
else if (check_track(ch, 2))
{
found = TRUE;
direction = ch->in_room->track_dir[2];
}
else if (check_track(ch, 3))
{
found = TRUE;
direction = ch->in_room->track_dir[3];
}
else if (check_track(ch, 4))
{
found = TRUE;
direction = ch->in_room->track_dir[4];
}
else if ( ( victim = get_char_room( ch, NULL, ch->hunting ) ) == NULL )
{
send_to_char("You cannot sense any trails from this room.\n\r",ch);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return;
}
if (strlen(ch->hunting) < 2)
return;
if ((victim = get_char_room(ch, NULL, ch->hunting)) != NULL)
return;
act("$n carefully examines the ground for tracks.",ch,NULL,NULL,TO_ROOM);
move_char(ch,direction);
if (in_room == ch->in_room || victim != NULL)
{
free_string(ch->hunting);
ch->hunting = str_dup( "" );
}
return;
}
void add_tracks( CHAR_DATA *ch, int direction )
{
int loop;
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_LYNX] > 0)
return;
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] >= 4)
return;
if (IS_CLASS(ch, CLASS_SHADOW) && IS_SET(ch->pcdata->powers[SHADOW_POWERS], NSHADOWS_SILENTWALK)) return;
if (IS_ITEMAFF(ch, ITEMA_STALKER)) return;
for ( loop = 0; loop <= 4; loop++ )
{
if (ch->in_room->track[loop] != NULL && !str_cmp(ch->in_room->track[loop],ch->name))
{
free_string(ch->in_room->track[loop]);
ch->in_room->track[loop] = str_dup("");
}
}
if (ch->in_room->track[0] != NULL && strlen(ch->in_room->track[0]) < 2)
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[0] = direction;
}
else if (ch->in_room->track[1] != NULL && strlen(ch->in_room->track[1]) < 2)
{
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[1] = direction;
}
else if (ch->in_room->track[2] != NULL && strlen(ch->in_room->track[2]) < 2)
{
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[2] = direction;
}
else if (ch->in_room->track[3] != NULL && strlen(ch->in_room->track[3]) < 2)
{
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[3] = direction;
}
else if (ch->in_room->track[4] != NULL && strlen(ch->in_room->track[4]) < 2)
{
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->pcdata->switchname);
ch->in_room->track_dir[4] = direction;
}
else
{
free_string(ch->in_room->track[0]);
ch->in_room->track[0] = str_dup(ch->in_room->track[1]);
ch->in_room->track_dir[0] = ch->in_room->track_dir[1];
free_string(ch->in_room->track[1]);
ch->in_room->track[1] = str_dup(ch->in_room->track[2]);
ch->in_room->track_dir[1] = ch->in_room->track_dir[2];
free_string(ch->in_room->track[2]);
ch->in_room->track[2] = str_dup(ch->in_room->track[3]);
ch->in_room->track_dir[2] = ch->in_room->track_dir[3];
free_string(ch->in_room->track[3]);
ch->in_room->track[3] = str_dup(ch->in_room->track[4]);
ch->in_room->track_dir[3] = ch->in_room->track_dir[4];
free_string(ch->in_room->track[4]);
ch->in_room->track[4] = str_dup(ch->name);
ch->in_room->track_dir[4] = direction;
}
return;
}
bool check_track( CHAR_DATA *ch, int direction )
{
CHAR_DATA *victim;
char buf [MAX_INPUT_LENGTH];
char vict [MAX_INPUT_LENGTH];
int door;
if (ch->hunting != NULL) strcpy(vict,ch->hunting);
else return FALSE;
if (!str_cmp(ch->hunting,vict))
{
if ( ( victim = get_char_room( ch, NULL, vict ) ) != NULL )
{
act("You have found $N!",ch,NULL,victim,TO_CHAR);
free_string(ch->hunting);
ch->hunting = str_dup( "" );
return TRUE;
}
}
if (strlen(ch->in_room->track[direction]) < 2) return FALSE;
if (!str_cmp(ch->in_room->track[direction],ch->name)) return FALSE;
if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction],ch->hunting)) return FALSE;
door = ch->in_room->track_dir[direction];
xprintf(buf,"You sense the trail of %s leading $T from here.",ch->in_room->track[direction]);
act( buf, ch, NULL, dir_name[door], TO_CHAR );
return TRUE;
}
void do_roll( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_DEMON))
{
stc("Huh?\n\r",ch);
return;
}
if ( ( obj = ch->pcdata->chobj ) == NULL )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->in_room == NULL )
{
send_to_char("You are unable to move.\n\r",ch);
return;
}
if (!str_cmp(arg,"n") || !str_cmp(arg,"north")) do_north(ch,"");
else if (!str_cmp(arg,"s") || !str_cmp(arg,"south")) do_south(ch,"");
else if (!str_cmp(arg,"e") || !str_cmp(arg,"east" )) do_east(ch,"");
else if (!str_cmp(arg,"w") || !str_cmp(arg,"west" )) do_west(ch,"");
else if (!str_cmp(arg,"u") || !str_cmp(arg,"up" )) do_up(ch,"");
else if (!str_cmp(arg,"d") || !str_cmp(arg,"down" )) do_down(ch,"");
else
{
send_to_char("Do you wish to roll north, south, east, west, up or down?\n\r",ch);
return;
}
obj_from_room(obj);
obj_to_room(obj,ch->in_room);
return;
}
void do_leap( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *container;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch,CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( ( obj = ch->pcdata->chobj ) == NULL )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( obj->in_room != NULL && arg[0] == '\0' )
{
send_to_char("Where do you want to leap?\n\r",ch);
return;
}
if ( obj->in_room != NULL )
{
if ( ( victim = get_char_room( ch, NULL, arg ) ) != NULL )
{
act("$p leaps into your hands.",victim,obj,NULL,TO_CHAR);
act("$p leaps into $n's hands.",victim,obj,NULL,TO_ROOM);
obj_from_room(obj);
obj_to_char(obj,victim);
return;
}
else if ( ( container = get_obj_room( ch, arg ) ) != NULL )
{
if (container->item_type != ITEM_CONTAINER &&
container->item_type != ITEM_CORPSE_NPC &&
container->item_type != ITEM_CORPSE_PC)
{
send_to_char("You cannot leap into that sort of object.\n\r",ch);
return;
}
act("$p leap into $P.",ch,obj,container,TO_CHAR);
act("$p leaps into $P.",ch,obj,container,TO_ROOM);
obj_from_room(obj);
obj_to_obj(obj,container);
return;
}
else send_to_char( "Nothing here by that name.\n\r",ch );
return;
}
if ( obj->carried_by != NULL )
{
act("$p leaps from your hands.",obj->carried_by,obj,NULL,TO_CHAR);
act("$p leaps from $n's hands.",obj->carried_by,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
else if ( (container = obj->in_obj) != NULL && container->in_room != NULL )
{
obj_from_obj(obj);
obj_to_room(obj,container->in_room);
char_from_room(ch);
char_to_room(ch,container->in_room);
act("$p leap from $P.",ch,obj,container,TO_CHAR);
act("$p leaps from $P.",ch,obj,container,TO_ROOM);
return;
}
if (obj->in_room != NULL)
send_to_char("You seem unable to leap anywhere.\n\r",ch);
else
send_to_char("You seem to be stuck!\n\r",ch);
return;
}
void drow_hate( CHAR_DATA *ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
if (IS_NPC(ch)) return;
if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->newbits, NEW_DROWHATE)) return;
if (!IS_CLASS(ch, CLASS_DROW) && !IS_ITEMAFF(ch, ITEMA_MADNESS)) return;
if (number_percent() < 25) {
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if ( ch == vch) continue;
if ( vch->in_room == NULL) continue;
if ( vch->in_room == ch->in_room) {
send_to_char("You scream out in hatred and attack!\n\r", ch );
act("$n screams out in hatred and attacks!",ch,NULL,vch,TO_ROOM);
SET_BIT(ch->pcdata->tempflag, TEMP_AGGRESSIVE);
do_kill(ch,vch->name);
REMOVE_BIT(ch->pcdata->tempflag, TEMP_AGGRESSIVE);
return;}
}
}
return;
}
int figure_stat_cost( const int mStat )
{
int stat = mStat - 13;
if( stat < 10 ) return 10;
else if( stat < 20 ) return 30;
else if( stat < 30 ) return 50;
else if( stat < 40 ) return 70;
else if( stat < 50 ) return 90;
else if( stat < 60 ) return 120;
else if( stat < 70 ) return 150;
else if( stat < 90 ) return 170;
else return 200;
return 200;
}