#include "kernel.h" #include "objects.h" #include "locations.h" #include "stdinc.h" #define MIN_HEALTIME 600 void healallcom(void) /* heals all non-fighting mortals */ { int i; Boolean healed = False; if ((!ptstflg(mynum, PFL_HEALALL))) { bprintf("The spell fails.\n"); return; } if (healalltime() < MIN_HEALTIME) { bprintf("It hasn't been 10 minutes.\n"); bprintf("Time since last healall: %s\n", sec_to_str(healalltime())); if ((plev(mynum) < LVL_ARCHWIZARD || (EMPTY(item1)))) return; else bprintf("Time limit over-ridden.\n"); } for (i=0; i < max_players; i++) { if (plev(i) < LVL_APPREN && players[i].iamon && (pfighting(i) == -1) && pstr(i) < maxstrength(i) && (!ststflg(i, SFL_GHOST))) { setpstr(i, maxstrength(i)); sendf(i, "%s releases a massive healing flux upon the mortals of this land.\n", see_name(i, mynum)); if (!healed) { bprintf("You healed the following players:\n"); last_healall = time(0); mudlog("%s HEALALLed.", pname(mynum)); send_msg(DEST_ALL, MODE_COLOR|MODE_QUIET, LVL_APPREN, LVL_MAX, mynum, NOBODY, "[\001p%s\003 has HEALALLed]\n", pname(mynum)); healed = True; } bprintf("\t%s\n", pname(i)); } } if (healed) bprintf("\n"); saveallcom(); return; } void healcom(void) { int a; Boolean f; PERSONA p; if (EMPTY (item1)) { bprintf ("Heal who?\n"); return; } if (!ptstflg (mynum, PFL_HEAL)) { bprintf ("The spell fails.\n"); return; } if (brkword () == -1 || (a = find_player (wordbuf, &p, &f)) == -1) { bprintf ("Heal who?\n"); return; } if (pfighting(a) != -1) { bprintf("I'm sorry...%s is in a fight right now. Try again later.\n", pname(a)); return; } if (ststflg(a, SFL_GHOST)) { bprintf("The spell cannot focus on the ghostly form of %s.\n", pname(a)); return; } if (a == mynum) { bprintf ("&+WYou feel much better.&*\n"); setpstr (mynum, maxstrength (mynum)); return; } else if (a >= max_players) { setpstr (a, pstr_reset (a)); } else if (a >= 0) { setpstr (a, maxstrength (a)); } else if (f) { bprintf ("%s will feel much better now!\n", p.p_name); p.p_strength = pmaxstrength (p.p_level); putuaf (&p); return; } bprintf ("Power radiates from your hands to heal %s.\n", pname (a)); sendf (a, "&+W%s heals all your wounds.&*\n", see_name (a, mynum)); mudlog ("%s has HEALed %s.", pname (mynum), pname (a)); send_msg (DEST_ALL, MODE_COLOR | MODE_QUIET, LVL_SENIOR, LVL_MAX, NOBODY, NOBODY, "[\001p%s\003 has HEALed %s.]\n", pname(mynum), pname(a)); } void forcecom (void) { int rme = real_mynum; int me = mynum; int a; char z[MAX_COM_LEN]; if ((a = vicf2 (SPELL_REFLECTS, 4)) < 0) return; if (a >= max_players) { bprintf ("You can only force players to do things.\n"); return; } if (plev (mynum) < LVL_APPREN && ploc (mynum) != ploc (a)) { bprintf ("There is no %s here.\n", pname (a)); return; } getreinput (z); if (do_okay (me, a, PFL_NOFORCE)) { send_msg (DEST_ALL, MODE_QUIET, LVL_APPREN, LVL_MAX, NOBODY, NOBODY, "&+M[\001p%s\003 forced \001p%s\003]&*\n&+M[Force:%s]&*\n", pname (rme), pname (a), z); setup_globals (a); bprintf ("%s has &+Mforced&* you to %s\n", see_name (a, me), z); cur_player->isforce = True; gamecom (z, True); cur_player->isforce = False; setup_globals (rme); } else { sendf (a, "%s tried to force you to %s\n", see_name (a, me), z); } } void sumcom (void) { int a, me = mynum, rme = real_mynum; int c, d, x; char buf[64]; char xx[SETIN_MAX]; if (brkword () == -1) { bprintf ("Summon who?\n"); return; } if (ltstflg(ploc(mynum), LFL_JAIL) && (plev(mynum) < LVL_ARCHWIZARD)) { bprintf ("Can't summon from here!\n"); return; } do { if ((a = fpbn (wordbuf)) != -1) { if (plev (mynum) < LVL_APPREN) { if (a == mynum) { bprintf ("You're already here.\n"); return; } /* ghost code: ghosts can't be summoned. -dragorn */ if ((ststflg(a, SFL_GHOST)) && (plev(mynum) < LVL_ARCHWIZARD)) { bprintf("You cannot locate %s ghostly form.\n", his_or_her(a)); } if (ltstflg(ploc(a), LFL_CANT_SUMMON)) { bprintf("Something about that location blocks your summon.\n"); return; } if (pstr (mynum) < 10) { bprintf ("You're too weak.\n"); return; } setpstr (mynum, pstr (mynum) - 2); c = plev (mynum) * 2; if (carries_obj_type (mynum, OBJ_WINDOW_POWERSTONE) > -1 || carries_obj_type (mynum, OBJ_WINDOW_POWERSTONE1) > -1 || carries_obj_type (mynum, OBJ_WINDOW_POWERSTONE2) > -1) c += plev (mynum); d = randperc (); if (ltstflg (ploc (mynum), LFL_ONE_PERSON)) { bprintf ("It's too restricted in here.\n"); return; } if (ltstflg (ploc (mynum), LFL_NO_SUMMON)) { bprintf ("Something prevents your summoning from succeeding.\n"); return; } if (ltstflg (ploc (mynum), LFL_ON_WATER)) { bprintf ("The boat is rolling too much.\n"); return; } if (a >= max_players) { bprintf ("You can't summon mobiles.\n"); return; } else if (c < d || players[a].asmortal > 0) { bprintf ("The spell fails.\n"); return; } if (wears_obj_type (a, OBJ_CATACOMB_SHIELD) > -1 || wears_obj_type (a, OBJ_TREEHOUSE_AMULET) > -1 || carries_obj_type (a, OBJ_CASTLE_RUNESWORD) > -1 || wears_obj_type (a, OBJ_BLIZZARD_TALISMAN) > -1 || wears_obj_type (a, OBJ_ICECAVE_PENDANT) > -1) { bprintf ("Something prevents your summoning from succeeding.\n"); return; } } /* end; if not wiz */ if (ltstflg (ploc(a), LFL_JAIL) && (plev(mynum) < LVL_ARCHWIZARD)) { bprintf ("They are in jail." " You cannot summon someone from there\n"); return; } if (!do_okay (mynum, a, PFL_NOSUMMON)) { bprintf ("%s doesn't want to be summoned.\n", pname (a)); sendf (a, "%s tried to summon you!\n", see_name (a, mynum)); continue; } bprintf ("You cast the summoning......\n"); if (a < max_players) { mudlog("%s &+gSUMMON&*ed player %s from %s to %s.", pname(mynum), pname(a), xshowname(buf,ploc(a)), showname(ploc(mynum))); send_msg (DEST_ALL, MODE_COLOR|MODE_QUIET, pvis(mynum)<LVL_ARCHWIZARD?LVL_ARCHWIZARD:pvis(mynum), LVL_MAX, mynum, a, "[%s has summoned player %s from %s to %s]\n", pname(mynum), pname(a), xshowname(buf, ploc(a)), showname(ploc(mynum))); } if (a >= max_players) { mudlog("%s &+gSUMMON&*ed mobile %s from %s to %s.", pname(mynum), pname(a), xshowname(buf, ploc(a)), showname(ploc(mynum))); } if (plev(mynum) < LVL_APPREN && !the_world->w_tournament) { sendf(a, "You drop everything as you are summoned by %s.\n", see_name(a, mynum)); } else { sendf(a, "%s\n", build_setin(xx,cur_player->settrvict, pname(mynum), NULL)); } send_msg(ploc(a), 0, pvis(a), LVL_MAX, a, NOBODY, "%s disappears in a puff of smoke.\n", pname(a)); if (a < max_players) { sprintf(buf, "%s\n", build_setin(xx,cur_player->settrroom, pname(mynum), NULL)); sillycom(buf); send_msg(ploc(mynum), 0, pvis(a), LVL_MAX, a, NOBODY, "%s\n", build_setin(xx,cur_player->settrenter,pname(a), NULL)); setup_globals(a); trapch(ploc(me)); setup_globals(rme); } else { send_msg (ploc (mynum), 0, pvis (a), LVL_MAX, a, NOBODY, "%s arrives.\n", pname (a)); setploc (a, ploc (mynum)); } continue; } else if ((a = fobn (wordbuf)) != -1) { if (!ptstflg (mynum, PFL_SUMOBJ)) { bprintf ("You can only summon people.\n"); continue; } x = a; while (ocarrf (x) == IN_CONTAINER) x = oloc (x); if (ocarrf (x) >= CARRIED_BY) x = ploc (oloc (x)); else x = oloc (x); #ifdef LOCMIN_RHOME if ((a == OBJ_RHOME_INVRING) && (!EQ(pname(mynum), "Rex"))) { bprintf("You can not summon that object, sorry.\n"); return; } #endif send_msg (ploc (mynum), 0, pvis (mynum), LVL_MAX, mynum, NOBODY, "%s fetches something from another dimension.\n", pname (mynum)); sendf (x, "The %s vanishes!\n", oname (a)); mudlog("%s &+gSUMMON&*ed object %s from %s to %s.", pname(mynum), oname(a), xshowname(buf, x), showname(ploc(mynum))); bprintf ("The %s flies into your hand.\nIt was:", oname (a)); desrm (oloc (a), ocarrf (a)); setoloc (a, mynum, CARRIED_BY); continue; } else { bprintf ("Who or what is %s?\n", wordbuf); } } while (plev (mynum) >= LVL_APPREN && brkword () != -1); } static void vis_proc (int new) { char xx[SETIN_MAX]; int oldvis = pvis (mynum); setpvis (mynum, new); bprintf ("Ok\n"); if (new < oldvis) { send_msg (ploc (mynum), 0, new, oldvis, mynum, NOBODY, "%s\n", build_setin (xx, cur_player->setvin, pname (mynum), NULL)); } else { send_msg (ploc (mynum), 0, oldvis, new, mynum, NOBODY, "%s\n", build_setin (xx, cur_player->setvout, pname (mynum), NULL)); } } void viscom (void) { if (plev (mynum) < LVL_APPREN) { bprintf ("You can't do that sort of thing at will, you know.\n"); return; } if (pvis (mynum) == 0) { bprintf ("You're already visible.\n"); return; } vis_proc (0); } void inviscom () { int x, y; switch (wlevel(plev(mynum))) { case LEV_MASTER: x = LVL_GOD; break; case LEV_GOD: x = LVL_GOD; break; case LEV_HIGHDEMI: x = LVL_GOD; break; case LEV_DEMI: x = LVL_HIGHDEMI; break; case LEV_HIGHARCH: x = LVL_DEMI; break; case LEV_ARCHWIZARD: x = LVL_HIGHDEMI; break; case LEV_SENIOR: x = LVL_ARCHWIZARD; break; case LEV_WIZARD: x = LVL_SENIOR; break; case LEV_EMERITUS: x = LVL_WIZARD; break; case LEV_APPRENTICE: x = LVL_APPREN; break; default: bprintf ("You can't turn invisible at will, you know.\n"); return; } if (brkword () == -1 || (y = atoi (wordbuf)) < 0 || y > x) y = x; if (pvis (mynum) == y) { bprintf ("You're already %svisible.\n", (y == 0 ? "" : "in")); return; } vis_proc (y); } void resurcom (void) { int a; if (!ptstflg (mynum, PFL_RES)) { erreval (); return; } if (EMPTY (item1)) { bprintf ("Resurrect what?\n"); return; } if ((a = fobn (item1)) == -1) { if ((a = fpbn (item1)) == -1 || a < max_players) { bprintf ("You can only resurrect objects and mobiles.\n"); return; } if (!EMPTY (pname (a))) { /* if alive we should only give them strength and level back :-) */ if (pfighting (a) != -1) { bprintf ("%s is fighting at the moment.\n", pname (a)); return; } else if (pstr (a) >= 0) { bprintf ("%s is resurrected.\n", pname (a)); setpstr (a, pstr_reset (a)); return; } } if (ltstflg (ploc (mynum), LFL_ONE_PERSON)) { bprintf ("This room is too small.\n"); return; } reset_mobile (a); clear_hate(a); setploc (a, ploc (mynum)); sendf (ploc (mynum), "%s suddenly appears.\n", pname (a)); mudlog("%s RESURRECTed mobile %s.", pname(mynum), pname(a)); return; } if (ospare (a) != -1) { bprintf ("It already exists.\n"); return; } oclrbit (a, OFL_DESTROYED); setoloc (a, ploc (mynum), IN_ROOM); sendf (ploc (mynum), "The %s suddenly appears.\n", oname (a)); mudlog("%s RESURRECTed the %s.", pname(mynum), oname(a), onum(a)); } void posecom (void) { char x[128]; int n; int m; char *POSE[] = {"gestures", "fireball", "hamster", "sizzle", "crackle", TABLE_END}; if (plev (mynum) < LVL_SEVEN) { bprintf ("You're not up to this yet.\n"); return; } if (ltstflg(ploc(mynum), LFL_JAIL) && (plev(mynum) < LVL_ARCHWIZARD)) { bprintf ("You don't look very good right now anyway.\n"); return; } if (brkword () != -1) { if (plev (mynum) < LVL_APPREN) { bprintf ("Usage: POSE\n"); return; } if (((n = atoi (wordbuf)) > 5 || n < 1) && (m = tlookup (wordbuf, POSE)) == -1) { bprintf ("Usage: POSE <gestures/fireball/hamster/sizzle/crackle>\n"); return; } if (m != -1) n = m; else --n; } else n = randperc () % 5; switch (n) { case 0: sprintf (x, "&+R\001s%%s\003%%s raises %s arms in mighty magical " "invocations.&*\n\003", his_or_her (mynum)); sillycom (x); bprintf ("&+RYou make mighty magical gestures.&*\n"); break; case 1: sillycom ("&+B\001s%s\003%s throws out one arm and sends a huge bolt of " "fire high into the sky.&*\n\003"); bprintf ("&+BYou toss a fireball high into the sky.&*\n"); broad ("&+B\001cA massive ball of fire explodes high up in the sky.&*\n\003"); break; case 2: sillycom ("\001s%s\003%s turns casually into a &+yhamster&* before resuming " "normal shape.\n\003"); bprintf ("You casually turn into a &+yhamster&* before resuming normal " "shape.\n"); break; case 3: sillycom ("\001s%s\003%s starts &+Cs&+Wi&+Cz&+Wz&+Cl&+Wi&+Cn&+Wg&* with magical energy.\n\003"); bprintf ("You &+Cs&+Wi&+Cz&+Wz&+Cl&+We&* with magical energy.\n"); break; case 4: sillycom ("\001s%s\003%s begins to &+Rc&+rr&+Ra&+rc&+Rk&+rl&+Re&* with magical fire.\n\003"); bprintf ("You &+Rc&+rr&+Ra&+rc&+Rk&+rl&+Re&* with magical fire.\n"); break; } } void bangcom(void) { if (plev(mynum) < LVL_TEN) erreval(); if (ltstflg (ploc(mynum), LFL_JAIL) && (plev(mynum) <= LVL_ARCHWIZARD)) erreval (); else broad("\001dA huge crash of &+Wthunder&* echoes throughout the land.\n\003"); }