LOW4_Fixup/src/obj/
/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *  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.                                                  *
 ***************************************************************************/
/***************************************************************************
 *  God Wars Mud originally written by KaVir aka Richard Woolcock.         *
 *  Changes done to the code done by Sage aka Walter Howard, this mud is   *
 *  for the public, however if you run this code it means you agree        *
 *  to the license.low, license.gw, and license.merc have fun. :)          *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "player.h"

/*
 * Local functions.
 */

void do_grant( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char      arg1 [MAX_INPUT_LENGTH];
    char      arg2 [MAX_INPUT_LENGTH];
    int       inpart = 0;
    int       cost = 0;

    smash_tilde(argument);
    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if (IS_NPC(ch)) return;

    if (!IS_CLASS(ch, CLASS_DROW))
    {
	    send_to_char("Huh?\n\r",ch);
	    return;
    }

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
	send_to_char( "Syntax: Grant <person> <power>\n\r", ch );
	send_to_char("Drowfire (2500),  Darkness (7500),  Drowpoison (2500).\n\r",ch);
	send_to_char("Drowsight (5000),  Drowshield (5000),  Levitation (1000).\n\r", ch );
	send_to_char("Shadowwalk (10000),  Garotte (5000),  Spiderarms (7500).\n\r", ch );
	send_to_char("Drowhate (10000),  Spiderform (15000),  Web (5000).\n\r",ch );
	send_to_char("Dgarotte (2500),  Confuse (2500),  Glamour (5000).\n\r", ch );
	send_to_char("Earthshatter (7500),  Speed (7500),  Toughskin (7500), LlothsRegen (10000).\n\r",
ch );
	send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );
	return;
    }

    if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
    {
	send_to_char( "Nobody by that name.\n\r", ch );
	return;
    }

    if ( IS_NPC(victim) )
    {
	send_to_char( "Not on NPC's.\n\r", ch );
	return;
    }


    if (!str_cmp(arg2,"mage") || !str_cmp(arg2,"warrior") || !str_cmp(arg2, "cleric" ))
    {
	if (victim->pcdata->stats[UNI_GEN] < 3 )
	{	send_to_char("Not on them!\n\r", ch );
		return;}

	if (!IS_CLASS(victim, CLASS_DROW)) {
		send_to_char("Only on drows.\n\r", ch );
		return;}

	if (IS_SET(victim->special, SPC_DROW_WAR) ||
	IS_SET(victim->special, SPC_DROW_MAG) ||
	IS_SET(victim->special, SPC_DROW_CLE))
  {		send_to_char( "They already have a profession.\n\r", ch );
		return;}
	if (!str_cmp(arg2, "mage"))
		SET_BIT(victim->special, SPC_DROW_MAG);
	else if (!str_cmp(arg2, "cleric"))
		SET_BIT(victim->special, SPC_DROW_CLE);
	else if (!str_cmp(arg2, "warrior"))
		SET_BIT(victim->special, SPC_DROW_WAR);
	send_to_char("You give them a profession.\n\r", ch );
	send_to_char("You have been given a profession.\n\r", victim);
	save_char_obj(victim);
	return;
    }


    if (!str_cmp(arg2,"drowfire")) 
	{inpart = DPOWER_DROWFIRE; cost = 2500;}
    else if (!str_cmp(arg2,"darkness"))
	{inpart = DPOWER_DARKNESS; cost= 7500;}
    else if (!str_cmp(arg2, "llothsregen"))
        {inpart = DPOWER_REGEN; cost = 10000;}
    else if (!str_cmp(arg2,"drowsight"))

	{inpart = DPOWER_DROWSIGHT; cost= 5000;}
    else if (!str_cmp(arg2,"spiderarms"))
	{inpart = DPOWER_ARMS; cost = 7500;}
    else if (!str_cmp(arg2,"web"))
	{inpart = DPOWER_WEB; cost = 5000;}
    else if (!str_cmp(arg2,"spiderform"))
	{inpart = DPOWER_SPIDERFORM; cost = 15000;}
    else if (!str_cmp(arg2,"drowhate"))
	{inpart = DPOWER_DROWHATE; cost = 10000;}
    else if (!str_cmp(arg2,"drowshield"))
     	{inpart = DPOWER_DROWSHIELD; cost = 5000;}
    else if (!str_cmp(arg2,"levitation"))
	{inpart = DPOWER_LEVITATION; cost = 1000;}
    else if (!str_cmp(arg2,"shadowwalk"))
	{inpart = DPOWER_SHADOWWALK; cost = 10000;}
    else if (!str_cmp(arg2,"garotte")) 
	{inpart = DPOWER_GAROTTE; cost = 5000;}
    else if (!str_cmp(arg2,"dgarotte"))
	{inpart = DPOWER_DGAROTTE; cost = 2500;}
    else if (!str_cmp(arg2,"drowpoison"))
	{inpart = DPOWER_DROWPOISON; cost = 2500;}
    else if (!str_cmp(arg2,"glamour"))
	{inpart = DPOWER_GLAMOUR; cost = 5000;}
    else if (!str_cmp(arg2,"confuse"))
	{inpart = DPOWER_CONFUSE; cost = 2500;}
    else if (!str_cmp(arg2,"earthshatter"))
	{inpart = DPOWER_EARTHSHATTER; cost = 7500;}
    else if (!str_cmp(arg2,"speed"))
	{inpart = DPOWER_SPEED; cost = 7500;}
   else if (!str_cmp(arg2,"toughskin"))
	{inpart = DPOWER_TOUGHSKIN; cost =7500;}
    else
    {
	send_to_char("Please select a power from:\n\r",ch);
        send_to_char("Drowfire (2500),  Darkness (7500),  Drowpoison  (1000).\n\r",ch);
	send_to_char("Drowsight (5000),  Drowshield (5000),  Levitation (1000).\n\r", ch );
	send_to_char("Shadowwalk (10000),  Garotte (5000),  Spiderarms (7500).\n\r", ch );
	send_to_char("Drowhate (10000),  Spiderform (15000),  Web (5000).\n\r",ch );
	send_to_char("Dgarotte (2500),  Confuse (2500),  Glamour (5000).\n\r", ch);
	send_to_char("Earthshatter (7500),  Speed (7500),  Toughskin (7500).\n\r", ch );

        if (ch->pcdata->stats[UNI_GEN] < 3) {
        send_to_char("Warrior (0), Mage (0), Cleric (0).\n\r", ch );}
	return;
    }
    if (IS_SET(victim->pcdata->powers[1], inpart))
    {
	send_to_char("They have already got that power.\n\r",ch);
	return;
    }
    if (ch->pcdata->stats[DROW_POWER] < cost) 
    {
	send_to_char("You have insufficient power to grant that gift.\n\r",ch);
	return;
    }
    SET_BIT(victim->pcdata->powers[1], inpart);
    ch->pcdata->stats[DROW_POWER]   -= cost;
    if (victim != ch) send_to_char("You have been granted a gift from your matron!\n\r",victim);
    send_to_char("Ok.\n\r",ch);
    if (victim != ch) save_char_obj(ch);
    save_char_obj(victim);
    return; 
}
/*
void do_ddarkness( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *inroom;   
inroom= ch->in_room;
 
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
  send_to_char("Huh?\n\r", ch);
  return;
}
if (ch->pcdata->condition[COND_THIRST] < 300)
{
send_to_char("You have insufficient blood.\n\r", ch);
 return;
}
ch->pcdata->condition[COND_THIRST] -= 300;
SET_BIT(inroom->room_flags, ROOM_DARK);
sprintf(buf,"A look of concentration passes over %s's face.",
ch->name);
act(buf,ch,NULL,NULL,TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",ch);
sprintf(buf,"A complete darkness fills the room.\n\r");
act(buf,ch,NULL,NULL,TO_ROOM);
send_to_char(buf,ch);
return;
}
*/
void do_chaosblast(CHAR_DATA *ch, char *argument) {

    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    int sn;
    int level;
    int spelltype;

    argument = one_argument( argument, arg );
    if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special,
	SPC_DROW_MAG) && ch->pcdata->stats[UNI_GEN] > 2)) {
		send_to_char("Huh?\n\r", ch);
		return;}

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
        if ((victim = ch->fighting) == NULL)
    {
        send_to_char( "They aren't here.\n\r", ch );
        return;
    }
        if (ch->mana < 100) {
                send_to_char("You don't have enough mana.\n\r", ch);
                return;}


    if ( ( sn = skill_lookup( "chaos blast" ) ) < 0 ) return;
    spelltype = skill_table[sn].target;
    level = ch->spl[spelltype]*2.7;
        act("You concentrate your power on $N.",ch,NULL,victim,TO_CHAR);
        act("$n concentrates $s power on you.",ch,NULL,victim,TO_VICT);
    (*skill_table[sn].spell_fun) ( sn, level, ch, victim );
    WAIT_STATE( ch, 12 );
        ch->mana = ch->mana - 100;
    return;
}


void do_drowcreate( CHAR_DATA *ch, char *argument )
{
    OBJ_INDEX_DATA *pObjIndex;
    OBJ_DATA *obj;
    char arg[MAX_INPUT_LENGTH];
    int vnum = 0;

    argument = one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if (!IS_CLASS(ch, CLASS_DROW))
    {
	    send_to_char("Huh?\n\r",ch);
	    return;
    }

    if (arg[0] == '\0')
    {
	send_to_char("Please specify what kind of equipment you want to create.\n\r", ch );
	send_to_char("Whip, Dagger, Ring, Amulet, Armor, Helmet,\n\r", ch);
	send_to_char("Leggings, Boots, Gauntlets, Sleeves,\n\r", ch );
	send_to_char("Belt, Bracer, Mask, Cloak.\n\r", ch);
	return;
    }
    if      (!str_cmp(arg,"whip"     )) vnum = 29600;
    else if (!str_cmp(arg,"cloak"   )) vnum = 29613;
    else if (!str_cmp(arg,"armor"    )) vnum = 29604;
    else if (!str_cmp(arg,"boots"   )) vnum = 29607;
    else if (!str_cmp(arg,"gauntlets")) vnum = 29608;
    else if (!str_cmp(arg,"sleeves")) vnum = 29609;
    else if (!str_cmp(arg,"belt"))   vnum = 29610;
    else if (!str_cmp(arg,"helmet"))	vnum = 29605;
    else if (!str_cmp(arg,"leggings"))	vnum = 29606;
    else if (!str_cmp(arg,"mask" )) vnum = 29612;
    else if (!str_cmp(arg,"bracer"    )) vnum = 29611;
    else if (!str_cmp(arg,"dagger"	)) vnum = 29601;
    else if (!str_cmp(arg, "ring"))	vnum = 29602;
    else if (!str_cmp(arg, "amulet"))	vnum = 29603;

    else
    {
	send_to_char("That is an invalid type.\n\r", ch );
	return;
    }
    if ( ch->pcdata->stats[DROW_POWER] < 10000)
    {
	send_to_char("It costs 10000 points of power to create a piece of drow armour.\n\r",ch);
	return;
    }
    if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
    {
	send_to_char("Missing object, please inform KaVir.\n\r",ch);
	return;
    }
    ch->pcdata->stats[DROW_POWER] -= 10000;
    obj = create_object(pObjIndex, 50);
    obj_to_char(obj, ch);
    act("$p appears in your hands.",ch,obj,NULL,TO_CHAR);
    act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM);
    return;
}

void do_favor( CHAR_DATA *ch, char *argument )
{
    char      buf [MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    char      arg [MAX_INPUT_LENGTH];

    argument = one_argument( argument, arg );

    if (IS_NPC(ch)) return;

    if (!IS_CLASS(ch, CLASS_DROW) || ch->pcdata->stats[UNI_GEN] > 2) 
    {
	send_to_char("Huh?\n\r",ch);
	return;
    }

    if ( arg[0] == '\0' )
    {
	send_to_char( "Give Lloth's favor to whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( IS_NPC(victim) )
    {
	send_to_char( "Not on NPC's.\n\r", ch );
	return;
    }

    if ( ch == victim )
    {
	send_to_char("Not on yourself.\n\r", ch );
	return;
    }

    if (IS_CLASS(victim, CLASS_MAGE))
    {
	send_to_char( "Not on a mage.\n\r", ch );
	return;
    }

    if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
    {
	send_to_char( "Only on avatars.\n\r", ch );
	return;
    }

    if (!IS_IMMUNE(victim,IMM_DEMON))
    {
	send_to_char( "Not on an unwilling person.\n\r", ch);
	return;
    }
/*
    if (IS_CLASS(victim, CLASS_DROW)) {
	send_to_char("They are already a drow.\n\r", ch );
		return;
	}
*/
	 if (IS_CLASS(victim, CLASS_DROW))
{
        victim->clan=str_dup(ch->clan);
        return;
  }

  if (IS_CLASS(victim, CLASS_DEMON) || IS_SET(victim->special,
SPC_CHAMPION))
    {
	send_to_char("Not on a demon!\n\r",ch);
	return;
    }

	if (IS_CLASS(victim, CLASS_VAMPIRE)) {
	send_to_char("Not on a vampire!\n\r", ch );
		return;}

	if (IS_CLASS(victim, CLASS_WEREWOLF)) {
	send_to_char("Not on a werewolf!\n\r", ch );
	return;}
    if ( IS_CLASS(victim, CLASS_HIGHLANDER) )
    {
	send_to_char( "Not on a highlander.\n\r", ch );
	return;
    }

	if (IS_CLASS(victim, CLASS_MONK))
	{
	send_to_char("Not on monks!\n\r", ch);
	return;
	}
    if ( IS_CLASS(victim, CLASS_NINJA) )
    {
    send_to_char( "Not on a ninja.\n\r", ch);
    return;
    }
    if ( IS_CLASS(victim, CLASS_PALADIN) )
    {
    send_to_char( "Not on a paladin.\n\r", ch);
    return;
    }

    if (IS_CLASS(victim, CLASS_MOOGLE))
    {
    send_to_char( "Not on moogles!\n\r", ch);
    return;
    }

    if (ch->exp < 10000)
    {
	send_to_char("You cannot afford the 10,000 exp.\n\r",ch);
	return;
    }

    ch->exp = ch->exp - 10000;
    act("You make $N a drow!", ch, NULL, victim, TO_CHAR);
    act("$n makes $N a drow!", ch, NULL, victim, TO_NOTVICT);
    act("$n makes you a drow!", ch, NULL, victim, TO_VICT);
    victim->class=0;
    victim->class=CLASS_DROW;
    victim->special=0;

    if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
    REMOVE_BIT(victim->act, PLR_HOLYLIGHT);
    REMOVE_BIT(victim->act, PLR_WIZINVIS);
    REMOVE_BIT(victim->special, SPC_SIRE);
    REMOVE_BIT(victim->special, SPC_ANARCH);
    victim->pcdata->stats[UNI_RAGE] = 0;
    victim->pcdata->stats[UNI_GEN] = ch->pcdata->stats[UNI_GEN] + 1;
	victim->special = 0;
    free_string(victim->morph);
    victim->morph=str_dup("");
                free_string(victim->clan);
            victim->clan=str_dup(ch->clan);

    free_string(victim->lord);
    if (ch->pcdata->stats[UNI_GEN] == 1)
        victim->lord=str_dup(ch->name);
    else
    {
        sprintf(buf,"%s %s",ch->lord,ch->name);
        victim->lord=str_dup(buf);
    }
 
    save_char_obj(ch);
    save_char_obj(victim);
    return;
}


void do_drowfire( CHAR_DATA *ch, char *argument ) {

    CHAR_DATA *victim;
    char arg [MAX_INPUT_LENGTH];
    int sn;
    int level;
    int spelltype;

	argument = one_argument(argument, arg);

	if (IS_NPC(ch)) return;

	if(!IS_CLASS(ch, CLASS_DROW) ||
!IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) {
		send_to_char("Huh?\n\r", ch );
		return;}

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
        send_to_char( "They aren't here.\n\r", ch );
        return;
    }

    if ( ch == victim )
    {
        send_to_char( "Not on yourself.\n\r", ch );
        return;
    }

	if (ch->mana < 100) {
	send_to_char("You don't have enough mana.\n\r", ch );
		return;}

    if ( ( sn = skill_lookup( "drowfire" ) ) < 0 ) return;
    spelltype = skill_table[sn].target;
    level = ch->spl[spelltype] * 0.5;
    (*skill_table[sn].spell_fun) ( sn, level, ch, victim );
    WAIT_STATE( ch, 12 );
	ch->mana = ch->mana - 100;
    return;
}
void do_heal ( CHAR_DATA *ch, char *argument ) 
{
        if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) ||
(!IS_SET(ch->special,SPC_DROW_CLE) && ch->pcdata->stats[UNI_GEN] > 2)) 
            {
		send_to_char("Huh?\n\r", ch );
		return;
            }

	if (ch->mana < 100) {
		send_to_char("You don't have enough mana.\n\r", ch );
		return;}

	ch->mana = ch->mana - 100;
	ch->hit = ch->hit + ch->spl[BLUE_MAGIC]*3/2;
	if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
	send_to_char("Lloth heals you.\n\r",ch);
	act("$n is healed by Lloth.",ch,NULL,NULL,TO_ROOM);
	WAIT_STATE(ch, 12);
	return;
}

void do_shadowwalk(CHAR_DATA *ch, char *argument)
{
	char arg[MAX_INPUT_LENGTH];
	ROOM_INDEX_DATA *location;
	CHAR_DATA *victim;

	one_argument (argument, arg);

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_SHADOWWALK)) {
	send_to_char("Huh?\n\r", ch );
	return;}

	if ((victim = get_char_world(ch, arg)) == NULL) {
	send_to_char("Shadowwalk to whom?\n\r", ch );
	return;}

	location = victim->in_room;

	if (ch->move < 250) {
	send_to_char("You are too tired to go shadowwalking.\n\r", ch );
	return;}

	if (!IS_NPC(victim)) {
	send_to_char("You failed.\n\r", ch );
	return;}

	if (!IS_SET(victim->in_room->room_flags, ROOM_DARK) && 
	!IS_SET(victim->in_room->room_flags, ROOM_TOTAL_DARKNESS)) {
	send_to_char("You failed.\n\r", ch );
	return;}

	act("You walk into the shadows.", ch, NULL, NULL, TO_CHAR);
	act("$n walks into the shadows.", ch, NULL, NULL, TO_ROOM);
	ch->move -= 250;
	char_from_room(ch);
	char_to_room(ch, location);
	do_look(ch, "auto");	
	act("You walk out of the shadows.", ch, NULL, NULL, TO_CHAR);
	act("$n walks out of the shadows.", ch, NULL, NULL, TO_CHAR);

	return;
}

void do_drowhate(CHAR_DATA *ch, char *argument)
{
	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
	{send_to_char("Huh?\n\r", ch );
	return;}

	if (IS_SET(ch->newbits, NEW_DROWHATE)) {
	send_to_char("You calm your hatred.\n\r", ch );
	REMOVE_BIT(ch->newbits, NEW_DROWHATE);
	}
	else {
	send_to_char("You invoke your hatred for others.\n\r", ch );
	SET_BIT(ch->newbits, NEW_DROWHATE);
	}

	return;
}


void do_spiderform( CHAR_DATA *ch, char *argument )
{
    char arg [MAX_INPUT_LENGTH];
    char buf [MAX_STRING_LENGTH]; 
    argument = one_argument( argument, arg ); 

    if (IS_NPC(ch)) return;

  if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],
DPOWER_SPIDERFORM))
	{send_to_char("Huh?\n\r", ch );
	return;}

    

    
    if (IS_POLYAFF(ch, POLY_SPIDERFORM))
    {   
        REMOVE_BIT(ch->polyaff, POLY_SPIDERFORM);
        REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
        act( "You transform into human form.", ch, NULL, NULL, TO_CHAR );
        act( "$n's shrinks back into human form.", ch, NULL, NULL, TO_ROOM );
        ch->damroll -= 50;
        ch->hitroll -= 50; 
	clear_stats(ch);
	free_string( ch->morph );
        ch->morph = str_dup( "" );
        return;
    }
    else if (IS_AFFECTED(ch,AFF_POLYMORPH))
    {
send_to_char("You cant spider form when changed.\n\r",ch);
return;
}
        if (ch->stance[0] != -1) do_stance(ch,"");
	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
        act( "You transform into a giant spider", ch, NULL, NULL, TO_CHAR
);
        act( "$n's body grows and distorts into a giant spider.", ch,
NULL, NULL, TO_ROOM );

        ch->pcdata->mod_str = 15;
        ch->pcdata->mod_dex = 15;
        SET_BIT(ch->polyaff, POLY_SPIDERFORM);
        SET_BIT(ch->affected_by, AFF_POLYMORPH);
        if (!str_cmp(ch->name,"Sage")) sprintf(buf,"Sage the Spider");    
	sprintf(buf, "%s the giant myrlochar", ch->name);
        free_string( ch->morph );
        ch->morph = str_dup( buf );
	ch->damroll += 50;
	ch->hitroll += 50;
        return;
    }
  

/*
void do_spiderform( CHAR_DATA *ch, char *argument ) 
{
	char arg[MAX_INPUT_LENGTH];
	char buf[MAX_STRING_LENGTH];
 
	argument = one_argument(argument,arg);

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
	{send_to_char("Huh?\n\r", ch );
	return;}

	if (IS_AFFECTED(ch, AFF_POLYMORPH)) 
      {
	send_to_char("You can't spiderform while changed.\n\r", ch );
	return;
      }

      if (ch->cur_form != get_normal_form(ch))
      {
	sprintf(buf, "$n morphs back into %s.", GET_PROPER_NAME(ch));
        act(buf, ch, NULL, NULL, TO_ROOM);
        stc("You return to your normal form.\n\r", ch);
        set_form(ch, get_normal_form(ch) );
        WAIT_STATE(ch, 7);
        return;   
      }

	if (ch->move < 500) {
	send_to_char("You don't have the energy to change.\n\r", ch );
	return;}


      if (ch->cur_form == get_normal_form(ch))
      {
	ch->move -= 500;
	
	act("You mutate into a giant spider.",ch,NULL,NULL,TO_CHAR);
        act("$n mutates into a giant spider.",ch,NULL,NULL,TO_ROOM);
        set_form(ch, FRM_DROWSPIDER);
	return;
    }

	return;
}
*/

void do_drows( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    char lord[MAX_INPUT_LENGTH];
    CHAR_DATA *gch;

    one_argument( argument, arg );

    if (IS_NPC(ch)) return;
    if (!IS_CLASS(ch, CLASS_DROW))
    {
	send_to_char("Huh?\n\r",ch);
	return;
    }

	if (ch->pcdata->stats[UNI_GEN] < 3)
		strcpy(lord,ch->name);
	else strcpy(lord,ch->lord);
    sprintf( buf, "The drow followers of %s:\n\r", lord );
    send_to_char( buf, ch );
    send_to_char("[      Name      ] [ Hits ] [ Mana ] [ Move ] [  Exp  ] [   Power   ]\n\r", ch );
    for ( gch = char_list; gch != NULL; gch = gch->next )
    {
	if ( IS_NPC(gch) ) continue;
	if ( !IS_CLASS(gch, CLASS_DROW)) 
	    continue;
	if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord))
	{
	    sprintf( buf,
	    "[%-16s] [%-6ld] [%-6d] [%-6d] [%7d] [ %-9d ]\n\r",
		capitalize( gch->name ),
		gch->hit,gch->mana,gch->move,
		gch->exp, gch->pcdata->stats[DROW_POWER]);
		send_to_char( buf, ch );
	}
    }
    return;
}


void do_drowsight(CHAR_DATA *ch, char *argument)
{
	if (IS_NPC(ch)) return;
	
	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSIGHT)) {
	send_to_char("Huh?\n\r", ch );
	return;}

    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
    {   
        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char( "Your senses return to normal.\n\r", ch );
    }
    else
    {
        SET_BIT(ch->act, PLR_HOLYLIGHT);
        send_to_char( "Your senses increase to incredible proportions.\n\r", ch);
    }

	return;
}

void do_drowshield(CHAR_DATA *ch, char *argument)
{

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD)) {
	send_to_char("Huh?\n\r", ch );
	return;}

    if (!IS_IMMUNE(ch,IMM_SHIELDED) )
    {
        send_to_char("You shield your aura from those around you.\n\r",ch);
        SET_BIT(ch->immune, IMM_SHIELDED);
        return;
    }
    send_to_char("You stop shielding your aura.\n\r",ch);
    REMOVE_BIT(ch->immune, IMM_SHIELDED);


	return;
}


void do_drowpowers(CHAR_DATA *ch,char *argument)
{
	char buf[MAX_STRING_LENGTH];

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW))  {
	send_to_char("Huh?\n\r", ch );
	return;}

	send_to_char("#6The powers Lloth has bestowed upon you...#n\n\r", ch );
	send_to_char("#4-----------------------------------------#n\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED))
	send_to_char("You move quite quickly.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_TOUGHSKIN))
	send_to_char("Your skin has been toughened.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE))
	send_to_char("You can call Drowfire upon your enemies.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS))
	send_to_char("You can summon a globe of darkness.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT))
	send_to_char("You can use enhanced sight.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))
	send_to_char("You can levitate in the air.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD))
	send_to_char("You can shield your aura.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON))
	send_to_char("You have control over deadly poisons.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK))
	send_to_char("You can walk through the shadows.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) 
	send_to_char("You have mastered the art of garotte.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
	send_to_char("You have dark-enhanced garotte.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_ARMS))
	send_to_char("You have extra spidery arms.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
	send_to_char("You can invoke the hatred of the Drow.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM))
	send_to_char("You can mutate into a large spider.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
	send_to_char("You can shoot a spidery web at opponents.\n\r", ch);

	if (IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR))
	send_to_char("You can glamourosly change the appearance of items.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE))
	send_to_char("You can confuse your enemies during battle.\n\r", ch );

	if (IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER))
	send_to_char("You can shatter the earth under your feet.\n\r", ch );

	send_to_char("\n\r", ch);
	
	if (ch->pcdata->stats[UNI_GEN] == 1)
	send_to_char("You are Lloth's Avatar.\n\r", ch );
	
	if (ch->pcdata->stats[UNI_GEN] == 2)
	send_to_char("You are a Drow Matron.\n\r", ch );
	
	if (IS_SET(ch->special, SPC_DROW_WAR))
	send_to_char("You are a Drow Warrior.\n\r", ch);

	if (IS_SET(ch->special, SPC_DROW_MAG))
	send_to_char("You are a Drow Mage.\n\r", ch );

	if (IS_SET(ch->special, SPC_DROW_CLE))
	send_to_char("You are a Drow Cleric.\n\r", ch );

        sprintf( buf, "You have %d drow power points!.\n\r",
        ch->pcdata->stats[DROW_POWER] );
        send_to_char( buf, ch );

        sprintf( buf, "You have %d points of magic resistance.\n\r", 
        ch->pcdata->stats[DROW_MAGIC] );
        send_to_char( buf, ch );

        if (weather_info.sunlight == SUN_DARK)
        send_to_char("You feel strong in the night.\n\r", ch );

	send_to_char("\n\r", ch );
	
	return;
}


void do_darkness(CHAR_DATA *ch, char *argument) 
{
	bool blah = FALSE;

	if (IS_NPC(ch)) return;

	if (ch->fight_timer >0) {
        send_to_char("Not until your fight timer expires.\n\r", ch );
        return;}

	if (!IS_CLASS(ch, CLASS_DROW))
	{
	stc("Huh?",ch);
	}

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)) {
//	do_ddarkness(ch,argument);
	return;}

	if (IS_SET(ch->newbits, NEW_DARKNESS)) {
	send_to_char("You banish your globe of darkness.\n\r", ch );
	act("The globe of darkness around $n disappears.",ch,NULL,NULL,TO_ROOM);
	REMOVE_BIT(ch->newbits, NEW_DARKNESS);
	if (ch->in_room != NULL)
	if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
	REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
	return;
	}

	if (ch->mana < 500) {
	send_to_char("You don't have enough mana to summon the darkness.\n\r",ch );
	return;}

	send_to_char("You summon a globe of darkness.\n\r", ch );
	act("$n summons a globe of darkness.",ch,NULL,NULL,TO_ROOM);
	ch->mana -= 500;
	if (IS_SET(ch->extra, TIED_UP)) {
		REMOVE_BIT(ch->extra, TIED_UP);
		blah = TRUE;}

	if (IS_AFFECTED(ch, AFF_WEBBED)) {
		REMOVE_BIT(ch->affected_by, AFF_WEBBED);
		blah = TRUE;}

	if (blah) send_to_char("The darkness sets you free.\n\r", ch );		

	SET_BIT(ch->newbits, NEW_DARKNESS);
	if (!IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
	SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);


	return;
}

void do_glamour(CHAR_DATA *ch, char *argument)
{

	char arg1[MAX_STRING_LENGTH];
	char arg2[MAX_STRING_LENGTH];
	OBJ_DATA *obj;

	argument=one_argument(argument,arg1);
	strcpy(arg2,argument);

	if (IS_NPC(ch)) return;


	if( !str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME") ||
!str_cmp(arg2, "NONAME") || !str_cmp(arg2, "NONAME"))
    {
        send_to_char( "You failed!\r\n", ch);
        return;
    }

	if (!IS_CLASS(ch,CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_GLAMOUR)) {
	send_to_char("Huh?\n\r", ch );
	return;}

	if (arg1 == NULL || arg2 == NULL)
	{send_to_char("Syntax: Glamour (item) (description)\n\r",ch);
	return;}

	if ((obj=get_obj_carry(ch,arg1)) == NULL)
	{send_to_char("You dont have that item.\n\r",ch);
	return;}

 if (IS_SET(obj->quest, QUEST_RELIC))
  {
      send_to_char("Not on a relic.\n\r",ch);
      return;
  }
  if (IS_SET(obj->quest, QUEST_ARTIFACT))
  {
      send_to_char("Not on an Artifact.\n\r",ch);
      return;
  }  
	if (strlen(arg2) > 40 || strlen(arg2) < 3)
	{send_to_char("From 3 to 40 characters please.\n\r",ch);
	return;}

	free_string(obj->name);
	obj->name = str_dup(arg2);
	free_string(obj->short_descr);
	obj->short_descr=str_dup(arg2);
	if (obj->questmaker != NULL) free_string(obj->questmaker);
    	obj->questmaker = str_dup(ch->name);
	send_to_char("Ok.\n\r",ch);

	return;
}


void do_confuse(CHAR_DATA *ch, char *argument) {

	CHAR_DATA *victim;

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) {
	send_to_char("Huh?\n\r",  ch);
	return;}

	if ((victim = ch->fighting) == NULL) {
	send_to_char("You are not fighting anyone.\n\r",  ch);
	return;}

	if (ch->move < 75) {
	send_to_char("You need 75 move to confuse your opponent.\n\r",ch);
	return;}

	act("$n attempts to confuse you.",ch,NULL,victim,TO_VICT);
	act("You attempt to confuse $N.",ch,NULL,victim,TO_CHAR);
	act("$n attempts to confuse $N.",ch,NULL,victim,TO_NOTVICT);

	ch->move -=75;

	if ( number_percent() > 25 ) {
	send_to_char("You failed.\n\r", ch );
	return;}

	else {
		do_flee(victim,"");	
	WAIT_STATE(ch, 16);
	return;	}

	return;
}


void do_earthshatter( CHAR_DATA *ch, char *argument)
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    int dam;
    int level;
    

	if (IS_NPC(ch)) return;

	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER)) {
	send_to_char("Huh?\n\r", ch );
	return;}

	if (ch->mana < 150) {
	send_to_char("You need more mana.\n\r", ch );
	return;}

	level = ch->spl[PURPLE_MAGIC];
	ch->mana -= 150;

	send_to_char("You summon the power of the underworld, shattering the earth.\n\r", ch );
	act("$n causes the earth to shatter",ch,NULL,NULL,TO_ROOM);

    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
    {
        vch_next = vch->next_in_room;

	if (vch == ch) continue;
            dam  = dice(level, 7 );
            if ( saves_spell( level, vch ) )
                dam /= 2;
            damage( ch, vch, dam, skill_lookup("earthquake"));
    }
	WAIT_STATE(ch, 12);
    return;
}