/***************************************************************************
* 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"
void do_guide( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int ch_age = years_old(ch);
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MONK) )
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Guide whom?\n\r", ch );
return;
}
if ( ch_age < 50 )
{
send_to_char("They must be 50 to become a monk!\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 ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortals's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot guide yourself.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_MONK))
{
send_to_char( "They are already guided.\n\r", ch );
return;
}
if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) )
{
send_to_char( "You can only guide avatars.\n\r", ch );
return;
}
if ( victim->class != 0 )
{
stc("They are already classed.\n\r",ch);
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot guide an unwilling person.\n\r", ch );
return;
}
if (ch->exp < 50000)
{
send_to_char("You cannot afford the 50000 exp required to guide them.\n\r",ch);
return;
}
if (victim->exp < 50000)
{
send_to_char("They cannot afford the 50000 exp required to be guided from you.\n\r",ch);
return;
}
ch->exp -= 50000;
victim->exp -= 50000;
act("You guide $N in the ways of god.", ch, NULL, victim, TO_CHAR);
act("$n guide $N in the ways of god.", ch, NULL, victim, TO_NOTVICT);
act("$n guide you in the way of god.", ch, NULL, victim, TO_VICT);
send_to_char( "You are now a monk.\n\r", victim );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
victim->class = CLASS_MONK;
save_char_obj(ch);
save_char_obj(victim);
return;
}
void do_flaminghands( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->pcdata->powers[PMONK] <5)
{
send_to_char("You do not have the mantra of Flaming Hands.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKFLAME))
{
REMOVE_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are no longer engulfed by flames.\n\r",ch);
act("$n's hands are no longer engulfed by flames.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKFLAME))
{
SET_BIT(ch->newbits, NEW_MONKFLAME);
send_to_char("Your hands are engulfed by flames!\n\r",ch);
act("$n's hands are engulfed by flames!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_adamantium( CHAR_DATA *ch, char *argument)
{
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->monkab[BODY] < 1)
{
send_to_char("You have not learned this ability yet.\n\r",ch);
return;
}
if (IS_SET(ch->newbits, NEW_MONKADAM))
{
REMOVE_BIT(ch->newbits, NEW_MONKADAM);
send_to_char("Your hands resume their normal toughness.\n\r",ch);
act("$n's hands resume their normal toughness.\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
if (!IS_SET(ch->newbits, NEW_MONKADAM))
{
SET_BIT(ch->newbits, NEW_MONKADAM);
send_to_char("Your hands turn as hard as adamantium!\n\r",ch);
act("$n's hands turn as hard as adamantium!\n\r",ch,NULL,NULL,TO_ROOM);
return;
}
}
void do_celestial( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ( IS_NPC(ch) )
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (ch->monkab[SPIRIT] < 4)
{
send_to_char("You must obtain level 4 in Spirit to use Celestial Path.\n\r",ch);
return;
}
if (ch->move < 250)
{
stc("You do not have enough vitality to do that!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Open a celestial path to who?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
send_to_char("There summon is off!\n\r",ch);
return;
}
if (ch == victim)
{
send_to_char("But you're already at yourself!\n\r",ch);
return;
}
if (victim->in_room->vnum == ch->in_room->vnum)
{
send_to_char("But you're already there!\n\r",ch);
return;
}
char_from_room(ch);
char_to_room(ch,victim->in_room);
if (IS_NPC(victim))
{
sprintf(buf,"You concentrate and open a Celestial path to %s!\n\r",victim->short_descr);
send_to_char(buf, ch);
}
if (!IS_NPC(victim))
{
sprintf(buf,"You concentrate and open a Celestial path to %s!\n\r",victim->name);
send_to_char(buf, ch);
}
act("$n appears before you through a Celestial portal!\n\r",ch,NULL,NULL,TO_ROOM);
do_look(ch, "auto");
ch->move = ch->move - 250;
return;
}
void do_godsheal( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_MONK))
{
send_to_char("Huh?\n\r",ch);
return;
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 12 )
{
send_to_char("You need to obtain heal to use heal.\n\r",ch);
return;
}
if (ch->mana < 300)
{
send_to_char("You don't have enough energy to use heal.\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You are surrounded in a glowing halo of energy.\n\r",ch);
act("$n is surrounded by a glowing halo, and looks very relaxed.\n\r",ch,NULL,NULL,TO_ROOM);
ch->hit += 150;
ch->mana -= 400;
WAIT_STATE(ch,12);
return;
}
if (ch->fighting == NULL)
{
send_to_char("You feel a mighty force lay his hands on you.\n\r",ch);
act("$n is surrounded by a glowing halo, and looks very relaxed.\n\r",ch,NULL,NULL,TO_ROOM);
ch->hit += 500;
ch->mana -= 400;
WAIT_STATE(ch,8);
return;
}
}