/*************************************************************************** * 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. * ***************************************************************************/ #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" /* * Local functions. */ void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void birth_write args( ( CHAR_DATA *ch, char *argument ) ); bool birth_ok args( ( CHAR_DATA *ch, char *argument ) ); /* Need to get rid of those flames somehow - KaVir */ void do_clan(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if( IS_NPC(ch)) return; if( arg1[0] == '\0') { stc("Clan who?\n\r", ch); return; } if( arg2[0] == '\0') { stc("What do you want to do with them?\n\r", ch); return; } if( (victim = get_char_room(ch, arg1)) == NULL) { stc("They are not here.\n\r", ch); return; } if( !IS_SET(ch->clanbits, CLAN_LDR) && !IS_SET(ch->clanbits, CLAN_CO)) { stc("You are not a clan leader.\n\r", ch); return; } if( victim->class <= 0) { stc("But they dont have a class yet.\n\r", ch); return; } if( victim->level < 3) { stc("They are not an avatar.\n\r", ch); return; } if( ch->level < 3) { stc("You must be an avatar.\n\r", ch); return; } if( !str_cmp(arg2, "accept")) { if( str_cmp( victim->clan, "")) { stc("They already have a clan.\n\r", ch); return; } if( IS_SET(victim->clanbits, CLAN_LDR)) { stc("Not on a clan leader.\n\r", ch); return; } if( IS_SET(victim->clanbits, CLAN_CO)) { stc("Not on a coleader.\n\r", ch); return; } free_string(victim->clan); victim->clan = str_dup(ch->clan); stc("You have inducted a new member.\n\r", ch); stc("You have been inducted into a clan.\n\r", victim); return; } else if( !str_cmp(arg2, "banish")) { if( str_cmp(ch->clan, victim->clan)) { stc("You are not in the same clan.\n\r", ch); return; } if( IS_SET(ch->clanbits, CLAN_LDR) && IS_SET(victim->clanbits, CLAN_CO)) REMOVE_BIT(victim->clanbits, CLAN_CO); if( IS_SET(victim->clanbits, CLAN_LDR)) { stc("Not on your clan leader.\n\r", ch); return; } free_string(victim->clan); victim->clan = str_dup(""); stc("You have kicked them out of your clan!\n\r", ch); stc("You have been removed from your clan!\n\r", victim); return; } else { stc("Not a valid option.\n\r", ch); return; } return; } void do_flex( CHAR_DATA *ch, char *argument ) { CHAR_DATA *holder; int chance; chance = number_range(1, 100); act("You flex your bulging muscles.",ch,NULL,NULL,TO_CHAR); act("$n flexes $s bulging muscles.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch)) return; if( ch->pcdata->held_by != NULL && ch->pcdata->held_by != '\0' && chance <= 65 ) { holder = get_char_world(ch, ch->pcdata->held_by); if( holder != NULL && holder != ch) do_drelease(holder, holder->pcdata->held); if( ch->pcdata->held_by != NULL && ch->pcdata->held_by != '\0') ch->pcdata->held_by = strdup( "" ); } if ( IS_EXTRA(ch, TIED_UP) ) { act("The ropes restraining you snap.",ch,NULL,NULL,TO_CHAR); act("The ropes restraining $n snap.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->extra, TIED_UP); } if (is_affected(ch, gsn_web)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); affect_strip(ch, gsn_web); } if (IS_AFFECTED(ch, AFF_WEBBED)) { act("The webbing entrapping $n breaks away.",ch,NULL,NULL,TO_ROOM); send_to_char("The webbing entrapping you breaks away.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_WEBBED); } WAIT_STATE(ch,12); return; } void do_loner( CHAR_DATA *ch, char*argument) { char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if( IS_NPC(ch)) return; if( !str_cmp(ch->clan, "")) { send_to_char("You are already clanless.\n\r", ch); return; } if( arg[0] == '\0') { send_to_char("You must supply your password to validate the declanning.\n\r", ch); return; } if( str_cmp(arg, ch->pcdata->pwd)) { send_to_char("THAT IS NOT YOUR PASSWORD.\n\r", ch); return; } free_string( ch->clan); ch->clan = str_dup(""); send_to_char("You are now a loner.\n\r", ch); do_save(ch, ""); return; } void do_rolldirt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *inroom; one_argument( argument, arg ); inroom=ch->in_room; if (!IS_AFFECTED(ch, AFF_FLAMING)) { send_to_char( "You aren't on fire\n\r", ch ); return; } if ( number_range(1,100) < 70 ) { send_to_char("You roll in the dirt trying to put out the flames.\n\r", ch); act( "$n rolls in the dirt trying to stop the burning flames", ch, NULL, NULL, TO_ROOM ); return; } send_to_char("You manage to roll off the flames around you.\n\r", ch); act( "$n manages to roll of the flames around them", ch, NULL, NULL, TO_ROOM ); REMOVE_BIT(ch->affected_by, AFF_FLAMING); return; } /* End of Roll Dirt Command */ void do_smother( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *inroom; one_argument( argument, arg ); if (IS_NPC( ch )) return; inroom=ch->in_room; if ( arg[0] == '\0' && !IS_SET(inroom->room_flags,ROOM_FLAMING)) { send_to_char( "Smother 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 ( ch == victim ) { send_to_char( "You cannot smother yourself.\n\r", ch ); return; } if (!IS_AFFECTED(victim, AFF_FLAMING)) { send_to_char( "But they are not on fire!\n\r", ch ); return; } if ( number_range(1,100) < 80 ) { act( "You try to smother the flames around $N but fail!", ch, NULL, victim, TO_CHAR ); act( "$n tries to smother the flames around you but fails!", ch, NULL, victim, TO_VICT ); act( "$n tries to smother the flames around $N but fails!", ch, NULL, victim, TO_NOTVICT ); if ( number_percent() > 98 && !IS_AFFECTED(ch,AFF_FLAMING) ) { act( "A spark of flame from $N's body sets you on fire!", ch, NULL, victim, TO_CHAR ); act( "A spark of flame from your body sets $n on fire!", ch, NULL, victim, TO_VICT ); act( "A spark of flame from $N's body sets $n on fire!", ch, NULL, victim, TO_NOTVICT ); SET_BIT(ch->affected_by, AFF_FLAMING); } return; } act( "You manage to smother the flames around $M!", ch, NULL, victim, TO_CHAR ); act( "$n manages to smother the flames around you!", ch, NULL, victim, TO_VICT ); act( "$n manages to smother the flames around $N!", ch, NULL, victim, TO_NOTVICT ); REMOVE_BIT(victim->affected_by, AFF_FLAMING); return; } /* Loads of Vampire powers follow. KaVir */ void do_generation( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int gen; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: generation <char> <generation>.\n\r", ch ); send_to_char("Generation 1 is a Master <Class> and 2 is clan leader.\n\r", ch); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "That player is not here.\n\r", ch); return; } gen = is_number( arg2 ) ? atoi( arg2 ) : -1; send_to_char("Generation Set.\n\r",ch); victim->generation = gen; return; } void reset_weapon( CHAR_DATA *ch, int dtype ) { if ( ch->wpn[dtype] > 200 ) ch->wpn[dtype] = 200; return; } void reset_spell( CHAR_DATA *ch, int dtype ) { if ( ch->spl[dtype] > 200 ) ch->spl[dtype] = 200; return; } /*Added in from sage vic code for multi class clananme*/ void do_clanname( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( arg[0] == '\0' ) { send_to_char( "Who's clan do you wish to change or name?\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) ) return; smash_tilde( argument ); if ( strlen(argument) < 0 || strlen(argument) > 20 ) { send_to_char( "Clan name should be between 0 and 20 letters long.\n\r", ch ); send_to_char( "Leave a blank to remove clan.\n\r", ch); return; } free_string( victim->clan ); victim->clan = str_dup( argument ); send_to_char("Clan set.\n\r", ch); send_to_char("Clan set.\n\r", victim); return; } void do_truesight( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if( !IS_SET(ch->pcdata->askills[AS_BITS],ABIT_TRUESIGHT) ) 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_scry( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *victimroom; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' ) { send_to_char( "Scry on whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } chroom = ch->in_room; victimroom = victim->in_room; char_from_room(ch); char_to_room(ch,victimroom); if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_AFFECTED(victim, AFF_SHADOWPLANE))) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); SET_BIT(ch->affected_by, AFF_SHADOWPLANE); } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_AFFECTED(victim, AFF_SHADOWPLANE))) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); do_look(ch,"auto"); REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); } else do_look(ch,"auto"); char_from_room(ch); char_to_room(ch,chroom); if (!IS_NPC(victim)) { if (ch->fight_timer > 30) ch->fight_timer = 30; else ch->fight_timer += 10; } return; } */ void werewolf_regen( CHAR_DATA *ch ) { int min = 1; int max; if (IS_NPC(ch)) return; if (ch->hit < 1 ) { ch->hit = ch->hit + number_range(1,3); update_pos(ch); } else if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) return; else { if (((ch->max_hit) > (ch->max_mana)) && ((ch->max_hit) > (ch->max_move))) max = ch->max_hit / 175; else if (((ch->max_move) > (ch->max_hit)) && ((ch->max_move) > (ch->max_mana))) max = ch->max_move / 175; else max = ch->max_mana / 175; if (max < 25) max = 50; ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit); ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana); ch->move = UMIN(ch->move + number_range(min,max), ch->max_move); if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move) send_to_char("Your body has completely regenerated itself.\n\r",ch); if ((ch->position == POS_STUNNED) && (ch->hit > ch->max_hit * 0.05) && (number_range(1,3) == 1)) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM); act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR); ch->position = POS_STANDING; } } return; } void mortal_regen( CHAR_DATA *ch ) { int min = 5; int max = 10; if (IS_NPC(ch)) return; if (ch->hit < 1 ) { send_to_char( "You have been KILLED!!\n\r\n\r", ch ); raw_kill(ch); return; } else if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) { if (((ch->max_hit) > (ch->max_mana)) && ((ch->max_hit) > (ch->max_move))) max = ch->max_hit / 190; else if (((ch->max_move) > (ch->max_hit)) && ((ch->max_move) > (ch->max_mana))) max = ch->max_move / 190; else if (((ch->max_mana) > (ch->max_hit)) && ((ch->max_mana) > (ch->max_move))) max = ch->max_mana / 190; if (max < 25) max = 50; ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit); ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana); ch->move = UMIN(ch->move + number_range(min,max), ch->max_move); } return; } void reg_mend( CHAR_DATA *ch ) { int ribs = 0; int teeth = 0; if (IS_BODY(ch,BROKEN_RIBS_1 )) ribs += 1; if (IS_BODY(ch,BROKEN_RIBS_2 )) ribs += 2; if (IS_BODY(ch,BROKEN_RIBS_4 )) ribs += 4; if (IS_BODY(ch,BROKEN_RIBS_8 )) ribs += 8; if (IS_BODY(ch,BROKEN_RIBS_16)) ribs += 16; if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1; if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2; if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4; if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8; if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16; if (IS_BLEEDING(ch,BLEEDING_HEAD)) { act("$n's head stops bleeding.",ch,NULL,NULL,TO_ROOM); act("Your head stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_HEAD); } else if (IS_BLEEDING(ch,BLEEDING_THROAT)) { act("$n's throat stops bleeding.",ch,NULL,NULL,TO_ROOM); act("Your throat stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_THROAT); } else if (IS_BLEEDING(ch,BLEEDING_ARM_L)) { act("The stump of $n's left arm stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your left arm stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_ARM_L); } else if (IS_BLEEDING(ch,BLEEDING_ARM_R)) { act("The stump of $n's right arm stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your right arm stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_ARM_R); } else if (IS_BLEEDING(ch,BLEEDING_LEG_L)) { act("The stump of $n's left leg stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your left leg stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_LEG_L); } else if (IS_BLEEDING(ch,BLEEDING_LEG_R)) { act("The stump of $n's right leg stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your right leg stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_LEG_R); } else if (IS_BLEEDING(ch,BLEEDING_HAND_L)) { act("The stump of $n's left wrist stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your left wrist stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_HAND_L); } else if (IS_BLEEDING(ch,BLEEDING_HAND_R)) { act("The stump of $n's right wrist stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your right wrist stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_HAND_R); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L)) { act("The stump of $n's left ankle stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your left ankle stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_FOOT_L); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R)) { act("The stump of $n's right ankle stops bleeding.",ch,NULL,NULL,TO_ROOM); act("The stump of your right ankle stops bleeding.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[6],BLEEDING_FOOT_R); } else if (ribs > 0) { if (IS_BODY(ch,BROKEN_RIBS_1 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1); if (IS_BODY(ch,BROKEN_RIBS_2 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2); if (IS_BODY(ch,BROKEN_RIBS_4 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4); if (IS_BODY(ch,BROKEN_RIBS_8 )) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8); if (IS_BODY(ch,BROKEN_RIBS_16)) REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16); ribs -= 1; if (ribs >= 16) {ribs -= 16; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);} if (ribs >= 8 ) {ribs -= 8; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);} if (ribs >= 4 ) {ribs -= 4; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);} if (ribs >= 2 ) {ribs -= 2; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);} if (ribs >= 1 ) {ribs -= 1; SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);} act("One of $n's ribs snap back into place.",ch,NULL,NULL,TO_ROOM); act("One of your ribs snap back into place.",ch,NULL,NULL,TO_CHAR); } else if (IS_HEAD(ch,LOST_EYE_L)) { act("An eyeball appears in $n's left eye socket.",ch,NULL,NULL,TO_ROOM); act("An eyeball appears in your left eye socket.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L); } else if (IS_HEAD(ch,LOST_EYE_R)) { act("An eyeball appears in $n's right eye socket.",ch,NULL,NULL,TO_ROOM); act("An eyeball appears in your right eye socket.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R); } else if (IS_HEAD(ch,LOST_EAR_L)) { act("An ear grows on the left side of $n's head.",ch,NULL,NULL,TO_ROOM); act("An ear grows on the left side of your head.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L); } else if (IS_HEAD(ch,LOST_EAR_R)) { act("An ear grows on the right side of $n's head.",ch,NULL,NULL,TO_ROOM); act("An ear grows on the right side of your head.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R); } else if (IS_HEAD(ch,LOST_NOSE)) { act("A nose grows on the front of $n's face.",ch,NULL,NULL,TO_ROOM); act("A nose grows on the front of your face.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (teeth > 0) { if (IS_HEAD(ch,LOST_TOOTH_1 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1); if (IS_HEAD(ch,LOST_TOOTH_2 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2); if (IS_HEAD(ch,LOST_TOOTH_4 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4); if (IS_HEAD(ch,LOST_TOOTH_8 )) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8); if (IS_HEAD(ch,LOST_TOOTH_16)) REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16); teeth -= 1; if (teeth >= 16) {teeth -= 16; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);} if (teeth >= 8 ) {teeth -= 8; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);} if (teeth >= 4 ) {teeth -= 4; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);} if (teeth >= 2 ) {teeth -= 2; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);} if (teeth >= 1 ) {teeth -= 1; SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);} act("A missing tooth grows in your mouth.",ch,NULL,NULL,TO_CHAR); act("A missing tooth grows in $n's mouth.",ch,NULL,NULL,TO_ROOM); } else if (IS_HEAD(ch,BROKEN_NOSE)) { act("$n's nose snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your nose snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (IS_HEAD(ch,BROKEN_JAW)) { act("$n's jaw snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your jaw snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW); } else if (IS_HEAD(ch,BROKEN_SKULL)) { act("$n's skull knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your skull knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL); } else if (IS_BODY(ch,BROKEN_SPINE)) { act("$n's spine knits itself back together.",ch,NULL,NULL,TO_ROOM); act("Your spine knits itself back together.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE); } else if (IS_BODY(ch,BROKEN_NECK)) { act("$n's neck snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your neck snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK); } else if (IS_ARM_L(ch,LOST_ARM)) { act("An arm grows from the stump of $n's left shoulder.",ch,NULL,NULL,TO_ROOM); act("An arm grows from the stump of your left shoulder.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); } else if (IS_ARM_R(ch,LOST_ARM)) { act("An arm grows from the stump of $n's right shoulder.",ch,NULL,NULL,TO_ROOM); act("An arm grows from the stump of your right shoulder.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); } else if (IS_LEG_L(ch,LOST_LEG)) { act("A leg grows from the stump of $n's left hip.",ch,NULL,NULL,TO_ROOM); act("A leg grows from the stump of your left hip.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); } else if (IS_LEG_R(ch,LOST_LEG)) { act("A leg grows from the stump of $n's right hip.",ch,NULL,NULL,TO_ROOM); act("A leg grows from the stump of your right hip.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); } else if (IS_ARM_L(ch,BROKEN_ARM)) { act("$n's left arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); } else if (IS_ARM_R(ch,BROKEN_ARM)) { act("$n's right arm snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right arm snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); } else if (IS_LEG_L(ch,BROKEN_LEG)) { act("$n's left leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); } else if (IS_LEG_R(ch,BROKEN_LEG)) { act("$n's right leg snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right leg snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); } else if (IS_ARM_L(ch,LOST_HAND)) { act("A hand grows from the stump of $n's left wrist.",ch,NULL,NULL,TO_ROOM); act("A hand grows from the stump of your left wrist.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); } else if (IS_ARM_R(ch,LOST_HAND)) { act("A hand grows from the stump of $n's right wrist.",ch,NULL,NULL,TO_ROOM); act("A hand grows from the stump of your right wrist.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); } else if (IS_LEG_L(ch,LOST_FOOT)) { act("A foot grows from the stump of $n's left ankle.",ch,NULL,NULL,TO_ROOM); act("A foot grows from the stump of your left ankle.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); } else if (IS_LEG_R(ch,LOST_FOOT)) { act("A foot grows from the stump of $n's right ankle.",ch,NULL,NULL,TO_ROOM); act("A foot grows from the stump of your right ankle.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); } else if (IS_ARM_L(ch,LOST_THUMB)) { act("A thumb slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A thumb slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,BROKEN_THUMB)) { act("$n's left thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(ch,LOST_FINGER_I)) { act("An index finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("An index finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,BROKEN_FINGER_I)) { act("$n's left index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(ch,LOST_FINGER_M)) { act("A middle finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A middle finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,BROKEN_FINGER_M)) { act("$n's left middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(ch,LOST_FINGER_R)) { act("A ring finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A ring finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,BROKEN_FINGER_R)) { act("$n's left ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(ch,LOST_FINGER_L)) { act("A little finger slides out of $n's left hand.",ch,NULL,NULL,TO_ROOM); act("A little finger slides out of your left hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_L(ch,BROKEN_FINGER_L)) { act("$n's left little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your left little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_R(ch,LOST_THUMB)) { act("A thumb slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A thumb slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,BROKEN_THUMB)) { act("$n's right thumb snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right thumb snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(ch,LOST_FINGER_I)) { act("An index finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("An index finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,BROKEN_FINGER_I)) { act("$n's right index finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right index finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(ch,LOST_FINGER_M)) { act("A middle finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A middle finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,BROKEN_FINGER_M)) { act("$n's right middle finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right middle finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(ch,LOST_FINGER_R)) { act("A ring finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A ring finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if (IS_ARM_R(ch,BROKEN_FINGER_R)) { act("$n's right ring finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right ring finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if ( IS_ARM_R(ch,LOST_FINGER_L)) { act("A little finger slides out of $n's right hand.",ch,NULL,NULL,TO_ROOM); act("A little finger slides out of your right hand.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if ( IS_ARM_R(ch,BROKEN_FINGER_L)) { act("$n's right little finger snaps back into place.",ch,NULL,NULL,TO_ROOM); act("Your right little finger snaps back into place.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if (IS_BODY(ch,CUT_THROAT)) { if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) return; act("The wound in $n's throat closes up.",ch,NULL,NULL,TO_ROOM); act("The wound in your throat closes up.",ch,NULL,NULL,TO_CHAR); REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT); } return; } /* void do_familiar( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); return; if ( arg[0] == '\0' ) { send_to_char( "What do you wish to make your familiar?\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( "Become your own familiar?\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) familiar->wizard = NULL; ch->pcdata->familiar = victim; victim->wizard = ch; send_to_char("Ok.\n\r",ch); return; } */ bool char_exists( bool backup, char *argument ) { FILE *fp; char buf [MAX_STRING_LENGTH]; bool found = FALSE; fclose( fpReserve ); if (backup) sprintf( buf, "%sbackup/%s", PLAYER_DIR, capitalize( argument ) ); else sprintf( buf, "%s%s", PLAYER_DIR, capitalize( argument ) ); if ( ( fp = fopen( buf, "r" ) ) != NULL ) { found = TRUE; fclose( fp ); } fpReserve = fopen( NULL_FILE, "r" ); return found; }