#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/* Druid */
void do_vineforge(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
if (argument[0] == '\0')
{
send_to_char("#0Which item do you wish to vineforge?#n\n\r", ch);
return;
}
if ( (obj = get_obj_carry(ch, argument)) == NULL)
{
send_to_char("#0You are not carrying that item.#n\n\r", ch);
return;
}
if (IS_SET(obj->quest,QUEST_VINEFORGE))
{
send_to_char("#0This item has already been Vine forged#n\n\r",ch);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
SET_BIT(obj->quest,QUEST_VINEFORGE);
obj->condition = 100;
obj->toughness = 100;
obj->resistance = 1;
act(" $p is surrounded with thin, barbed vines.", ch, obj, NULL, TO_CHAR);
act("$n stares into $p and it becomes surrounded with thin, barbed vines.", ch, obj, NULL, TO_ROOM);
ch->practice -= 1500;
WAIT_STATE(ch, 8);
return;
}
}
/* Beast */
void do_purification( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int hps = ch->max_hit / 4;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_GUILD(ch, GUILD_BEAST))
{
stc("Only the pure in heart can use purification!\n\r",ch);
return;
}
if (ch->fight_timer > 0)
{
stc("You have to be totally calm to purify yourself!\n\r",ch);
return;
}
if (ch->move < 5000)
{
stc("You are too exhausted to purify your mind\n\r",ch);
return;
}
act( "A bright halo glows above $n's head.", ch, NULL,NULL, TO_ROOM );
send_to_char("You purify your mind.\n\r",ch);
WAIT_STATE(ch,12);
ch->move -= 5000;
ch->hit += hps;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
return;
}
/* Beast */
void do_beastform( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (ch->guild != 3)
{
send_to_char("#0Huh?#n\n\r",ch);
return;
}
if (IS_POLYAFF(ch, POLY_ZULOFORM))
{
REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act( "#0You transform into human form.#n", ch, NULL, NULL, TO_CHAR );
act( "#7$n's #0shrinks back into human form.#n", ch, NULL, NULL, TO_ROOM);
ch->damroll -= 200;
ch->hitroll -= 200;
ch->armor += 300;
free_string( ch->morph );
ch->morph = str_dup( "" );
return;
}
else if (IS_AFFECTED(ch,AFF_POLYMORPH))
{
send_to_char("#0You cant wolf form when changed.#n\n\r",ch);
return;
}
if (ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act( "#0You transform into a huge wolf.#n", ch, NULL, NULL, TO_CHAR);
act( "#7$n's #0body grows and distorts into a huge wolf.#n", ch, NULL, NULL, TO_ROOM );
SET_BIT(ch->polyaff, POLY_ZULOFORM);
SET_BIT(ch->affected_by, AFF_POLYMORPH);
sprintf(buf, "%s the huge white wolf", ch->name);
free_string( ch->morph );
ch->morph = str_dup( buf );
ch->damroll += 200;
ch->hitroll += 200;
ch->armor -= 300;
return;
}
/* Guardian */
void do_guardianbless(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int level, sn, spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_GUILD(ch, GUILD_GUARDIAN))
{
send_to_char("#0Huh?#n\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->mana < 1000 || ch->move < 500)
{
send_to_char("You are to tired.\n\r", ch);
return;
}
act("You Guardian Bless $N.", ch, NULL, victim, TO_CHAR);
act("$n Guardian Blesses you.", ch, NULL, victim, TO_VICT);
act("$n protects $N $S.", ch, NULL, victim, TO_NOTVICT);
if ((sn = skill_lookup("bless")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("frenzy")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("armor")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("cure poison")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("shield")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("stone skin")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("darkblessing")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("fly")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("detect invis")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("detect hidden")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if ((sn = skill_lookup("detect magic")) > 0)
{
spelltype = skill_table[sn].target;
level = 200;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
ch->mana -= 1000;
ch->move -= 500;
WAIT_STATE(ch, 12);
return;
}
/* Damned */
void do_faeriecurse(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int level, sn, spelltype;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_GUILD(ch, GUILD_DAMNED))
{
send_to_char("#0Huh?#n\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 < 1000 || ch->move < 500)
{
send_to_char("You are to tired.\n\r", ch);
return;
}
act("You let the forces of limbo envelope $N.", ch, NULL, victim,
TO_CHAR);
act("$n points at you and flickering rays of energy strikes your body.", ch, NULL, victim, TO_VICT);
act("$n points at $N and flickering rays of energy strikes $S.", ch,
NULL, victim, TO_NOTVICT);
if (number_range(1, 3) != 1)
{
if ((sn = skill_lookup("web")) < 0)
return;
spelltype = skill_table[sn].target;
level = 50;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
if (number_range(1, 3) != 1)
{
if ((sn = skill_lookup("curse")) < 0)
return;
spelltype = skill_table[sn].target;
level = 50;
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
}
ch->mana -= 1000;
ch->move -= 500;
WAIT_STATE(ch, 12);
return;
}
/* Dark Hand */
void do_raise( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
OBJ_DATA *corpse;
CHAR_DATA *victim;
char arg[MAX_STRING_LENGTH];
AFFECT_DATA af;
one_argument (argument, arg);
if (IS_NPC(ch)) return;
if (!IS_GUILD(ch, GUILD_DARK_HAND))
{
send_to_char("#0This is a Dark Hand Guild Ability.#n\n\r",ch);
return;
}
if ((corpse = get_obj_room (ch, arg)) == NULL)
{
stc ("That corpse isnt here.\n\r", ch);
return;
}
if (corpse->item_type != ITEM_CORPSE_NPC)
{
stc ("Only on mobile corpses.\n\r", ch);
return;
}
victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ));
free_string(victim->short_descr);
free_string(victim->name);
free_string(victim->long_descr);
victim->name = str_dup( corpse->name);
victim->short_descr = str_dup(corpse->short_descr);
victim->long_descr = str_dup(corpse->description);
victim->level = ch->spl[RED_MAGIC];
victim->hit = 200 * ch->spl[RED_MAGIC];
victim->max_hit = 200 * ch->spl[RED_MAGIC];
victim->hitroll = ch->spl[RED_MAGIC];
victim->damroll = ch->spl[RED_MAGIC];
char_to_room( victim, ch->in_room );
add_follower( victim, ch );
af.type = skill_lookup ("charm person");
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
SET_BIT(victim->act,ACT_NOEXP);
SET_BIT(victim->act,PLR_HOLYLIGHT);
do_group(ch,victim->name);
if (corpse != NULL)
extract_obj (corpse);
return;
}
/* Dark Hand */
void do_perfectsight( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch)) return;
if (!IS_GUILD(ch, GUILD_DARK_HAND))
{
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 vision is back to normal.\n\r", ch);
}
else
{
SET_BIT(ch->act, PLR_HOLYLIGHT);
send_to_char( "You eyes now penetrate the dimension of the mortals.\n\r", ch );
}
return;
}
void do_knightshield( 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_GUILD(ch, GUILD_CRUSADERS))
{
send_to_char("#0You are not a crusader.#n\n\r",ch);
return;
}
if ( ch->pcgold < 100000 )
{
send_to_char("#0You don't have the 100,000 gold needed.#n\n\r",ch);
return;
}
vnum = 2909;
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("#7Missing object, please inform Xrakisis.#n\n\r",ch);
return;
}
if(!IS_IMMORTAL(ch)) ch->pcdata->quest -= 100000;
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj_to_char(obj, ch);
act("You transform the 100,000 gold into $p.",ch,obj,NULL,TO_CHAR);
act("$n forms $p out of 100,000 gold.",ch,obj,NULL,TO_ROOM);
return;
}
void load_fortress()
{
int i;
FILE *fp;
if ((fp = fopen("../txt/fortress.txt", "r")) == NULL)
{
log_string("Error: fortress.txt not found!");
exit(1);
}
fortress[0].guard = 0;
fortress[0].soldier = 0;
for (i = 0; i < 6; i++)
{
fortress[i].guard = fread_number(fp);
fortress[i].soldier = fread_number(fp);
}
fclose(fp);
}
void save_fortress()
{
FILE *fp;
int i;
if ((fp = fopen("../txt/fortress.txt","w")) == NULL)
{
log_string("Error writing to fortress.txt");
return;
}
for (i=0;i<6;i++)
{
fprintf(fp, "%d\n", fortress[i].guard);
fprintf(fp, "%d\n", fortress[i].soldier);
}
fclose (fp);
}
void do_garrison(CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char guild[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
int x;
argument = one_argument( argument, arg1 );
sprintf(buf,"Dark Hand Guards: %d\n\r",fortress[0].guard);
send_to_char( buf, ch );
sprintf(buf,"Dark Hand Soldiers: %d\n\r",fortress[0].soldier);
send_to_char( buf, ch );
sprintf(buf,"Guardian Guards: %d\n\r",fortress[1].guard);
send_to_char( buf, ch );
sprintf(buf,"Guardian Soldiers: %d\n\r",fortress[1].soldier);
send_to_char( buf, ch );
sprintf(buf,"Beast Guards: %d\n\r",fortress[2].guard);
send_to_char( buf, ch );
sprintf(buf,"Beast Soldiers: %d\n\r",fortress[2].soldier);
send_to_char( buf, ch );
sprintf(buf,"Damned Guards: %d\n\r",fortress[3].guard);
send_to_char( buf, ch );
sprintf(buf,"Damned Soldiers: %d\n\r",fortress[3].soldier);
send_to_char( buf, ch );
sprintf(buf,"Crusaders Guards: %d\n\r",fortress[4].guard);
send_to_char( buf, ch );
sprintf(buf,"Crusaders Soldiers: %d\n\r",fortress[4].soldier);
send_to_char( buf, ch );
sprintf(buf,"Druid Guards: %d\n\r",fortress[5].guard);
send_to_char( buf, ch );
sprintf(buf,"Druid Soldiers: %d\n\r",fortress[5].soldier);
send_to_char( buf, ch );
return;
}
void do_hire(CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char guild[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
int x;
x = ch->guild - 1;
argument = one_argument( argument, arg1 );
if (arg1[0] == '\0')
{
send_to_char("Soldier 100,000\n\r",ch);
send_to_char("Guard 100,000\n\r",ch);
}
if (!str_cmp(arg1,"soldier"))
{
if (ch->pcgold < 100000 )
{
send_to_char("You don't have the 100,000 gold needed.\n\r",ch);
return;
}
fortress[x].soldier++;
send_to_char("You hire a soldier.\n\r",ch);
ch->pcgold -= 100000;
save_fortress();
return;
}
if (!str_cmp(arg1,"guard"))
{
if (ch->pcgold < 100000 )
{
send_to_char("You don't have the 100,000 gold needed.\n\r",ch);
return;
}
fortress[x].guard++;
send_to_char("You hire a guard.\n\r",ch);
ch->pcgold -= 100000;
save_fortress();
return;
}
return;
}
void do_grecall(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->guild == 0)
{
stc("#0your not in a Guild#n\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_GUILD(ch, GUILD_DARK_HAND))
location = get_room_index(5200);
else if (IS_GUILD(ch, GUILD_GUARDIAN))
location = get_room_index(5101);
else
{
send_to_char("#0Your grecall is broken, tell Xrakisis#n\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);
sprintf(buf, "You failed!\n\r");
send_to_char(buf, ch);
return;
}
sprintf(buf, "You grecall 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;
}