/*************************************************************************** * 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. * ***************************************************************************/ /********************************************* * Angel, another class by Jobo for Dystopia * *********************************************/ #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 "interp.h" void do_spiritform( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_PEACE] < 2) { send_to_char("Your not peaceful enough.\n\r",ch); return; } if (has_timer(ch)) return; if (IS_AFFECTED(ch, AFF_ETHEREAL)) { REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); act("You regain your form and become solid.", ch, NULL, NULL, TO_CHAR); act("$n regains $s form and becomes solid again.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->affected_by, AFF_ETHEREAL); act("You transform into pure spiritual matter.", ch, NULL, NULL, TO_CHAR); act("$n glows and fades into a form of pure energy.", ch, NULL, NULL, TO_ROOM); return; } void do_gpeace( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_PEACE] < 1) { send_to_char("Your not peaceful enough.\n\r",ch); return; } if (has_timer(ch)) return; if (IS_AFFECTED(ch, AFF_PEACE)) { REMOVE_BIT(ch->affected_by, AFF_PEACE); act("Time to punish the unbelievers.", ch, NULL, NULL, TO_CHAR); act("$n looks wicked.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->affected_by, AFF_PEACE); act("The almighty hand of God protects you from further harm.", ch, NULL, NULL, TO_CHAR); act("$n smiles, seems God is on $s side.", ch, NULL, NULL, TO_ROOM); return; } void do_innerpeace( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_PEACE] < 3) { send_to_char("Your not peaceful enough.\n\r",ch); return; } if (ch->mana < 1500) { send_to_char("You don't have enough mana.\n\r",ch); return; } ch->mana -= 1500; ch->hit += ch->pcdata->powers[ANGEL_PEACE]*500; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; act("You feel the cleansing love of God run through your veins, filling you with an inner peace.", ch, NULL, NULL, TO_CHAR); act("$n is struck by a ray of pure light, and a blissful smile crosses $s lips.", ch, NULL, NULL, TO_ROOM); WAIT_STATE(ch,18); return; } void do_houseofgod( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_PEACE] < 5) { send_to_char("Your not peaceful enough.\n\r",ch); return; } if (has_timer(ch)) return; if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0) { send_to_char("It is not the time for peace yet, God wants you to fight.\n\r",ch); return; } ch->pcdata->powers[ANGEL_PEACE_COUNTER] = 50; ch->level = 12; do_peace(ch,""); ch->level = 3; act("You call for God to transfer the pain of these mortals to yourself.", ch, NULL, NULL, TO_CHAR); act("$n says '#YLet not these followers of God suffer, let their pain be mine instead#n'.", ch, NULL, NULL, TO_ROOM); WAIT_STATE(ch, 24); return; } void do_angelicaura( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_HARMONY] < 2) { send_to_char("Your not in contact with your inner harmonies.\n\r",ch); return; } if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA)) { REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA); act("Your angelic aura fades.", ch, NULL, NULL, TO_CHAR); act("$n looks less powerful.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_AURA); act("Your angelic auras flickers into existance.", ch, NULL, NULL, TO_CHAR); act("$n smiles, the power of God is running through $s body.", ch, NULL, NULL, TO_ROOM); return; } void do_gbanish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *mount; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int dam; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_HARMONY] < 3) { send_to_char("Your not in contact with your inner harmonies.\n\r",ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (victim == ch) { send_to_char("That doesn't seem like a good idea.\n\r",ch); return; } if (victim->alignment > 500) { send_to_char("They are not evil, you cannot punish them.\n\r",ch); return; } if (victim->alignment > 0) dam = 500; else if (victim->alignment > - 500) dam = 1000; else dam = 1500; sprintf(buf,"Your call for God to banish $N and $S is hurt [%d]",dam); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n calls for God to banish you, and it hurts BAD! [%d]",dam); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"$n calls for God to Banish $N."); act(buf,ch,NULL,victim,TO_NOTVICT); hurt_person(ch,victim,dam); if (number_range(1,10) > 7) { act( "$n is flung into a vortex and disappears.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, get_room_index(ROOM_VNUM_HELL)); act( "$n is flung out of a vortex.", victim, NULL, NULL, TO_ROOM ); do_look(victim, "auto"); if ((mount = victim->mount) == NULL) return; char_from_room( mount ); char_to_room(mount, victim->in_room); do_look(mount, "auto"); return; } if (victim->position > POS_STUNNED) { if (victim->fighting == NULL) set_fighting(victim, ch); if (ch->fighting == NULL) set_fighting(ch, victim); } WAIT_STATE(ch,18); return; } void do_harmony( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int sn, level; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_HARMONY] < 5) { send_to_char("Your not in contact with your inner harmonies.\n\r",ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } level = number_range(100,200); sn = skill_lookup("spirit kiss"); if (sn > 0) (*skill_table[sn].spell_fun) (sn,level,ch,victim); WAIT_STATE(ch,12); return; } void do_gsenses( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_LOVE] < 1) { send_to_char("God does not love you enough to grant you sight.\n\r",ch); return; } if (IS_SET(ch->act, PLR_HOLYLIGHT)) { REMOVE_BIT(ch->act, PLR_HOLYLIGHT); send_to_char("Your holy vision fades.\n\r", ch); } else { SET_BIT(ch->act, PLR_HOLYLIGHT); send_to_char( "You see through God's own eyes.\n\r", ch ); } return; } void do_gfavor( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_LOVE] < 2) { send_to_char("God does not love you enough to grant his divine favor.\n\r",ch); return; } if (ch->alignment != 1000) ch->alignment = 1000; if (IS_SET(ch->newbits, NEW_CUBEFORM)) { REMOVE_BIT(ch->newbits, NEW_CUBEFORM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act( "$n turns into a human.",ch,NULL,NULL,TO_ROOM); send_to_char("You turn into your normal form.\n\r",ch); ch->damroll -=400; ch->hitroll -=400; free_string(ch->morph); ch->morph=str_dup(""); return; } if (ch->move < 2000 || ch->mana < 2000) { send_to_char("You need 2000 mana and 2000 move to make yourself a true angel.\n\r",ch); return; } else { act( "$n transforms into an angel.",ch,NULL,NULL,TO_ROOM); send_to_char("God is with you, your now one of his divine.\n\r",ch); SET_BIT(ch->newbits, NEW_CUBEFORM); SET_BIT(ch->affected_by, AFF_POLYMORPH); sprintf(buf,"%s the angel",ch->name); free_string(ch->morph); ch->morph = str_dup(buf); ch->move -= 2000; ch->mana -= 2000; ch->damroll +=400; ch->hitroll +=400; return; } return; } void do_forgivness( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_LOVE] < 3) { send_to_char("Your are not loving enough.\n\r",ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (victim == ch) { send_to_char("You haven't sinned, why seek forgivness ??\n\r",ch); return; } if (IS_CLASS(ch, CLASS_TANARRI)) { send_to_char("You cannot forgive a creature of utter evil.\n\r",ch); return; } if (victim->alignment < 0) { send_to_char("They are not ready to seek forgivness, first they must repent.\n\r",ch); return; } victim->hit += number_range(1000,1500); if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; act("You feel the cleansing love of God run through your veins, filling you with an inner peace.", victim, NULL, NULL, TO_CHAR); act("$n is struck by a ray of pure light, and a blissful smile crosses $s lips.", victim, NULL, NULL, TO_ROOM); send_to_char("You forgive them, and thus God forgives them for their sins.\n\r",ch); WAIT_STATE(ch, 16); return; } void do_martyr( CHAR_DATA *ch, char *argument ) { CHAR_DATA *ich; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_LOVE] < 5) { send_to_char("Your love for mortals are not strong enough.\n\r",ch); return; } if (ch->hit < ch->max_hit) { send_to_char("Your body cannot take the strain.\n\r",ch); return; } if (has_timer(ch)) return; ch->level = 12; act("You call for God to transfer the pain of these mortals to yourself.", ch, NULL, NULL, TO_CHAR); act("$n says '#YLet not these followers of God suffer, let their pain be mine instead#n'.", ch, NULL, NULL, TO_ROOM); for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room) if (!IS_NPC(ich)) do_restore(ch,ich->pcdata->switchname); ch->level = 3; ch->hit = 1; ch->move = 1; ch->mana = 1; WAIT_STATE(ch,6); return; } void do_swoop( 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_ANGEL)) { send_to_char("Huh?\n\r", ch ); return; } if (ch->pcdata->powers[ANGEL_JUSTICE] < 1) { send_to_char("You haven't learned to fly yet.\n\r",ch); return; } if (!IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS)) { send_to_char("Where are your wings?\n\r",ch); return; } if ((victim = get_char_world(ch, arg)) == NULL) { send_to_char("Swoop down on whom?\n\r", ch ); return; } if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if (IS_IMMUNE(victim, IMM_TRAVEL) && !IS_NPC(victim)) { send_to_char("I don't think they want you to do that.\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } if (IS_SET(victim->act, ACT_NOTRAVEL)) { send_to_char("No Can Do.\n\r", ch); return; } location = victim->in_room; if (ch->move < 500) { send_to_char("You don't have the move to fly that far.\n\r", ch ); return; } act("You fly up into the sky.", ch, NULL, NULL, TO_CHAR); act("$n flies into the sky.", ch, NULL, NULL, TO_ROOM); ch->move -= 500; char_from_room(ch); char_to_room(ch, location); do_look(ch, "auto"); act("You swoop down upon $N.", ch, NULL, victim, TO_CHAR); act("$n swoops down from the sky.", ch, NULL, NULL, TO_ROOM); return; } void do_touchofgod(CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int dam; argument = one_argument( argument, arg ); dam = number_range(100,200); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_JUSTICE] < 4) { send_to_char("You cannot channel the will of God yet.\n\r",ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (victim == ch) { send_to_char("That doesn't seem like a good idea.\n\r",ch); return; } WAIT_STATE(ch, 18); hurt_person(ch, victim, dam); act("You grab $N by the forehead and channel God's justice into $S body.",ch,NULL,victim,TO_CHAR); act("$n grabs you by your forehead and sends a prayer to God, DAMN THAT HURT.",ch,NULL,victim,TO_VICT); act("$n grabs $N by the forehead and sends a prayer to God.",ch,NULL,victim,TO_NOTVICT); if (number_range(1,3) == 1) { if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); act("$N screams in pain and drops to the ground as God's justice wrecks $S body.",ch,NULL,victim,TO_CHAR); act("AARGH!!! The pain is to much, you drop to the ground.",ch,NULL,victim,TO_VICT); act("$N screams in agony and falls to the ground.",ch,NULL,victim,TO_NOTVICT); victim->position = POS_STUNNED; } return; } void do_awings( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_JUSTICE] < 1) { send_to_char("Your don't have wings yet.\n\r",ch); return; } if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS)) { REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS); act("You fold your wings back into your body.", ch, NULL, NULL, TO_CHAR); act("$n fold $s wings back into $s body.", ch, NULL, NULL, TO_ROOM ); return; } SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_WINGS); act("You spread your wings.", ch, NULL, NULL, TO_CHAR); act("$n spread $s wings.", ch, NULL, NULL, TO_ROOM); return; } void do_halo( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_JUSTICE] < 2) { send_to_char("You haven't gotten your halo yet.\n\r",ch); return; } if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO)) { REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO); act("Your halo flickers and disappears.", ch, NULL, NULL, TO_CHAR); act("$n's halo flickers and disappears.", ch, NULL, NULL, TO_ROOM ); return; } SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_HALO); act("A halo appears over your head.", ch, NULL, NULL, TO_CHAR); act("A halo appears over $n's head.", ch, NULL, NULL, TO_ROOM); return; } void do_sinsofthepast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_JUSTICE] < 3) { send_to_char("Your not ready to punish the sinners.\n\r",ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("They are not here.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (victim == ch) { send_to_char("That doesn't seem like a good idea.\n\r",ch); return; } if (IS_CLASS(victim, CLASS_ANGEL)) { send_to_char("Angels are born without sin, they are perfect creatures.\n\r",ch); return; } send_to_char("#RYou burn them with the fires of hell!#n\n\r",ch); if (!IS_AFFECTED(victim, AFF_FLAMING)) SET_BIT(victim->affected_by, AFF_FLAMING); send_to_char("#BTheir body is wrecked by poison!#n\n\r",ch); if (!IS_AFFECTED(victim, AFF_POISON)) SET_BIT(victim->affected_by, AFF_POISON); send_to_char("#CGod's fury upon them for they have truly sinned!!!#n\n\r",ch); one_hit(ch,victim, gsn_wrathofgod,1); WAIT_STATE(ch,12); return; } void do_eyeforaneye( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[ANGEL_JUSTICE] < 5) { send_to_char("Your not ready to punish the sinners.\n\r",ch); return; } if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE)) { REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE); act("The sinners have paid for their sin, you send a prayer of thanks to God.", ch, NULL, NULL, TO_CHAR); act("$n's prays to $s god, thanking for the opportunity to punish the sinners.", ch, NULL, NULL, TO_ROOM); return; } SET_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE); act("#CTime to punish the wicked and the sinful.#n", ch, NULL, NULL, TO_CHAR); act("$n grins wickedly, and a smile of pleasure crosses $s lips.", ch, NULL, NULL, TO_ROOM); return; } void do_angelicarmor( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if( !IS_CLASS(ch, CLASS_ANGEL)) { send_to_char("What?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Please specify which piece of angel armor you wish to make: Sword Bracer Necklace Ring Plate Helmet Leggings Boots Gauntlets Sleeves Cloak Belt Visor.\n\r",ch); return; } if ( ch->practice < 100 ) { send_to_char("It costs 100 points of primal to create angel equipment.\n\r",ch); return; } if (!str_cmp(arg,"sword")) vnum = 33192; else if (!str_cmp(arg,"bracer")) vnum = 33181; else if (!str_cmp(arg,"necklace")) vnum = 33182; else if (!str_cmp(arg,"ring")) vnum = 33180; else if (!str_cmp(arg,"plate")) vnum = 33187; else if (!str_cmp(arg,"helmet")) vnum = 33184; else if (!str_cmp(arg,"leggings")) vnum = 33188; else if (!str_cmp(arg,"boots")) vnum = 33189; else if (!str_cmp(arg,"gauntlets")) vnum = 33190; else if (!str_cmp(arg,"sleeves")) vnum = 33191; else if (!str_cmp(arg,"cloak")) vnum = 33185; else if (!str_cmp(arg,"belt")) vnum = 33183; else if (!str_cmp(arg,"visor")) vnum = 33186; else { do_angelicarmor(ch,""); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } obj = create_object(pObjIndex, 50); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; obj_to_char(obj, ch); ch->practice -= 100; act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; }