/*************************************************************************** * 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" char * const dir_name [] = { "north", "east", "south", "west", "up", "down" }; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4 }; const sh_int movement_loss [SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6 }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); int count_imms args( ( CHAR_DATA *ch ) ); void move_char( CHAR_DATA *ch, int door ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; char buf [MAX_INPUT_LENGTH]; char poly [MAX_INPUT_LENGTH]; char mount [MAX_INPUT_LENGTH]; char leave [20]; int revdoor; if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } in_room = ch->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->to_room ) == NULL ) { send_to_char( "Alas, you cannot go that way.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(ch, AFF_PASS_DOOR) && !IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(ch, AFF_SHADOWPLANE) ) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( IS_NPC(ch) && ch->mount != NULL && IS_SET(ch->mounted,IS_MOUNT)) { send_to_char( "You better wait for instructions from your rider.\n\r", ch ); return; } if ( room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG)) && (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG)) && (IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) || get_eq_char(ch, WEAR_HOLD) != NULL) && (IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) || get_eq_char(ch, WEAR_WIELD) != NULL)) { send_to_char( "You need at least one free arm to drag yourself with.\n\r", ch ); return; } else if ( IS_BODY(ch,BROKEN_SPINE) && (IS_ARM_L(ch,BROKEN_ARM) || IS_ARM_L(ch,LOST_ARM) || get_eq_char(ch, WEAR_HOLD) != NULL) && (IS_ARM_R(ch,BROKEN_ARM) || IS_ARM_R(ch,LOST_ARM) || get_eq_char(ch, WEAR_WIELD) != NULL)) { send_to_char( "You need at least one free arm to drag yourself with.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { int move; if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && (!IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_FLYING)) && !(ch->mount != NULL && IS_SET(ch->mounted,IS_RIDING) && IS_AFFECTED(ch->mount, AFF_FLYING) ) ) { send_to_char( "You can't fly.\n\r", ch ); return; } } if ( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if ( !IS_NPC(ch) && IS_SET(ch->act,PLR_VAMPIRE) ) { if ( IS_VAMPAFF(ch, VAM_FLYING) ) found = TRUE; else if ( IS_POLYAFF(ch, POLY_SERPENT) ) found = TRUE; else if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) ) found = TRUE; else if (ch->mount != NULL && IS_SET(ch->mounted, IS_RIDING) && IS_AFFECTED(ch->mount, AFF_FLYING)) found = TRUE; else { send_to_char( "You are unable to cross running water.\n\r", ch ); return; } } if ( IS_AFFECTED(ch, AFF_FLYING) ) found = TRUE; if ( !found ) { for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } } move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)] ; if (IS_HERO(ch)) move = 0; if ( ch->move < move || ch->move <= 0 ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } WAIT_STATE( ch, 1 ); ch->move -= move; } /* Check for mount message - KaVir */ if ( ch->mount != NULL && ch->mounted == IS_RIDING ) { if (IS_NPC(ch->mount)) sprintf(mount," on %s.",ch->mount->short_descr); else sprintf(mount," on %s.",ch->mount->name); } else sprintf(mount,"."); if ( IS_HEAD(ch,LOST_HEAD) ) sprintf(leave,"rolls"); else if ( IS_BODY(ch,BROKEN_SPINE) ) sprintf(leave,"drags $mself"); else if ( IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG) ) sprintf(leave,"drags $mself"); else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) && (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) ) sprintf(leave,"crawls"); else if ( ch->hit < (ch->max_hit/4) ) sprintf(leave,"crawls"); else if ( (IS_LEG_R(ch,LOST_LEG) || IS_LEG_R(ch,LOST_FOOT)) && (!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) && !IS_LEG_L(ch,LOST_FOOT)) ) sprintf(leave,"hops"); else if ( (IS_LEG_L(ch,LOST_LEG) || IS_LEG_L(ch,LOST_FOOT)) && (!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) && !IS_LEG_R(ch,LOST_FOOT)) ) sprintf(leave,"hops"); else if ( (IS_LEG_L(ch,BROKEN_LEG) || IS_LEG_L(ch,LOST_FOOT)) && (!IS_LEG_R(ch,BROKEN_LEG) && !IS_LEG_R(ch,LOST_LEG) && !IS_LEG_R(ch,LOST_FOOT)) ) sprintf(leave,"limps"); else if ( (IS_LEG_R(ch,BROKEN_LEG) || IS_LEG_R(ch,LOST_FOOT)) && (!IS_LEG_L(ch,BROKEN_LEG) && !IS_LEG_L(ch,LOST_LEG) && !IS_LEG_L(ch,LOST_FOOT)) ) sprintf(leave,"limps"); else if ( ch->hit < (ch->max_hit/3) ) sprintf(leave,"limps"); else if ( ch->hit < (ch->max_hit/2) ) sprintf(leave,"staggers"); else sprintf(leave,"walks"); if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH) && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )) { if ((ch->mount != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) || (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) ) sprintf(poly,"%s flies $T%s",ch->morph,mount); else if ( ch->mount != NULL && ch->mounted == IS_RIDING ) sprintf(poly,"%s rides $T%s",ch->morph,mount); else sprintf(poly,"%s %s $T%s",ch->morph,leave,mount); act( poly, ch, NULL, dir_name[door], TO_ROOM ); } else if ( !IS_AFFECTED(ch, AFF_SNEAK) && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) ) { if ((ch->mount != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) || (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) ) sprintf(poly,"$n flies $T%s",mount); else if ( ch->mount != NULL && ch->mounted == IS_RIDING ) sprintf(poly,"$n rides $T%s",mount); else sprintf(poly,"$n %s $T%s",leave,mount); act( poly, ch, NULL, dir_name[door], TO_ROOM ); } if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); char_from_room( ch ); char_to_room( ch, to_room ); if ( door == 0 ) {revdoor = 2;sprintf(buf,"the south");} else if ( door == 1 ) {revdoor = 3;sprintf(buf,"the west");} else if ( door == 2 ) {revdoor = 0;sprintf(buf,"the north");} else if ( door == 3 ) {revdoor = 1;sprintf(buf,"the east");} else if ( door == 4 ) {revdoor = 5;sprintf(buf,"below");} else {revdoor = 4;sprintf(buf,"above");} if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch,AFF_POLYMORPH) && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )) { if ((ch->mount != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) || (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) ) sprintf(poly,"%s flies in from %s%s",ch->morph,buf,mount); else if ( ch->mount != NULL && ch->mounted == IS_RIDING ) sprintf(poly,"%s rides in from %s%s",ch->morph,buf,mount); else sprintf(poly,"%s %s in from %s%s",ch->morph,leave,buf,mount); act( poly, ch, NULL, NULL, TO_ROOM ); } else if ( !IS_AFFECTED(ch, AFF_SNEAK) && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) ) { if ((ch->mount != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(ch->mount,AFF_FLYING)) || IS_AFFECTED(ch,AFF_FLYING) || (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FLYING)) ) sprintf( poly, "$n flies in from %s%s",buf,mount); else if ( ch->mount != NULL && ch->mounted == IS_RIDING ) sprintf(poly,"$n rides in from %s%s",buf,mount); else sprintf( poly, "$n %s in from %s%s",leave,buf,mount); act( poly, ch, NULL, NULL, TO_ROOM ); } do_look( ch, "auto" ); for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( fch->mount == ch && IS_SET(fch->mounted,IS_MOUNT) ) { act( "$N digs $S heels into you.", fch, NULL, ch, TO_CHAR ); char_from_room(fch); char_to_room(fch,ch->in_room); /* move_char( fch, door ); */ } if ( fch->master == ch && fch->position == POS_STANDING ) { act( "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, door ); } } room_text(ch,">ENTER<"); return; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST ); return; } void do_up( CHAR_DATA *ch, char *argument ) { if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); move_char( ch, DIR_UP ); return; } void do_down( CHAR_DATA *ch, char *argument ) { if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); move_char( ch, DIR_DOWN ); return; } int find_door( CHAR_DATA *ch, char *arg ) { EXIT_DATA *pexit; int door; if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0; else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1; else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2; else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3; else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4; else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5; else { for ( door = 0; door <= 5; door++ ) { if ( ( pexit = ch->in_room->exit[door] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) return door; } act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return -1; } return door; } /* Designed for the portal spell, but can also have other uses...KaVir * V0 = Where the portal will take you. * V1 = Number of uses (0 is infinate). * V2 = if 2, cannot be entered. * V3 = The room the portal is currently in. */ void do_enter( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *pRoomIndex; ROOM_INDEX_DATA *location; char arg[MAX_INPUT_LENGTH]; char poly [MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *portal; OBJ_DATA *portal_next; CHAR_DATA *mount; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Enter what?\n\r", ch ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } if ( obj->item_type != ITEM_PORTAL ) { act( "You cannot enter that.", ch, NULL, arg, TO_CHAR ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "You are too insubstantual.\n\r", ch ); return; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "It is too insubstantual.\n\r", ch ); return; } if ( obj->value[2] == 2 || obj->value[2] == 3 ) { act( "It seems to be closed.", ch, NULL, arg, TO_CHAR ); return; } pRoomIndex = get_room_index(obj->value[0]); location = ch->in_room; if ( pRoomIndex == NULL ) { act( "You are unable to enter.", ch, NULL, arg, TO_CHAR ); return; } act( "You step into $p.", ch, obj, NULL, TO_CHAR ); if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) ) sprintf(poly,"%s steps into $p.",ch->morph); else sprintf(poly,"$n steps into $p."); act( poly, ch, obj, NULL, TO_ROOM ); char_from_room(ch); char_to_room(ch,pRoomIndex); if ( !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) ) sprintf(poly,"%s steps out of $p.",ch->morph); else sprintf(poly,"$n steps out of $p."); act( poly, ch, obj, NULL, TO_ROOM ); char_from_room(ch); char_to_room(ch,location); /* Leave this out for now, as it doesn't seem to work properly. KaVir if ((obj->value[2] == 1) && (CAN_WEAR(obj,ITEM_TAKE))) { obj->value[2] = 2; REMOVE_BIT(obj->wear_flags, ITEM_TAKE); } */ if (obj->value[1] != 0) { obj->value[1] = obj->value[1] - 1; if (obj->value[1] < 1) { act( "$p vanishes.", ch, obj, NULL, TO_CHAR ); act( "$p vanishes.", ch, obj, NULL, TO_ROOM ); extract_obj(obj); } } char_from_room(ch); char_to_room(ch,pRoomIndex); found = FALSE; for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next ) { portal_next = portal->next_content; if ( ( obj->value[0] == portal->value[3] ) && (obj->value[3] == portal->value[0]) ) { found = TRUE; /* Leave this out for now, as it doesn't seem to work properly. KaVir if ((portal->value[2] == 2) && (!CAN_WEAR(obj,ITEM_TAKE))) { portal->value[2] = 1; SET_BIT(obj->wear_flags, ITEM_TAKE); } */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) ) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); break; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(portal->extra_flags, ITEM_SHADOWPLANE) ) { SET_BIT(ch->affected_by, AFF_SHADOWPLANE); break; } if (portal->value[1] != 0) { portal->value[1] = portal->value[1] - 1; if (portal->value[1] < 1) { act( "$p vanishes.", ch, portal, NULL, TO_CHAR ); act( "$p vanishes.", ch, portal, NULL, TO_ROOM ); extract_obj(portal); } } } } do_look(ch,"auto"); if ( ( mount = ch->mount ) == NULL ) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); return; } void do_open( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'open object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); send_to_char( "Ok.\n\r", ch ); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); /* open the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } void do_close( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'close object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_CLOSED); send_to_char( "Ok.\n\r", ch ); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); /* close the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; SET_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } bool has_key( CHAR_DATA *ch, int key ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) return TRUE; } return FALSE; } void do_lock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'lock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, obj->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* lock the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->to_room == ch->in_room ) { SET_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Unlock what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'unlock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, obj->value[2] ) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] ) { send_to_char( "You failed.\n\r", ch); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'pick object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* pick the other side */ if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_stand( CHAR_DATA *ch, char *argument ) { switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You can't wake up!\n\r", ch ); return; } send_to_char( "You wake and stand up.\n\r", ch ); act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; break; case POS_RESTING: send_to_char( "You stand up.\n\r", ch ); act( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; break; case POS_STANDING: send_to_char( "You are already standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_rest( CHAR_DATA *ch, char *argument ) { switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: send_to_char( "You rest.\n\r", ch ); act( "$n rests.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_RESTING; break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_STANDING: send_to_char( "You sleep.\n\r", ch ); act( "$n sleeps.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_SLEEPING; break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) ) { act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } if (victim->position < 4) { act( "$E doesn't respond!", ch, NULL, victim, TO_CHAR ); return; } act( "You wake $M.", ch, NULL, victim, TO_CHAR ); act( "$n wakes you.", ch, NULL, victim, TO_VICT ); victim->position = POS_STANDING; return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; send_to_char( "You attempt to move silently.\n\r", ch ); affect_strip( ch, gsn_sneak ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] ) { af.type = gsn_sneak; af.duration = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char( ch, &af ); } return; } void do_hide( CHAR_DATA *ch, char *argument ) { send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] ) SET_BIT(ch->affected_by, AFF_HIDE); return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *mount; ROOM_INDEX_DATA *location; act( "$n's body flickers with green energy.", ch, NULL, NULL, TO_ROOM ); act( "Your body flickers with green energy.", ch, NULL, NULL, TO_CHAR ); if ( ( location = get_room_index( ch->home ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE) ) { send_to_char( "You are unable to recall.\n\r", ch ); return; } if ( ( victim = ch->fighting ) != NULL ) { if ( number_bits( 1 ) == 0 ) { WAIT_STATE( ch, 4 ); sprintf( buf, "You failed!\n\r" ); send_to_char( buf, ch ); return; } sprintf( buf, "You recall from combat!\n\r"); send_to_char( buf, ch ); stop_fighting( ch, TRUE ); } act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if ( ( mount = ch->mount ) == NULL ) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); return; } void do_home( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( arg[0] == '\0' || str_cmp(arg,"here") ) { send_to_char( "If you wish this to be your room, you must type 'home here'.\n\r", ch ); return; } if ( ch->in_room->vnum == ch->home ) { send_to_char( "But this is already your home!\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { send_to_char( "You are unable to make this room your home.\n\r", ch ); return; } ch->home = ch->in_room->vnum; send_to_char( "This room is now your home.\n\r", ch ); return; } void do_escape( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; if (IS_NPC(ch) || !IS_HERO(ch)) return; if ( ch->position >= POS_SLEEPING ) { send_to_char( "You can only do this if you are dying.\n\r", ch ); return; } if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; ch->move = 0; ch->mana = 0; act( "$n fades out of existance.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); sprintf(buf,"%s has escaped defenceless from a fight.",ch->name); do_info(ch,buf); return; } void do_train( CHAR_DATA *ch, char *argument ) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; sh_int *pAbility; char *pOutput; int cost; int immcost; int primal; bool last = TRUE; bool is_ok = FALSE; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( arg1[0] == '\0' ) { sprintf( buf, "You have %d experience points.\n\r", ch->exp ); send_to_char( buf, ch ); strcpy(arg1,"foo"); } if (!str_cmp(arg1,"str") ) is_ok = TRUE; else if (!str_cmp(arg1,"int") ) is_ok = TRUE; else if (!str_cmp(arg1,"wis") ) is_ok = TRUE; else if (!str_cmp(arg1,"dex") ) is_ok = TRUE; else if (!str_cmp(arg1,"con") ) is_ok = TRUE; else if (!str_cmp(arg1,"hp") ) is_ok = TRUE; else if (!str_cmp(arg1,"mana") ) is_ok = TRUE; else if (!str_cmp(arg1,"move") ) is_ok = TRUE; else if (!str_cmp(arg1,"primal")) is_ok = TRUE; if ( arg2[0] != '\0' && is_ok ) { int amount = 0; if (!is_number(arg2)) { send_to_char("Please enter a numeric value.\n\r",ch); return; } amount = atoi( arg2 ); if (amount < 1 || amount > 50) { send_to_char("Please enter a value between 1 and 50.\n\r",ch); return; } if (amount > 1) { sprintf(buf,"%s %d",arg1,amount-1); do_train(ch,buf); last = FALSE; } } cost = 200; immcost = count_imms(ch); primal = (1+ch->practice)*500; if ( !str_cmp( arg1, "str" ) ) { pAbility = &ch->pcdata->perm_str; pOutput = "strength"; } else if ( !str_cmp( arg1, "int" ) ) { pAbility = &ch->pcdata->perm_int; pOutput = "intelligence"; } else if ( !str_cmp( arg1, "wis" ) ) { pAbility = &ch->pcdata->perm_wis; pOutput = "wisdom"; } else if ( !str_cmp( arg1, "dex" ) ) { pAbility = &ch->pcdata->perm_dex; pOutput = "dexterity"; } else if ( !str_cmp( arg1, "con" ) ) { pAbility = &ch->pcdata->perm_con; pOutput = "constitution"; } else if ( !str_cmp( arg1, "avatar") && ch->level == 2) { cost = 1000; pAbility = &ch->level; pOutput = "level"; } else if ( !str_cmp( arg1, "hp") && ch->max_hit < 30000) { cost = (ch->max_hit - ch->pcdata->perm_con); pAbility = &ch->max_hit; pOutput = "hp"; } else if ( !str_cmp( arg1, "mana") && ch->max_mana < 30000) { cost = (ch->max_mana - ch->pcdata->perm_wis); pAbility = &ch->max_mana; pOutput = "mana"; } else if ( !str_cmp( arg1, "move") && ch->max_move < 30000) { cost = (ch->max_move - ch->pcdata->perm_con); pAbility = &ch->max_move; pOutput = "move"; } else if ( !str_cmp( arg1, "primal") && ch->practice < 100) { cost = primal; pAbility = &ch->practice; pOutput = "primal"; } else if ( !str_cmp( arg1, "slash") && !IS_IMMUNE(ch,IMM_SLASH) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_SLASH); send_to_char( "You are now more resistant to slashing and slicing weapons.\n\r", ch ); return; } else if ( !str_cmp( arg1, "stab") && !IS_IMMUNE(ch,IMM_STAB) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_STAB); send_to_char( "You are now more resistant to stabbing and piercing weapons.\n\r", ch ); return; } else if ( !str_cmp( arg1, "smash") && !IS_IMMUNE(ch,IMM_SMASH) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_SMASH); send_to_char( "You are now more resistant to blasting, pounding and crushing weapons.\n\r", ch ); return; } else if ( !str_cmp( arg1, "beast") && !IS_IMMUNE(ch,IMM_ANIMAL) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_ANIMAL); send_to_char( "You are now more resistant to claw and bite attacks.\n\r", ch ); return; } else if ( !str_cmp( arg1, "grab") && !IS_IMMUNE(ch,IMM_MISC) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_MISC); send_to_char( "You are now more resistant to grepping, sucking and whipping weapons.\n\r", ch ); return; } else if ( !str_cmp( arg1, "charm") && !IS_IMMUNE(ch,IMM_CHARM) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_CHARM); send_to_char( "You are now immune to charm spells.\n\r", ch ); return; } else if ( !str_cmp( arg1, "heat") && !IS_IMMUNE(ch,IMM_HEAT) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_HEAT); send_to_char( "You are now immune to heat and fire spells.\n\r", ch ); return; } else if ( !str_cmp( arg1, "cold") && !IS_IMMUNE(ch,IMM_COLD) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_COLD); send_to_char( "You are now immune to cold spells.\n\r", ch ); return; } else if ( !str_cmp( arg1, "lightning") && !IS_IMMUNE(ch,IMM_LIGHTNING) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_LIGHTNING); send_to_char( "You are now immune to lightning and electrical spells.\n\r", ch ); return; } else if ( !str_cmp( arg1, "acid") && !IS_IMMUNE(ch,IMM_ACID) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_ACID); send_to_char( "You are now immune to acid spells.\n\r", ch ); return; } else if ( !str_cmp( arg1, "sleep") && !IS_IMMUNE(ch,IMM_SLEEP) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_SLEEP); send_to_char( "You are now immune to the sleep spell.\n\r", ch ); return; } else if ( !str_cmp( arg1, "drain") && !IS_IMMUNE(ch,IMM_DRAIN) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_DRAIN); send_to_char( "You are now immune to the energy drain spell.\n\r", ch ); return; } else if ( !str_cmp( arg1, "voodoo") && !IS_IMMUNE(ch,IMM_VOODOO) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_VOODOO); send_to_char( "You are now immune to voodoo magic.\n\r", ch ); return; } else if ( !str_cmp( arg1, "hurl") && !IS_IMMUNE(ch,IMM_HURL) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_HURL); send_to_char( "You are now immune to being hurled.\n\r", ch ); return; } else if ( !str_cmp( arg1, "backstab") && !IS_IMMUNE(ch,IMM_BACKSTAB) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_BACKSTAB); send_to_char( "You are now immune to being backstabbed.\n\r", ch ); return; } else if ( !str_cmp( arg1, "kick") && !IS_IMMUNE(ch,IMM_KICK) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_KICK); send_to_char( "You are now immune to being kicked.\n\r", ch ); return; } else if ( !str_cmp( arg1, "disarm") && !IS_IMMUNE(ch,IMM_DISARM) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_DISARM); send_to_char( "You are now immune to being disarmed.\n\r", ch ); return; } else if ( !str_cmp( arg1, "steal") && !IS_IMMUNE(ch,IMM_STEAL) ) { if (ch->exp < immcost) { send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp = ch->exp - immcost; SET_BIT(ch->immune, IMM_STEAL); send_to_char( "You are now immune to being stolen from.\n\r", ch ); return; } else { sprintf( buf, "You can train the following:\n\r" ); send_to_char( buf, ch ); send_to_char( "Stats:", ch ); if ( ch->pcdata->perm_str < 18 ) send_to_char( " Str", ch ); if ( ch->pcdata->perm_int < 18 ) send_to_char( " Int", ch ); if ( ch->pcdata->perm_wis < 18 ) send_to_char( " Wis", ch ); if ( ch->pcdata->perm_dex < 18 ) send_to_char( " Dex", ch ); if ( ch->pcdata->perm_con < 18 ) send_to_char( " Con", ch ); if ( ( ch->pcdata->perm_str >= 18 ) && ( ch->pcdata->perm_wis >= 18 ) && ( ch->pcdata->perm_int >= 18 ) && ( ch->pcdata->perm_dex >= 18 ) && ( ch->pcdata->perm_con >= 18 ) ) send_to_char( " None left to train.\n\r", ch ); else send_to_char( ".\n\r", ch ); if ( ch->level == 2 ) { sprintf( buf, "Become an avatar - 1000 exp.\n\r" ); send_to_char( buf, ch ); } if ( ch->max_hit < 30000 ) { sprintf( buf, "hp - %d exp per point.\n\r",(ch->max_hit - ch->pcdata->perm_con) ); send_to_char( buf, ch ); } if ( ch->max_mana < 30000 ) { sprintf( buf, "mana - %d exp per point.\n\r",(ch->max_mana - ch->pcdata->perm_wis) ); send_to_char( buf, ch ); } if ( ch->max_move < 30000 ) { sprintf( buf, "move - %d exp per point.\n\r",(ch->max_move - ch->pcdata->perm_con) ); send_to_char( buf, ch ); } if ( ch->practice < 100 ) { sprintf( buf, "primal - %d exp per point of primal energy.\n\r", primal ); send_to_char( buf, ch ); } sprintf( buf, "Natural resistances and immunities - %d exp each.\n\r", immcost ); send_to_char( buf, ch ); /* Weapon resistance affects */ send_to_char( "Weapon resistances:", ch ); if ( !IS_IMMUNE(ch, IMM_SLASH) ) send_to_char( " Slash", ch ); if ( !IS_IMMUNE(ch, IMM_STAB) ) send_to_char( " Stab", ch ); if ( !IS_IMMUNE(ch, IMM_SMASH) ) send_to_char( " Smash", ch ); if ( !IS_IMMUNE(ch, IMM_ANIMAL) ) send_to_char( " Beast", ch ); if ( !IS_IMMUNE(ch, IMM_MISC) ) send_to_char( " Grab", ch ); if ( IS_IMMUNE(ch, IMM_SLASH) && IS_IMMUNE(ch, IMM_STAB) && IS_IMMUNE(ch, IMM_SMASH) && IS_IMMUNE(ch, IMM_ANIMAL) && IS_IMMUNE(ch, IMM_MISC) ) send_to_char( " None left to learn.\n\r", ch ); else send_to_char( ".\n\r", ch ); /* Spell immunity affects */ send_to_char( "Magical immunities:", ch ); if ( !IS_IMMUNE(ch, IMM_CHARM) ) send_to_char( " Charm", ch ); if ( !IS_IMMUNE(ch, IMM_HEAT) ) send_to_char( " Heat", ch ); if ( !IS_IMMUNE(ch, IMM_COLD) ) send_to_char( " Cold", ch ); if ( !IS_IMMUNE(ch, IMM_LIGHTNING) ) send_to_char( " Lightning", ch ); if ( !IS_IMMUNE(ch, IMM_ACID) ) send_to_char( " Acid", ch ); if ( !IS_IMMUNE(ch, IMM_SLEEP) ) send_to_char( " Sleep", ch ); if ( !IS_IMMUNE(ch, IMM_DRAIN) ) send_to_char( " Drain", ch ); if ( !IS_IMMUNE(ch, IMM_VOODOO) ) send_to_char( " Voodoo", ch ); if ( IS_IMMUNE(ch, IMM_CHARM) && IS_IMMUNE(ch, IMM_HEAT) && IS_IMMUNE(ch, IMM_COLD) && IS_IMMUNE(ch, IMM_LIGHTNING) && IS_IMMUNE(ch, IMM_ACID) && IS_IMMUNE(ch, IMM_SLEEP) && IS_IMMUNE(ch, IMM_DRAIN) && IS_IMMUNE(ch, IMM_VOODOO) ) send_to_char( " None left to learn.\n\r", ch ); else send_to_char( ".\n\r", ch ); /* Skill immunity affects */ send_to_char( "Skill immunities:", ch ); if ( !IS_IMMUNE(ch, IMM_HURL) ) send_to_char( " Hurl", ch ); if ( !IS_IMMUNE(ch, IMM_BACKSTAB) ) send_to_char( " Backstab", ch ); if ( !IS_IMMUNE(ch, IMM_KICK) ) send_to_char( " Kick", ch ); if ( !IS_IMMUNE(ch, IMM_DISARM) ) send_to_char( " Disarm", ch ); if ( !IS_IMMUNE(ch, IMM_STEAL) ) send_to_char( " Steal", ch ); if ( IS_IMMUNE(ch, IMM_HURL) && IS_IMMUNE(ch, IMM_BACKSTAB) && IS_IMMUNE(ch, IMM_KICK) && IS_IMMUNE(ch, IMM_DISARM) && IS_IMMUNE(ch, IMM_STEAL) ) send_to_char( " None left to learn.\n\r", ch ); else send_to_char( ".\n\r", ch ); return; } if ( (*pAbility >= 18) && (!str_cmp( arg1, "str"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 18) && (!str_cmp( arg1, "int"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 18) && (!str_cmp( arg1, "wis"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 18) && (!str_cmp( arg1, "dex"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 18) && (!str_cmp( arg1, "con"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 30000) && (!str_cmp( arg1, "hp"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 30000) && (!str_cmp( arg1, "mana"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 30000) && (!str_cmp( arg1, "move"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( (*pAbility >= 100) && (!str_cmp( arg1, "primal"))) { if (last) act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( cost > ch->exp ) { if (last) send_to_char( "You don't have enough exp.\n\r", ch ); return; } ch->exp -= cost; *pAbility += 1; if ( !str_cmp( arg1, "avatar") ) { act( "You become an avatar!", ch, NULL, NULL, TO_CHAR ); sprintf( buf, "%s has become an avatar!\n\r",ch->name ); do_info(ch,buf); if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_MORTAL)) do_mortalvamp(ch,""); } else if (last) act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR ); return; } void do_mount( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mount what?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r",ch ); return; } if ( ch == victim ) { send_to_char( "You cannot ride on your own back!\n\r",ch ); return; } if ( ch->mounted > 0 ) { send_to_char( "You are already riding.\n\r",ch ); return; } if ( !IS_NPC(victim) || victim->mounted > 0 || (IS_NPC(victim) && !IS_SET(victim->act, ACT_MOUNT) ) ) { send_to_char( "You cannot mount them.\n\r",ch ); return; } if ( victim->position < POS_STANDING ) { if ( victim->position < POS_SLEEPING ) act( "$N is too badly hurt for that.", ch, NULL, victim, TO_CHAR ); else if ( victim->position == POS_SLEEPING ) act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR ); else if ( victim->position == POS_RESTING ) act( "First $e better stand up.", ch, NULL, victim, TO_CHAR ); else if ( victim->position == POS_SLEEPING ) act( "First you better wake $m up.", ch, NULL, victim, TO_CHAR ); else if ( victim->position == POS_FIGHTING ) act( "Not while $e's fighting.", ch, NULL, victim, TO_CHAR ); return; } if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); ch->mounted = IS_RIDING; victim->mounted = IS_MOUNT; ch->mount = victim; victim->mount = ch; act( "You clamber onto $N's back.", ch, NULL, victim, TO_CHAR ); act( "$n clambers onto $N's back.", ch, NULL, victim, TO_ROOM ); return; } void do_dismount( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( ch->mounted == 0 ) { send_to_char( "But you are not riding!\n\r",ch ); return; } if ( (victim = ch->mount) == NULL ) { send_to_char( "But you are not riding!\n\r",ch ); return; } act( "You clamber off $N's back.", ch, NULL, victim, TO_CHAR ); act( "$n clambers off $N's back.", ch, NULL, victim, TO_ROOM ); ch->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; ch->mount = NULL; victim->mount = NULL; return; } void do_tie( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim == ch) { send_to_char( "You cannot tie yourself up!\n\r", ch ); return; } if (IS_BODY(victim,TIED_UP)) { send_to_char( "But they are already tied up!\n\r", ch ); return; } if (victim->position > POS_STUNNED || victim->hit > 0) { send_to_char( "You can only tie up a defenceless person.\n\r", ch ); return; } act("You quickly tie up $N.",ch,NULL,victim,TO_CHAR); act("$n quickly ties up $N.",ch,NULL,victim,TO_ROOM); send_to_char("You have been tied up!\n\r",victim); SET_BIT(victim->loc_hp[1],TIED_UP); return; } void do_untie( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (!IS_BODY(victim,TIED_UP)) { send_to_char( "But they are not tied up!\n\r", ch ); return; } if (victim == ch) { send_to_char( "You cannot untie yourself!\n\r", ch ); return; } act("You quickly untie $N.",ch,NULL,victim,TO_CHAR); act("$n quickly unties $N.",ch,NULL,victim,TO_NOTVICT); act("$n quickly unties you.",ch,NULL,victim,TO_VICT); REMOVE_BIT(victim->loc_hp[1],TIED_UP); return; } void do_gag( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim == ch && !IS_BODY(victim,GAGGED) && IS_BODY(victim,TIED_UP)) { send_to_char( "You cannot gag yourself!\n\r", ch ); return; } if (!IS_BODY(victim,TIED_UP) && !IS_BODY(victim,GAGGED)) { send_to_char( "You can only gag someone who is tied up!\n\r", ch ); return; } if (!IS_BODY(victim,GAGGED)) { act("You place a gag over $N's mouth.",ch,NULL,victim,TO_CHAR); act("$n places a gag over $N's mouth.",ch,NULL,victim,TO_NOTVICT); act("$n places a gag over your mouth.",ch,NULL,victim,TO_VICT); SET_BIT(victim->loc_hp[1],GAGGED); return; } if (ch == victim) { act("You remove the gag from your mouth.",ch,NULL,victim,TO_CHAR); act("$n removes the gag from $s mouth.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->loc_hp[1],GAGGED); return; } act("You remove the gag from $N's mouth.",ch,NULL,victim,TO_CHAR); act("$n removes the gag from $N's mouth.",ch,NULL,victim,TO_NOTVICT); act("$n removes the gag from your mouth.",ch,NULL,victim,TO_VICT); REMOVE_BIT(victim->loc_hp[1],GAGGED); return; } void do_blindfold( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim == ch && !IS_BODY(victim,BLINDFOLDED) && IS_BODY(victim,TIED_UP)) { send_to_char( "You cannot blindfold yourself!\n\r", ch ); return; } if (!IS_BODY(victim,TIED_UP) && !IS_BODY(victim,BLINDFOLDED)) { send_to_char( "You can only blindfold someone who is tied up!\n\r", ch ); return; } if (!IS_BODY(victim,BLINDFOLDED)) { act("You place a blindfold over $N's eyes.",ch,NULL,victim,TO_CHAR); act("$n places a blindfold over $N's eyes.",ch,NULL,victim,TO_NOTVICT); act("$n places a blindfold over your eyes.",ch,NULL,victim,TO_VICT); SET_BIT(victim->loc_hp[1],BLINDFOLDED); return; } if (ch == victim) { act("You remove the blindfold from your eyes.",ch,NULL,victim,TO_CHAR); act("$n removes the blindfold from $s eyes.",ch,NULL,victim,TO_ROOM); REMOVE_BIT(victim->loc_hp[1],BLINDFOLDED); return; } act("You remove the blindfold from $N's eyes.",ch,NULL,victim,TO_CHAR); act("$n removes the blindfold from $N's eyes.",ch,NULL,victim,TO_NOTVICT); act("$n removes the blindfold from your eyes.",ch,NULL,victim,TO_VICT); REMOVE_BIT(victim->loc_hp[1],BLINDFOLDED); return; } int count_imms( CHAR_DATA *ch ) { int count = 0; if ( IS_IMMUNE(ch, IMM_SLASH) ) count += 1; if ( IS_IMMUNE(ch, IMM_STAB) ) count += 1; if ( IS_IMMUNE(ch, IMM_SMASH) ) count += 1; if ( IS_IMMUNE(ch, IMM_ANIMAL) ) count += 1; if ( IS_IMMUNE(ch, IMM_MISC) ) count += 1; if ( IS_IMMUNE(ch, IMM_CHARM) ) count += 1; if ( IS_IMMUNE(ch, IMM_HEAT) ) count += 1; if ( IS_IMMUNE(ch, IMM_COLD) ) count += 1; if ( IS_IMMUNE(ch, IMM_LIGHTNING) ) count += 1; if ( IS_IMMUNE(ch, IMM_ACID) ) count += 1; if ( IS_IMMUNE(ch, IMM_SLEEP) ) count += 1; if ( IS_IMMUNE(ch, IMM_DRAIN) ) count += 1; if ( IS_IMMUNE(ch, IMM_VOODOO) ) count += 1; if ( IS_IMMUNE(ch, IMM_HURL) ) count += 1; if ( IS_IMMUNE(ch, IMM_BACKSTAB) ) count += 1; if ( IS_IMMUNE(ch, IMM_KICK) ) count += 1; if ( IS_IMMUNE(ch, IMM_DISARM) ) count += 1; if ( IS_IMMUNE(ch, IMM_STEAL) ) count += 1; return ( ( count * 10000 ) + 10000 ); }