ackmud/
ackmud/area/imc/
ackmud/npcs/a/
ackmud/npcs/c/
ackmud/npcs/d/
ackmud/npcs/e/
ackmud/npcs/f/
ackmud/npcs/h/
ackmud/npcs/i/
ackmud/npcs/k/
ackmud/npcs/l/
ackmud/npcs/n/
ackmud/npcs/o/
ackmud/npcs/p/
ackmud/npcs/r/
ackmud/npcs/s/
ackmud/npcs/w/
ackmud/player/c/
ackmud/player/s/
ackmud/player/z/
/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *       _/          _/_/_/     _/    _/     _/    ACK! MUD is modified    *
 *      _/_/        _/          _/  _/       _/    Merc2.0/2.1/2.2 code    *
 *     _/  _/      _/           _/_/         _/    (c)Stephen Dooley 1994  *
 *    _/_/_/_/      _/          _/  _/             "This mud has not been  *
 *   _/      _/      _/_/_/     _/    _/     _/      tested on animals."   *
 *                                                                         *
 *                                                                         *
 *  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"
extern   bool    deathmatch;

/*
 * This file should contain:
 *	o Wolf Spells
 *	o Wolf skills
 *
 */

void do_tribe( CHAR_DATA *ch, char *argument )
{
  
    char arg1 [MAX_INPUT_LENGTH];
    char arg2 [MAX_INPUT_LENGTH];
    char arg3 [MAX_INPUT_LENGTH];
/*    int value, max;   */

    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    DESCRIPTOR_DATA *d;
    bool found;
    sh_int  index;

    if ( IS_NPC( ch ) )
      return;

	if ( ch->level < 85 )
    if ( !IS_WOLF( ch ) )
    {
       send_to_char( "Huh?\n\r", ch );
       return;
    }


    smash_tilde( argument );
    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );
    argument = one_argument( argument, arg3 );

  if ( ( arg1[0] == '\0' ) || ( ch->pcdata->generation > 1 )  )
  {

    if ( get_trust( ch ) == 85 )
    {
      for ( index = 0; index <= 4 ; index++ )
      {
        switch ( index )
        {
          case 0  : sprintf( buf, "\n\r@@WBANISHED!!!@@N\n\r" ); break;
          case 1  : sprintf( buf, "\n\r@@yMORTHAL@@N\n\r" ); break;
          case 2  : sprintf( buf, "\n\r@@rTjerit Anpu@@N\n\r" ); break;
          case 3  : sprintf( buf, "\n\r@@eCHORUUM@@N\n\r" ); break;
          case 4  : sprintf( buf, "\n\r@@dMyrxes@@N\n\r" ); break;
        }

 
        send_to_char( buf, ch );
        found = FALSE;
        for ( d = first_desc; d!=NULL; d = d->next )
        {
            if ( d->connected == CON_PLAYING
            && ( victim = d->character ) != NULL
            &&   !IS_NPC(victim)
            &&   victim->in_room != NULL )
            {
                if ( IS_WOLF( victim )  && ( victim->pcdata->vamp_bloodline == index ) )
                {
                 found = TRUE;
                }
                else
                    continue;
                
                
                
                sprintf( buf, "%-15s @@NStanding: @@r%s   @@NRank: @@d%d@@N  @@NRage: @@e%d@@N/@@e%d@@N   %-15s\n\r",
                  victim->name, get_tribe_standing_name( victim->pcdata->generation ), victim->pcdata->vamp_level, victim->pcdata->bloodlust, victim->pcdata->bloodlust_max, victim->in_room->name );
              send_to_char( buf, ch );
             }
         }
    
        if ( !found )
            send_to_char( "@@NNo @@bGarou@@N Tribe members were found.\n\r", ch );
    
      }
    }
    else
    {

      sprintf( buf, "@@WMembers of the @@bGarou @@rTribe %s\n\r", get_tribe_name( ch ) );
      send_to_char( buf, ch );
      found = FALSE;
      for ( d = first_desc; d!=NULL; d = d->next )
      {
        if ( d->connected == CON_PLAYING
          && ( victim = d->character ) != NULL
          &&   !IS_NPC(victim)
          &&   victim->in_room != NULL 
          && IS_WOLF( victim ) 
          && !IS_IMMORTAL( victim )   )
          {
              if ( victim->pcdata->vamp_bloodline != ch->pcdata->vamp_bloodline )
                  continue;
                
              found = TRUE;
                sprintf( buf, "%-15s @@NStanding: @@r%s   @@NRank: @@d%d@@N\n\r",
                  victim->name, get_tribe_standing_name( victim->pcdata->generation ), victim->pcdata->vamp_level);
              send_to_char( buf, ch );
          }
       }
    
       if ( !found )
          send_to_char( "@@NNo other @@bGarou@@N @@rTribe@@N members were found.\n\r", ch );
    
      }
    return;

  }
  else     /* multiplexed use of tribe  */
  {
    if ( ch->pcdata->generation > 1 )
    {
      send_to_char( "Huh?\n\r", ch );
      return;
    }


    
    if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if (  ( IS_NPC( victim ) )
       || ( !IS_WOLF( victim ) ) 
       || ( victim->pcdata->vamp_bloodline != ch->pcdata->vamp_bloodline )  )
    {
      send_to_char( "They are not in your @@bTribe@@N!\n\r", ch );
      return;
    }

    if ( !str_cmp( arg2, "standing" ) )
    {
      if ( ( arg2[0] == '\0' ) || ( arg3[0] == '\0' )  )
      {
        send_to_char( "Use tribe <wolf> standing <new standing>\n\r", ch );
        return;
      }
      if ( !str_cmp( arg3, "mate" ) )
        victim->pcdata->generation = 2;
      else if ( !str_cmp( arg3, "warder" ) )
        victim->pcdata->generation = 3;
      else if ( !str_cmp( arg3, "guardian" ) )
        victim->pcdata->generation = 4;
      else if ( !str_cmp( arg3, "sentry" ) )
        victim->pcdata->generation = 5;
      else if ( !str_cmp( arg3, "elder" ) )
        victim->pcdata->generation = 6;
      else if ( !str_cmp( arg3, "adult" ) )
        victim->pcdata->generation = 7;
      else if ( !str_cmp( arg3, "younger" ) )
        victim->pcdata->generation = 8;
      else if ( !str_cmp( arg3, "cub" ) )
        victim->pcdata->generation = 9;
      
      else
      {
        send_to_char( "@@yStandings@@N: mate warder guardian sentry elder adult younger cub.\n\r", ch );
        return;
      }
 
      sprintf( buf, "@@N%s's @@yStanding@@N is now %s in @@bTribe@@N %s.\n\r", 
         victim->name,
         get_tribe_standing_name( victim->pcdata->generation ),
         get_tribe_name( ch )   );
      do_howl( ch, buf );
      return;

    }
    if ( !str_cmp( arg2, "banish" ) )
    {
      int	sn;
       sprintf( buf, "@@N%s has been @@eBANISHED@@N from @@bTribe@@N %s.\n\r", 
         victim->name,
         get_tribe_name( ch )   );
      do_howl( ch, buf );
      victim->pcdata->vamp_bloodline = 0;
      victim->pcdata->generation = 9;
      victim->pcdata->recall_vnum = 3001;
      victim->pcdata->vamp_level = 1;
      for (sn = 0; sn <= MAX_SKILL; sn++ )
        if ( ( skill_table[sn].flag2 == WOLF ) && ( victim->pcdata->learned[sn] > 0 ) )
          victim->pcdata->learned[sn] = 0;
      char_from_room( victim );
      char_to_room( victim, get_room_index( victim->pcdata->recall_vnum ) );
      victim->sentence += 15000;
      if ( !IS_SET( victim->act, PLR_KILLER ) )
        SET_BIT( victim->act, PLR_KILLER );
      do_save( victim, "" );
      return;
    }
     
      
    send_to_char( "Uknown option--use tribe <wolf> standing <new standing>\n\r", ch );
    return;
  }
}


void do_imprint( CHAR_DATA *ch, char *argument )
 {
    char arg[MAX_STRING_LENGTH]; 
    CHAR_DATA *victim;
    int    sn;
    char buf[MAX_STRING_LENGTH];

    if ( IS_NPC( ch ) || !IS_WOLF( ch ) )
    {
      send_to_char( "Huh?\n\r", ch );
      return;
    }

    if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_imprint] == 0 )
    {
       send_to_char( "You have not been imprinted with this skill!\n\r", ch );
       return;
    }

    if ( ch->pcdata->generation > 3 )
    {
      send_to_char( "Your @@bTribal @@yStanding@@N is not high enough to imprint!\n\r", ch );
      return;
    }

    argument = one_argument( argument, arg );
   
   if ( arg[0] == '\0' )
   {
      send_to_char( "Imprint who?\n\r", ch );
      return;
   }
   
   victim = get_char_room( ch, arg );
   if ( victim == NULL )
   {
      send_to_char( "Couldn't find the target.\n\r", ch );
      return;
   }
   if ( victim == ch )
   {
      send_to_char( "Oh yeah, that would help a lot!\n\r", ch );
      return;
   }
   
   if ( !IS_WOLF( victim ) )
   {
     send_to_char( "@@eWHAT????@@N You want to teach @@bGarou@@N skills to MORTAL@@N? NO WAY!!", ch );
     return;
   }

/* okay, we know the victim is good, and a wolf..check for skill known, levels, etc. */

   one_argument( argument, arg );   
   sn = skill_lookup( arg );


   if ( ch->pcdata->learned[sn] == 0 || skill_table[sn].flag2 != WOLF )
   {
     send_to_char( "@@NYou don't know that @@bGarou@@N skill!.\n\r", ch );
     return;
   }
   if ( victim->pcdata->learned[sn] != 0 )
   {
     send_to_char( "They already know that skill.\n\r", ch );
     return;
   }

   if ( victim->pcdata->vamp_level < skill_table[sn].skill_level[victim->pcdata->vamp_bloodline] )
   {
     send_to_char("@@NThey are too inexperienced in the ways of the @@bGarou@@N to learn this skill.\n\r", ch );
     send_to_char( "@@NYou are to inexperienced in the ways of the @@bGarou@@N to learn this skill.\n\r", victim );
     return;
   }

   if ( victim->pcdata->vamp_skill_num >= victim->pcdata->vamp_skill_max )
   {
     send_to_char( "They seem unable to grasp the instinct.\n\r", ch );
     send_to_char( "@@NYou are unable to learn any more @@bGarou@@N knowledge at this time.\n\r", victim );
     return;
   }

/* Okay, the skill is good, the instructor knows it, and the victim doesn't  */

   victim->pcdata->learned[sn] = 90;
   victim->pcdata->vamp_pracs -= 1;
   victim->pcdata->vamp_skill_num += 1;
   
   send_to_char( "You have increased their @@bGarou@@N instincts@@N!!!\n\r", ch );
   sprintf( buf, "You are now instinctively aware of @@e%s@@N!!!\n\r", skill_table[sn].name );
   send_to_char( buf, victim );

 
   return;
 }
 

bool spell_tribe_claw(int sn, int level, CHAR_DATA *ch, void *vo, OBJ_DATA *obj )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    sh_int	wolves = 0;
    sh_int	mortals = 0;
    sh_int	vamps = 0;
    CHAR_DATA	*local_dude;

    if ( !IS_WOLF( ch ) )
    {
      send_to_char( "Huh?\n\r", ch );
      return FALSE;
    }
    if ( ch->pcdata->vamp_bloodline == 0 )
    {
      send_to_char( "@@dOutcasts@@n can't tribal claw!!!\n\r", ch );
      return FALSE;
    }

    if ( IS_WOLF( victim ) )
     {
       send_to_char( "@@NYour selection is already a @@bGarou@@N!!!.\n\r", ch );
       return FALSE;
     }

    if( IS_NPC(victim))
    {
	send_to_char("Fergit it bub!!\n\r", ch);
	return FALSE;
    }

/*    if ( victim->pcdata->clan == 7 )
     {
       send_to_char( "@@mNO WAY!!!!!@@W They are @@dKindred @@eKillers!!!!!@@N\n\r", ch );
       return FALSE;
     }

*/
    if ( IS_VAMP( victim ) )
    {
      send_to_char( "A sudden awareness comes over you, as you peer into their soul and see a @@dKindred@@N!!!\n\r", ch );
      if ( !IS_AWAKE( victim ) )
        do_wake( victim, "" );
      if ( victim->position < POS_STANDING )
        do_stand( victim, "" );
      if ( ch->position < POS_STANDING )
        do_stand( ch, "" );
      multi_hit( ch, victim, TYPE_UNDEFINED );
      return FALSE;
    }

     for ( local_dude = ch->in_room->first_person; local_dude != NULL; local_dude = local_dude->next_in_room )
     {
       if ( IS_NPC( local_dude ) )
         continue;
       if ( IS_WOLF( local_dude ) )
         wolves++;
       else if ( IS_VAMP( local_dude ) )
         vamps++;
       else
         mortals++;
     }

     if ( vamps > 0 )
     {
       send_to_char( "In front of @@dKindred@@N??? Not a chance!!\n\r", ch );
       return FALSE;
     }
     else if ( mortals > 1 )
     {
       send_to_char( "In front of @@aMortals@@N??? Not a chance!!\n\r", ch );
       return FALSE;
     }
     else if ( wolves < 4 )
     {
       send_to_char( "You must have more @@bGarou@@N witnesses to the event.\n\r", ch );
       return FALSE;
     }



     if ( victim->position > POS_RESTING ) 
     {
      /* failure */
       char	socbuf[MSL];

      act( "$N must grovel at your feet before you will accept him under your control.\n\r", ch, NULL, victim, TO_CHAR );
      check_social( ch, "growl", victim->name );
      sprintf( socbuf, "%s", ch->name );
      check_social( victim, "grovel", socbuf ); 
      check_social( victim, "cower", socbuf );
      return FALSE;
     }
     else

     {
       check_social( victim, "rollover", ch->name );
       victim->pcdata->vamp_level = 1;
       victim->pcdata->vamp_exp = 0;
       victim->pcdata->vamp_skill_num = 0;
       victim->pcdata->vamp_skill_max = 2;
       victim->pcdata->generation = 9;
       victim->pcdata->vamp_bloodline = ch->pcdata->vamp_bloodline;
       victim->pcdata->bloodlust = -10;
       victim->pcdata->bloodlust_max = 7;
       SET_BIT( victim->pcdata->pflags, PFLAG_WEREWOLF );
       victim->pcdata->vamp_pracs = 2;
       victim->pcdata->recall_vnum = ch->pcdata->recall_vnum;
       

       send_to_char( "@@NYou thrash the cowering form beneath you, raking your @@eclaws@@N along it's soul.\n\r", ch );
       send_to_char( "Then, in the final death throes, you chomp it's neck, tearing out it's essence,@@N\n\r", ch );
       send_to_char( "and breathe your Tribal strength into the bloody corpse, making them forever submissive to your @@btribe@@N!!!\n\r", ch );

       send_to_char( "@@NYou feel your soul ripped asunder as the @@bGarou@@N @@eClaws@@N your very soul to shreds@@N!!\n\r", victim );
       send_to_char( "As it tears your throat out, and you begin to submit to death itself, you suddenly feel\n\r", victim );
       send_to_char( "a strong, earthly essence overcome your soul.  As the strength of the @@bGarou@@N begins to fill\n\r", victim );
       send_to_char( "your veins, your mind is flooded with the sudden knowledge of @@bTribal @@Npower and everlasting loyalty to the @@rEldest@@N.\n\r", victim );

       act( "$n suddenly reaches out and claws $N to shreds!", ch, NULL, victim, TO_NOTVICT );
       act( "$n then takes $N's throat in $s mouth, and tears it out!", ch, NULL, victim, TO_NOTVICT );
       act( "$N goes into convulsions, then slowly steadies, then peers up at $n with adoration.", ch, NULL, victim, TO_NOTVICT );
       victim->pcdata->learned[skill_lookup( "scent" )] = 90 ;
     }


    
    return TRUE;
}

bool spell_wolf_mark(int sn, int level, CHAR_DATA *ch, void *vo, OBJ_DATA *obj )
{

  MARK_DATA	*mark;
  char	buf[MSL];
  char  *costring;

  if (  IS_NPC( ch ) 
     || ( !IS_WOLF( ch ) )  )
    return FALSE;

  GET_FREE( mark, mark_free );

  mark->room_vnum =  ch->in_room->vnum;
  mark->message = str_dup( target_name );
  switch ( ch->pcdata->vamp_bloodline )
  {
    case 0 : costring = "@@d"; break;
    case 1 : costring = "@@y"; break;
    case 2 : costring = "@@r"; break;
    case 3 : costring = "@@e"; break;
    case 4 : costring = "@@b"; break;
    default : costring = "@@m"; break;
  }
  sprintf( buf, "%s%s @@W: %s", costring, ch->name, get_tribe_standing_name( ch->pcdata->generation ) );
  mark->author = str_dup( buf );
  mark->duration = ( ( MAX_WOLF_LEVEL ) - ch->pcdata->generation ) * ( ch->pcdata->vamp_level  ) * 10;
  mark->type = WOLF;
  mark_to_room( ch->in_room->vnum, mark );
  check_social( ch, "dogleg", "" );
  return TRUE;
}

void do_scent( CHAR_DATA *ch, char *argument )
{
  MARK_LIST_MEMBER	*mark_list;

  if ( IS_NPC( ch ) 
     || ( !IS_WOLF( ch ) ) )
  {
    send_to_char( "Huh?\n\r", ch );
    return;
  }

  if ( ch->in_room->first_mark_list == NULL )
  {
    send_to_char( "You do not smell any information here.\n\r", ch );
    return;
  }

  for ( mark_list = ch->in_room->first_mark_list ; mark_list != NULL; mark_list = mark_list->next )
  {
    char	buf[MSL];
    if ( mark_list->mark->type != WOLF )
      continue;

    sprintf( buf, "%s : %s\n\r", mark_list->mark->author, mark_list->mark->message );
    send_to_char( buf, ch );
  }
  check_social( ch, "sniff", "" );
}