/*************************************************************************** * 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. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * 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. * ***************************************************************************/ /*************************************************************************** * _/ _/ * * _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ * *************************************************************************** * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), * * Additional credits are in the help file CODECREDITS * * All Rights Reserved. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" void giantattack args ((CHAR_DATA *ch, int attacktype)); void do_giantarmor(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_GIANT)) { send_to_char("What?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Please specify which piece of giant armor you wish to make: Branch Bracer\n\r" "Collar Ring Plate Helmet Leggings Boots Gloves Sleeves Cloak Belt Visor.\n\r",ch); return; } if ( ch->practice < 60 ) { send_to_char("It costs 60 points of primal to create giant equipment.\n\r",ch); return; } if (!str_cmp(arg,"ring")) vnum = 33280; else if (!str_cmp(arg,"bracer")) vnum = 33281; else if (!str_cmp(arg,"collar")) vnum = 33282; else if (!str_cmp(arg,"plate")) vnum = 33283; else if (!str_cmp(arg,"helmet")) vnum = 33284; else if (!str_cmp(arg,"belt")) vnum = 33285; else if (!str_cmp(arg,"visor")) vnum = 33286; else if (!str_cmp(arg,"gloves")) vnum = 33287; else if (!str_cmp(arg,"sleeves")) vnum = 33288; else if (!str_cmp(arg,"boots")) vnum = 33289; else if (!str_cmp(arg,"leggings")) vnum = 33290; else if (!str_cmp(arg,"cloak")) vnum = 33291; else if (!str_cmp(arg,"branch")) vnum = 33292; else { do_giantarmor(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 -= 60; act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_ggrow( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cost = 12000000; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r", ch ); return; } if (ch->pcdata->rank >= FOOT_30) { send_to_char("Your quite a tall giant already.\n\r",ch); return; } if (ch->exp < cost * (ch->pcdata->rank+1)) { xprintf(buf,"You need %d more exp to grow.\n\r", cost * (ch->pcdata->rank+1) - ch->exp); send_to_char(buf,ch); return; } ch->pcdata->rank++; ch->exp -= ch->pcdata->rank * cost; send_to_char("You grow and grow, you can almost touch the stars.\n\r",ch); return; } void do_thwack(CHAR_DATA *ch, char *argument) { giantattack(ch,1); return; } void do_smack(CHAR_DATA *ch, char *argument) { giantattack(ch,2); return; } void do_bash(CHAR_DATA *ch, char *argument) { giantattack(ch,3); return; } void giantattack(CHAR_DATA *ch, int attacktype) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (ch->move < 1000) { send_to_char("You're not up to it, you ain't got the stamina in ya.\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } ch->move -= 1000; if (attacktype == ch->pcdata->powers[GIANT_ATTACK]) { do_say(ch,"Oi Oi, I smell a tiny humaaaan, thwack, smack, bash you skull, humaaan."); one_hit(ch,victim,gsn_thwack,1); one_hit(ch,victim,gsn_smack,1); one_hit(ch,victim,gsn_bash,1); } else { if (attacktype == 1) one_hit(ch,victim,gsn_thwack,1); if (attacktype == 2) one_hit(ch,victim,gsn_smack,1); if (attacktype == 3) one_hit(ch,victim,gsn_bash,1); } WAIT_STATE(ch,12); return; } void do_dawnstrength(CHAR_DATA *ch, char *argument) { char buf [MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->rank == 0) { send_to_char("You're too short, piss off.\n\r",ch); return; } if (IS_SET(ch->newbits, NEW_CUBEFORM)) { REMOVE_BIT(ch->newbits, NEW_CUBEFORM); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act( "$n lets the strenght of old fade away.",ch,NULL,NULL,TO_ROOM); send_to_char("You let the strength of old fade away.\n\r",ch); ch->damroll -= ch->pcdata->rank * 100; ch->hitroll -= ch->pcdata->rank * 100; free_string(ch->morph); ch->morph=str_dup(""); return; } else { act( "$n grows to enormous heights.",ch,NULL,NULL,TO_ROOM); send_to_char("You call upon the strength of old to guide you..\n\r",ch); SET_BIT(ch->newbits, NEW_CUBEFORM); SET_BIT(ch->affected_by, AFF_POLYMORPH); xprintf(buf,"%s the giant",ch->name); free_string(ch->morph); ch->morph = str_dup(buf); ch->damroll += ch->pcdata->rank * 100; ch->hitroll += ch->pcdata->rank * 100; return; } return; } void do_giantgift(CHAR_DATA *ch, char *argument) { char buf [MAX_STRING_LENGTH]; int cost = 100000; int max_gifts = 6; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (ch->pcdata->powers[GGIFTS_GAINED] >= max_gifts) { send_to_char("You already have all giant gifts.\n\r",ch); return; } if (ch->pcdata->stats[GIANT_POINTS] < cost) { xprintf(buf,"You still need %d class points for the next gift.\n\r", cost - ch->pcdata->stats[GIANT_POINTS]); send_to_char(buf,ch); return; } ch->pcdata->stats[GIANT_POINTS] -= cost; if (ch->pcdata->powers[GGIFTS_GAINED] < 1) { SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_LEATHERSKIN); send_to_char("You are gifted with leather skin, preventing damage taken.\n\r",ch); } else if (ch->pcdata->powers[GGIFTS_GAINED] < 2) { SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STONESHAPE); send_to_char("You are gifted with the ability to shape stone onto tools of war.\n\r",ch); } else if (ch->pcdata->powers[GGIFTS_GAINED] < 3) { SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_REVIVAL); send_to_char("You are gifted the power of revival, the healing of nature.\n\r",ch); } else if (ch->pcdata->powers[GGIFTS_GAINED] < 4) { SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_EARTHPUNCH); send_to_char("You are granted the power to strike the earth with a mighty punch, shaking everyone in the room.\n\r",ch); } else if (ch->pcdata->powers[GGIFTS_GAINED] < 5) { SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STANDFIRM); send_to_char("You are granted the power to stand firm, thus taking less damage in combat.\n\r",ch); } else { SET_BIT(ch->pcdata->powers[GIANT_GIFTS], GGIFT_LONGLEGS); send_to_char("You are granted the gift of long legs, thus being able to step in front of a fleeing opponent. (auto)\n\r",ch); } ch->pcdata->powers[GGIFTS_GAINED]++; return; } void do_gsweep(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_MONK)) { do_sweep(ch, argument); return; } if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("You're not fighting anyone you can sweep.\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char("Not on mobiles.\n\r", ch); return; } do_say(ch,"Oi Oi, Im gonna crush you little skull, Humaaan."); one_hit(ch, victim, gsn_backfist, 0); one_hit(ch, victim, gsn_headbutt, 0); special_hurl(ch,victim); if (victim->in_room == NULL || ch->in_room == NULL) return; if (ch->in_room != victim->in_room) { stop_fighting(ch, TRUE); stop_fighting(victim, TRUE); act("$n walks after $N.", ch, victim, NULL, TO_ROOM); send_to_char("You follow the tiny humaaan.\n\r",ch); send_to_char("The Giant walks after you.....\n\r",victim); location = victim->in_room; char_from_room(ch); char_to_room(ch, location); do_look(ch,"auto"); } victim->position = POS_STANDING; one_hit(ch, victim, gsn_bash, 1); WAIT_STATE(ch,24); return; } void do_revival(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_REVIVAL)) { send_to_char("You don't have that gift.\n\r",ch); return; } ch->hit += number_range(300,600); if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; send_to_char("You feel revived.\n\r",ch); WAIT_STATE(ch,12); return; } void do_earthpunch(CHAR_DATA *ch, char *argument) { CHAR_DATA *gch; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_EARTHPUNCH)) { send_to_char("You don't have that gift.\n\r",ch); return; } send_to_char("You slam your fist into the ground creating a minor earthquake.\n\r",ch); act("$n slams $m fist into the ground, creating a minor earthquake.", ch, NULL, NULL, TO_ROOM); for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (IS_NPC(gch)) continue; if (ch == gch) continue; if (is_safe(ch,gch)) continue; if (gch->fighting != NULL) { one_hit(ch,gch,gsn_bash,0); send_to_char("You lose your balance.\n\r",gch); do_stance(gch,""); } else { send_to_char("You drop to the ground, stunned.\n\r",gch); stop_fighting(gch, TRUE); gch->position = POS_STUNNED; } } WAIT_STATE(ch,24); return; } void do_standfirm(CHAR_DATA *ch, char *argument) { if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STANDFIRM)) { send_to_char("You don't have that gift.\n\r",ch); return; } if (ch->pcdata->powers[GIANT_STANDFIRM] == 0) { send_to_char("You slam your feet hard into the ground, and refuse to budge.\n\r",ch); ch->pcdata->powers[GIANT_STANDFIRM] = 1; } else { send_to_char("You relax from your standfirm.\n\r",ch); ch->pcdata->powers[GIANT_STANDFIRM] = 0; } return; } void do_stoneshape(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int cost = 500; one_argument(argument, arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (!IS_SET(ch->pcdata->powers[GIANT_GIFTS], GGIFT_STONESHAPE)) { send_to_char("You don't have that gift.\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Stoneshape what?\n\r",ch); return; } if ((obj = get_obj_carry(ch,arg,ch)) == NULL) { send_to_char("You dont have that item.\n\r",ch); return; } if ((obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR) || obj->chobj != NULL || IS_SET(obj->quest, QUEST_GIANTSTONE)) { send_to_char("You are unable to stoneshape this item.\n\r",ch); return; } if (ch->bones < cost) { xprintf(buf, "It costs %d bones to use this power, and you don't have that much.\n\r", cost); send_to_char(buf, ch); return; } if (obj->item_type == ITEM_WEAPON) { obj->value[1] += number_range(1,8); obj->value[2] += number_range(3,10); } forge_affect(obj, number_range(1,5)); SET_BIT(obj->quest, QUEST_GIANTSTONE); ch->bones -= cost; send_to_char("You shape the ancient stone of the world onto the item, making it more poweful.\n\r",ch); return; } void do_deathfrenzy(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_GIANT)) { send_to_char("Huh?\n\r",ch); return; } if (ch->hit > ch->max_hit * 0.25) { send_to_char("Your still in good health.\n\r",ch); return; } if (ch->pcdata->powers[GIANT_FRENZY] == 1) { send_to_char("Your already raging.\n\r",ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char("But, your not fighting anyone, who in the world do you plan on getting pissed at?\n\r",ch); return; } send_to_char("You enter your deathfrenzy.\n\r",ch); ch->pcdata->powers[GIANT_FRENZY] = 1; do_say(ch,"You Humaaans think you so smart, me bash little humaaan skull, you not so smart no more!"); multi_hit(ch,victim, TYPE_UNDEFINED); return; }