/*************************************************************************** * 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. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * 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. * ***************************************************************************/ /*$Id: special.c,v 1.8 2005/02/22 23:55:19 ahsile Exp $*/ #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" /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN( spec_breath_any ); DECLARE_SPEC_FUN( spec_breath_acid ); DECLARE_SPEC_FUN( spec_breath_fire ); DECLARE_SPEC_FUN( spec_breath_frost ); DECLARE_SPEC_FUN( spec_breath_gas ); DECLARE_SPEC_FUN( spec_breath_lightning ); DECLARE_SPEC_FUN( spec_cast_adept ); DECLARE_SPEC_FUN( spec_cast_healer ); DECLARE_SPEC_FUN( spec_cast_cleric ); DECLARE_SPEC_FUN( spec_cast_ghost ); DECLARE_SPEC_FUN( spec_cast_judge ); DECLARE_SPEC_FUN( spec_cast_mage ); DECLARE_SPEC_FUN( spec_cast_psionicist ); DECLARE_SPEC_FUN( spec_cast_undead ); DECLARE_SPEC_FUN( spec_executioner ); DECLARE_SPEC_FUN( spec_fido ); DECLARE_SPEC_FUN( spec_guard ); DECLARE_SPEC_FUN( spec_janitor ); DECLARE_SPEC_FUN( spec_mayor ); DECLARE_SPEC_FUN( spec_poison ); DECLARE_SPEC_FUN( spec_repairman ); DECLARE_SPEC_FUN( spec_thief ); DECLARE_SPEC_FUN( spec_wanderer ); DECLARE_SPEC_FUN( spec_nosferatu_mob ); DECLARE_SPEC_FUN( spec_nosferatu_new ); DECLARE_SPEC_FUN( spec_buddha ); DECLARE_SPEC_FUN( spec_teacher ); DECLARE_SPEC_FUN( spec_guard_white ); DECLARE_SPEC_FUN( spec_guard_black ); DECLARE_SPEC_FUN( spec_kungfu_poison ); DECLARE_SPEC_FUN( spec_rebel ); DECLARE_SPEC_FUN( spec_drunk ); DECLARE_SPEC_FUN( spec_assassin ); DECLARE_SPEC_FUN( spec_questmaster ); /* * Special Functions Table. OLC */ const struct spec_type spec_table [ ] = { /* * Special function commands. */ { "spec_breath_any", spec_breath_any }, { "spec_breath_acid", spec_breath_acid }, { "spec_breath_fire", spec_breath_fire }, { "spec_breath_frost", spec_breath_frost }, { "spec_breath_gas", spec_breath_gas }, { "spec_breath_lightning", spec_breath_lightning }, { "spec_cast_adept", spec_cast_adept }, { "spec_cast_cleric", spec_cast_cleric }, { "spec_cast_ghost", spec_cast_ghost }, { "spec_cast_judge", spec_cast_judge }, { "spec_cast_mage", spec_cast_mage }, { "spec_cast_psionicist", spec_cast_psionicist }, { "spec_cast_undead", spec_cast_undead }, { "spec_executioner", spec_executioner }, { "spec_fido", spec_fido }, { "spec_guard", spec_guard }, { "spec_janitor", spec_janitor }, { "spec_mayor", spec_mayor }, { "spec_poison", spec_poison }, { "spec_repairman", spec_repairman }, { "spec_thief", spec_thief }, { "spec_healer", spec_cast_healer }, { "spec_wanderer", spec_wanderer }, { "spec_nosferatu_mob", spec_nosferatu_mob }, { "spec_nosferatu_new", spec_nosferatu_new }, { "spec_buddha", spec_buddha }, { "spec_teacher", spec_teacher }, { "spec_guard_white", spec_guard_white }, { "spec_guard_black", spec_guard_black }, { "spec_kungfu_poison", spec_kungfu_poison }, { "spec_drunk", spec_drunk }, { "spec_assassin", spec_assassin }, { "spec_questmaster", spec_questmaster }, /* * End of list. */ { "", 0 } }; /***************************************************************************** Name: spec_string Purpose: Given a function, return the appropriate name. Called by: <???> ****************************************************************************/ char *spec_string( SPEC_FUN *fun ) /* OLC */ { int cmd; for ( cmd = 0; *spec_table[cmd].spec_fun != NULL; cmd++ ) /* OLC 1.1b */ if ( fun == spec_table[cmd].spec_fun ) return spec_table[cmd].spec_name; return 0; } /***************************************************************************** Name: spec_lookup Purpose: Given a name, return the appropriate spec fun. Called by: do_mset(act_wiz.c) load_specials,reset_area(db.c) ****************************************************************************/ SPEC_FUN *spec_lookup( const char *name ) /* OLC */ { int cmd; for ( cmd = 0; *spec_table[cmd].spec_name; cmd++ ) /* OLC 1.1b */ if ( !str_cmp( name, spec_table[cmd].spec_name ) ) return spec_table[cmd].spec_fun; return 0; } /* * Core procedure for dragons. */ bool dragon( CHAR_DATA *ch, char *spell_name ) { CHAR_DATA *victim; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->deleted ) continue; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; if ( ( sn = skill_lookup( spell_name ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } /* * Special procedures for mobiles. */ bool spec_breath_any( CHAR_DATA *ch ) { if ( ch->position != POS_FIGHTING ) return FALSE; switch ( number_bits( 3 ) ) { case 0: return spec_breath_fire ( ch ); case 1: case 2: return spec_breath_lightning ( ch ); case 3: return spec_breath_gas ( ch ); case 4: return spec_breath_acid ( ch ); case 5: case 6: case 7: return spec_breath_frost ( ch ); } return FALSE; } bool spec_breath_acid( CHAR_DATA *ch ) { return dragon( ch, "acid breath" ); } bool spec_breath_fire( CHAR_DATA *ch ) { return dragon( ch, "fire breath" ); } bool spec_breath_frost( CHAR_DATA *ch ) { return dragon( ch, "frost breath" ); } bool spec_breath_gas( CHAR_DATA *ch ) { int sn; if ( ch->position != POS_FIGHTING ) return FALSE; if ( ( sn = skill_lookup( "gas breath" ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL ); return TRUE; } bool spec_breath_lightning( CHAR_DATA *ch ) { return dragon( ch, "lightning breath" ); } bool spec_cast_adept( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if ( !victim || IS_NPC( victim ) ) return FALSE; if ( victim->level > 30 ) { return FALSE; } switch ( number_bits( 3 ) ) { case 0: act(C_DEFAULT, "$n utters the word 'nabihci'.", ch, NULL, NULL, TO_ROOM ); spell_armor( skill_lookup( "armor" ), ch->level, ch, victim ); return TRUE; case 1: act(C_DEFAULT, "$n utters the word 'raoz'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 2: act(C_DEFAULT, "$n utters the word 'nabin'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act(C_DEFAULT, "$n utters the word 'llutrut'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure light" ), ch->level, ch, victim ); return TRUE; case 4: act(C_DEFAULT, "$n utters the words 'dej'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act(C_DEFAULT, "$n utters the words 'roglik'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim ); return TRUE; } return FALSE; } bool spec_cast_healer( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( ch->fighting ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if ( !victim || IS_NPC( victim ) ) return FALSE; switch ( number_bits( 4 ) ) { case 0: act(C_DEFAULT, "$n utters the word 'noiryt'.", ch, NULL, NULL, TO_ROOM ); spell_armor( skill_lookup( "armor" ), ch->level, ch, victim ); return TRUE; case 1: act(C_DEFAULT, "$n utters the word 'reivax'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 2: act(C_DEFAULT, "$n utters the word 'ecnoced'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act(C_DEFAULT, "$n utters the word 'ratpel'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure serious" ), ch->level, ch, victim ); return TRUE; case 4: act(C_DEFAULT, "$n utters the words 'elisha'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act(C_DEFAULT, "$n utters the words 'anyrat'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim ); return TRUE; case 6: act(C_DEFAULT, "$n utters the words 'liryhz'.", ch, NULL, NULL, TO_ROOM ); spell_shield( skill_lookup( "shield" ), ch->level, ch, victim ); return TRUE; case 7: act(C_DEFAULT, "$n utters the words 'xuanam'.", ch, NULL, NULL, TO_ROOM ); spell_heal( skill_lookup( "heal" ), ch->level, ch, victim ); return TRUE; } return FALSE; } bool spec_cast_cleric( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( ch->position != POS_FIGHTING ) { switch( number_bits( 4 ) ) { case 0: spell = "cure light"; break; case 1: spell = "detect invis"; break; case 2: spell = "cure serious"; break; case 3: case 4: case 5: spell = "armor"; break; case 6: spell = "shield"; break; case 7: spell = "giant strength"; break; case 8: case 9: case 10: spell = "heal"; break; default: spell = "stone skin"; break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch ); return TRUE; } for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; for ( ; ; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "cause serious"; break; case 2: min_level = 7; spell = "earthquake"; break; case 3: min_level = 9; spell = "cause critical"; break; case 4: min_level = 10; spell = "dispel evil"; break; case 5: min_level = 12; spell = "curse"; break; case 6: min_level = 12; spell = "change sex"; break; case 7: min_level = 13; spell = "flamestrike"; break; case 8: case 9: case 10: min_level = 15; spell = "harm"; break; default: min_level = 16; spell = "dispel magic"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_judge( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; spell = "high explosive"; if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_mage( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; for ( ; ; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "chill touch"; break; case 2: min_level = 12; spell = "icestorm"; break; case 3: min_level = 8; spell = "teleport"; break; case 4: min_level = 11; spell = "colour spray"; break; case 5: min_level = 12; spell = "change sex"; break; case 6: min_level = 13; spell = "energy drain"; break; case 7: case 8: case 9: min_level = 15; spell = "fireball"; break; default: min_level = 20; spell = "acid blast"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_undead( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; for ( ; ; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "curse"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "chill touch"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; default: min_level = 50; spell = "energy drain"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_executioner( CHAR_DATA *ch ) { CHAR_DATA *victim; char *crime; char buf [ MAX_STRING_LENGTH ]; if ( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; crime = ""; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->deleted ) continue; if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) ) { crime = "KILLER"; break; } if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) ) { crime = "THIEF"; break; } } if ( !victim ) return FALSE; sprintf( buf, "%s is a %s! JUSTICE WILL PREVAIL! I SENTENCE %s TO DEATH!!!", victim->name, crime, victim->name ); do_shout( ch, buf ); if ( crime != "THIEF" ) { multi_hit( ch, victim, TYPE_UNDEFINED ); char_to_room( create_mobile( get_mob_index( MOB_VNUM_CITYGUARD ) ), ch->in_room ); char_to_room( create_mobile( get_mob_index( MOB_VNUM_CITYGUARD ) ), ch->in_room ); } return TRUE; } bool spec_fido( CHAR_DATA *ch ) { OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *corpse; OBJ_DATA *corpse_next; if ( !IS_AWAKE( ch ) ) return FALSE; for ( corpse = ch->in_room->contents; corpse; corpse = corpse_next ) { corpse_next = corpse->next_content; if ( corpse->deleted ) continue; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act(C_DEFAULT, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->contains; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guard( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *ech; char *crime; char crimename [MAX_STRING_LENGTH ]; char buf [ MAX_STRING_LENGTH ]; int max_evil; if ( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->deleted ) continue; if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) ) { crime = "KILLER"; break; } if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) ) { crime = "THIEF"; break; } if ( victim->fighting && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim ) { strcpy( crimename, "" ); if (!str_cmp("KILLER",crime)) strcpy( crimename, "KILLERS" ); if (!str_cmp("THIEF",crime)) strcpy( crimename, "THIEVES" ); sprintf( buf, "%s is a %s! JUSTICE WILL PREVAIL!! DEATH TO %s!!!", victim->name, crime, crimename ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech ) { act(C_DEFAULT, "$n screams 'PROTECT THE INNOCENT!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_janitor( CHAR_DATA *ch ) { OBJ_DATA *trash; OBJ_DATA *trash_next; if ( !IS_AWAKE( ch ) ) return FALSE; for ( trash = ch->in_room->contents; trash; trash = trash_next ) { trash_next = trash->next_content; if ( trash->deleted ) continue; if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) ) continue; act(C_DEFAULT, "$n picks up some unsightly garbage.", ch, NULL, NULL, TO_ROOM ); obj_from_room( trash ); obj_to_char( trash, ch ); return TRUE; } return FALSE; } bool spec_mayor( CHAR_DATA *ch ) { static const char *path; static const char open_path [ ] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static const char close_path [ ] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static int pos; static bool move; if ( !move ) { if ( time_info.hour == 6 ) { path = open_path; move = TRUE; pos = 0; } if ( time_info.hour == 20 ) { path = close_path; move = TRUE; pos = 0; } } if ( ch->fighting ) return spec_cast_cleric( ch ); if ( !move || ch->position < POS_SLEEPING ) return FALSE; switch ( path[pos] ) { case '0': case '1': case '2': case '3': move_char( ch, path[pos] - '0' ); break; case 'W': ch->position = POS_STANDING; act(C_DEFAULT, "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM ); break; case 'S': ch->position = POS_SLEEPING; act(C_DEFAULT, "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM ); break; case 'a': act(C_DEFAULT, "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM ); break; case 'b': act(C_DEFAULT, "$n says 'What a view! I must do something about that dump!'", ch, NULL, NULL, TO_ROOM ); break; case 'c': act(C_DEFAULT, "$n says 'Vandals! Youngsters have no respect for anything!'", ch, NULL, NULL, TO_ROOM ); break; case 'd': act(C_DEFAULT, "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM ); break; case 'e': act(C_DEFAULT, "$n says 'I hereby declare the city of Bethaven open!'", ch, NULL, NULL, TO_ROOM ); break; case 'E': act(C_DEFAULT, "$n says 'I hereby declare the city of Bethaven closed!'", ch, NULL, NULL, TO_ROOM ); break; case 'O': do_unlock( ch, "gate" ); do_open ( ch, "gate" ); break; case 'C': do_close ( ch, "gate" ); do_lock ( ch, "gate" ); break; case '.' : move = FALSE; break; } pos++; return FALSE; } bool spec_poison( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( ch->position != POS_FIGHTING || !( victim = ch->fighting ) || number_percent( ) > 2 * ch->level ) return FALSE; act(C_DEFAULT, "You bite $N!", ch, NULL, victim, TO_CHAR ); act(C_DEFAULT, "$n bites you!", ch, NULL, victim, TO_VICT ); act(C_DEFAULT, "$n bites $N!", ch, NULL, victim, TO_NOTVICT ); spell_poison( skill_lookup("poison"), ch->level, ch, victim ); return TRUE; } bool spec_thief( CHAR_DATA *ch ) { CHAR_DATA *victim; int gold; if ( ch->position != POS_STANDING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( IS_NPC( victim ) || victim->level >= LEVEL_IMMORTAL || number_bits( 3 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; if ( IS_AWAKE( victim ) && number_percent( ) >= ch->level ) { act(C_DEFAULT, "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act(C_DEFAULT, "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * number_range( 1, 20 ) / 100; ch->gold += 7 * gold / 8; victim->gold -= gold; return TRUE; } } return FALSE; } bool spec_wanderer( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( ch->position != POS_STANDING ) return FALSE; if ( ch->fighting ) return spec_cast_mage ( ch ); for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( IS_NPC( victim ) && number_bits( 1 ) == 0 ) return spec_thief( ch ); } switch ( number_bits( 4 ) ) { case 0: spell = "teleport"; break; case 1: spell = "sanctuary"; break; case 2: spell = "heal"; break; case 4: spell = "haste"; break; case 5: spell = "invis"; break; case 6: spell = "heal"; break; case 7: spell = "teleport"; break; case 8: spell = "fireshield"; break; case 9: spell = "chaos field"; break; case 10: spell = "teleport"; break; default: spell = "heal"; break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch ); return TRUE; return FALSE; } bool spec_nosferatu_mob( CHAR_DATA *ch ) { MOB_INDEX_DATA *pMob; CHAR_DATA *demon; char *spell; int sn; if ( ( ch->position == POS_FIGHTING ) && ( number_bits(2)==0 ) ) { pMob = get_mob_index(10212); demon = create_mobile(pMob); do_say( ch, "Come to me children of the night!" ); char_to_room( demon, ch->in_room ); add_follower( demon, ch ); demon->fighting = ch->fighting; demon->position = POS_FIGHTING; demon->summon_timer = 15; return TRUE; } if ( ch->fighting ) return spec_cast_mage ( ch ); switch ( number_bits( 4 ) ) { case 0: spell = "armor"; break; case 1: spell = "protection"; break; case 2: spell = "cure light"; break; case 4: spell = "haste"; break; case 5: spell = "stone skin"; break; case 6: spell = "heal"; break; case 7: spell = "cure light"; break; case 8: spell = "bless"; break; case 9: spell = "cure serious"; break; case 10: spell = "bless"; break; default: spell = "bless"; break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch ); return TRUE; return FALSE; } bool spec_nosferatu_new( CHAR_DATA *ch ) { MOB_INDEX_DATA *pMob; CHAR_DATA *light; char *spell; int sn; if ( ( ch->position == POS_FIGHTING ) && ( number_bits(2)==0 ) ) { pMob = get_mob_index(20019); light = create_mobile(pMob); do_say( ch, "I pray thy aid, Force of Light!" ); char_to_room( light, ch->in_room ); add_follower( light, ch ); light->fighting = ch->fighting; light->position = POS_FIGHTING; light->summon_timer = 15; return TRUE; } if ( ch->fighting ) return spec_cast_judge ( ch ); switch ( number_bits( 4 ) ) { case 0: spell = "armor"; break; case 1: spell = "protection"; break; case 2: spell = "combat mind"; break; case 4: spell = "energy containment"; break; case 5: spell = "stone skin"; break; case 6: spell = "heal"; break; case 7: spell = "cure light"; break; case 8: spell = "bless"; break; case 9: spell = "cure serious"; break; case 10: spell = "bless"; break; default: spell = "bless"; break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch ); return TRUE; return FALSE; } /* * Psionicist spec_fun by Thelonius for EnvyMud. */ bool spec_cast_psionicist( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; for ( ; ; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "mind thrust"; break; case 1: min_level = 4; spell = "psychic drain"; break; case 2: min_level = 6; spell = "agitation"; break; case 3: min_level = 8; spell = "psychic crush"; break; case 4: min_level = 9; spell = "project force"; break; case 5: min_level = 13; spell = "ego whip"; break; case 6: min_level = 14; spell = "energy drain"; break; case 7: case 8: min_level = 17; spell = "psionic blast"; break; case 9: min_level = 20; spell = "detonate"; break; case 10: min_level = 27; spell = "disintegrate"; break; default: min_level = 25; spell = "ultrablast"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_ghost( CHAR_DATA *ch ) { CHAR_DATA *victim; char *spell; int sn; if ( weather_info.sunlight != SUN_DARK && !IS_SET( ch->in_room->room_flags, ROOM_DARK ) ) { if ( !ch->in_room ) { bug( "Spec_cast_ghost: NULL in_room.", 0 ); return FALSE; } stop_fighting( ch, TRUE ); act(C_DEFAULT, "A beam of sunlight strikes $n, destroying $m.", ch, NULL, NULL, TO_ROOM); extract_char ( ch, TRUE ); return TRUE; } if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->deleted ) continue; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( !victim ) return FALSE; for ( ; ; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "curse"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "chill touch"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; default: min_level = 50; spell = "energy drain"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } /* * spec_fun to repair bashed doors by Thelonius for EnvyMud. */ bool spec_repairman( CHAR_DATA *ch ) { EXIT_DATA *pexit; EXIT_DATA *pexit_rev; ROOM_INDEX_DATA *to_room; extern const int rev_dir [ ]; int door; if ( !IS_AWAKE( ch ) ) return FALSE; door = number_range( 0, 5 ); /* * Could search through all doors randomly, but deathtraps would * freeze the game! And I'd prefer not to go through from 1 to 6... * too boring. Instead, just check one direction at a time. There's * a 51% chance they'll find the door within 4 tries anyway. * -- Thelonius (Monk) */ if ( !( pexit = ch->in_room->exit[door] ) ) return FALSE; if ( IS_SET( pexit->exit_info, EX_BASHED ) ) { REMOVE_BIT( pexit->exit_info, EX_BASHED ); act(C_DEFAULT, "You repair the $d.", ch, NULL, pexit->keyword, TO_CHAR ); act(C_DEFAULT, "$n repairs the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* Don't forget the other side! */ if ( ( to_room = pexit->to_room ) && ( pexit_rev = to_room->exit[rev_dir[door]] ) && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_BASHED ); for ( rch = to_room->people; rch; rch = rch->next_in_room ) act(C_DEFAULT, "The $d is set back on its hinges.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return TRUE; } return FALSE; } bool spec_buddha( CHAR_DATA *ch ) { if ( ch->position != POS_FIGHTING ) return FALSE; switch ( number_bits( 3 ) ) { case 0: return spec_breath_fire ( ch ); case 1: case 2: return spec_breath_lightning ( ch ); case 3: return spec_breath_gas ( ch ); case 4: return spec_breath_acid ( ch ); case 5: return spec_cast_cleric ( ch ); case 6: case 7: return spec_breath_frost ( ch ); } return FALSE; } bool spec_teacher( CHAR_DATA *ch ) { OBJ_DATA *corpse; OBJ_DATA *c_next; OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next ) { c_next = corpse->next_content; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act(AT_CYAN, "$n sacrifices the corpse to Buddha!", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->contains; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guard_white( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) ) { crime = "THIEF"; break; } if ( victim->fighting != NULL && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim != NULL ) { sprintf( buf, "%s is a %s! How DARE you come to the Temple!!!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech != NULL ) { act(AT_LBLUE, "$n screams ' Now you DIE you Bastard!!!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_guard_black( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; max_evil = 100; ech = NULL; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) ) { crime = "THIEF"; break; } if ( victim->fighting != NULL && victim->fighting != ch && victim->alignment > max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim != NULL ) { sprintf( buf, "%s is a %s! How DARE you come to the Temple!!!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech != NULL ) { act(AT_LBLUE, "$n screams ' Now you DIE you Bastard!!!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_kungfu_poison( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( ch->position != POS_FIGHTING || ( victim = ch->fighting ) == NULL || number_percent( ) > 2 * ch->level ) return FALSE; act(AT_CYAN, "You hit $N with a poison palm technique!", ch, NULL, victim, TO_CHAR ); act(AT_CYAN, "$n hits $N with the poison palm technique!", ch, NULL, victim, TO_NOTVICT ); act(AT_CYAN, "$n hits you with the poison palm technique!", ch, NULL, victim, TO_VICT ); spell_poison( skill_lookup("poison"), ch->level, ch, victim ); return TRUE; } bool spec_rebel( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *ech; char *crime; char buf [ MAX_STRING_LENGTH ]; int max_evil; if ( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim->deleted ) continue; if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) ) { crime = "KILLER"; break; } if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) ) { crime = "THIEF"; break; } if ( victim->fighting && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim ) { sprintf( buf, "%s is a %s! DEATH TO THE EMPIRE!! BANZAI!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech ) { act(AT_LBLUE, "$n screams 'DEATH TO THE EMPIRE!! BANZAI!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_drunk( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if ( !victim || IS_NPC( victim ) ) return FALSE; switch ( number_bits( 4 ) ) { case 0: act(AT_PINK, "$n pukes", ch, NULL, NULL, TO_ROOM ); return TRUE; case 1: act(AT_PINK, "Oooohh noooo $n has begon to sing !!", ch, NULL, NULL, TO_ROOM ); return TRUE; case 2: act(AT_PINK, "$n sings 'Ole Ole Ole'.", ch, NULL, NULL, TO_ROOM ); return TRUE; case 3: act(AT_PINK, "*hic*", ch, NULL, NULL, TO_ROOM ); return TRUE; case 4: act(AT_PINK, "$n hiccups", ch, NULL, NULL, TO_ROOM ); return TRUE; case 5: act(AT_PINK, "$n tries to hit you but falls to the ground.", ch, NULL, NULL, TO_ROOM ); return TRUE; case 6: act(AT_PINK, "$n burps", ch, NULL, NULL, TO_ROOM ); return TRUE; case 7: act(AT_PINK, "$n orders another bottle of beer.", ch, NULL, NULL, TO_ROOM ); return TRUE; case 8: act(AT_PINK, "$n tells you 'Ohh i feel so sick...'", ch, NULL, NULL, TO_ROOM ); return TRUE; case 9: do_chat( ch, "I'm so drunk I'm sober"); return TRUE; case 10: act(AT_LBLUE, "$n says 'En we gaan nog niet naar huis...'", ch, NULL, NULL, TO_ROOM ); return TRUE; case 11: act(AT_PINK, "$n burps", ch, NULL, NULL, TO_ROOM ); return TRUE; case 12: act(AT_PINK, "$n pukes all over you", ch, NULL, NULL, TO_ROOM ); return TRUE; case 13: act(AT_WHITE, "$n tells you 'If you want a drink...", ch, NULL, NULL, TO_ROOM ); act(AT_WHITE, "$n tells you 'You'll need to order one... Hahaha'", ch, NULL, NULL, TO_ROOM ); return TRUE; case 14: act(AT_LBLUE, "$n says 'Hey guys... buy me a beer will you...*hic*'", ch, NULL, NULL, TO_ROOM ); return TRUE; case 15: act(AT_LBLUE, "$n says 'Hey you bar-dude gimme another beer will ya'", ch, NULL, NULL, TO_ROOM ); return TRUE; } return FALSE; } /* This function was written by Rox of Farside, Permission to * use is granted provided this header is retained */ bool spec_assassin( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; int rnd_say; if ( ch->fighting != NULL ) return FALSE; for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { /* this should kill mobs as well as players */ if (victim->class != 2) /* thieves */ break; } if ( victim == NULL || victim == ch || IS_IMMORTAL( victim ) ) return FALSE; if ( victim->level > ch->level + 7 ) return FALSE; rnd_say = number_range (1, 10); if ( rnd_say <= 5) sprintf( buf, "Death to is the true end..."); else if ( rnd_say <= 6) sprintf( buf, "Time to die...."); else if ( rnd_say <= 7) sprintf( buf, "Cabrone...."); else if ( rnd_say <= 8) sprintf( buf, "Welcome to your fate...."); else if ( rnd_say <= 10) sprintf( buf, "Ever dance with the devil...."); do_say( ch, buf ); multi_hit( ch, victim, skill_lookup("backstab") ); return TRUE; } bool spec_questmaster (CHAR_DATA *ch) { if (ch->fighting != NULL) return spec_cast_mage( ch ); return FALSE; }