/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops and Fireblade | *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* "Special procedure" module *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
#include "special.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_cleric );
DECLARE_SPEC_FUN( spec_cast_mage );
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_gen_mob );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
if ( !str_cmp( name, "spec_breath_any" ) )
return spec_breath_any;
if ( !str_cmp( name, "spec_breath_acid" ) )
return spec_breath_acid;
if ( !str_cmp( name, "spec_breath_fire" ) )
return spec_breath_fire;
if ( !str_cmp( name, "spec_breath_frost" ) )
return spec_breath_frost;
if ( !str_cmp( name, "spec_breath_gas" ) )
return spec_breath_gas;
if ( !str_cmp( name, "spec_breath_lightning" ) )
return
spec_breath_lightning;
if ( !str_cmp( name, "spec_cast_adept" ) )
return spec_cast_adept;
if ( !str_cmp( name, "spec_cast_cleric" ) )
return spec_cast_cleric;
if ( !str_cmp( name, "spec_cast_mage" ) )
return spec_cast_mage;
if ( !str_cmp( name, "spec_cast_undead" ) )
return spec_cast_undead;
if ( !str_cmp( name, "spec_executioner" ) )
return spec_executioner;
if ( !str_cmp( name, "spec_fido" ) )
return spec_fido;
if ( !str_cmp( name, "spec_guard" ) )
return spec_guard;
if ( !str_cmp( name, "spec_janitor" ) )
return spec_janitor;
if ( !str_cmp( name, "spec_gen_mob" ) )
return spec_gen_mob;
if ( !str_cmp( name, "spec_poison" ) )
return spec_poison;
if ( !str_cmp( name, "spec_thief" ) )
return spec_thief;
return 0;
}
/*
* Given a pointer, return the appropriate spec fun text.
*/
char *lookup_spec( SPEC_FUN *special )
{
if ( special == spec_breath_any )
return "spec_breath_any";
if ( special == spec_breath_acid )
return "spec_breath_acid";
if ( special == spec_breath_fire )
return "spec_breath_fire";
if ( special == spec_breath_frost )
return "spec_breath_frost";
if ( special == spec_breath_gas )
return "spec_breath_gas";
if ( special == spec_breath_lightning )
return "spec_breath_lightning";
if ( special == spec_cast_adept )
return "spec_cast_adept";
if ( special == spec_cast_cleric )
return "spec_cast_cleric";
if ( special == spec_cast_mage )
return "spec_cast_mage";
if ( special == spec_cast_undead )
return "spec_cast_undead";
if ( special == spec_executioner )
return "spec_executioner";
if ( special == spec_fido )
return "spec_fido";
if ( special == spec_guard )
return "spec_guard";
if ( special == spec_janitor )
return "spec_janitor";
if ( special == spec_gen_mob )
return "spec_gen_mob";
if ( special == spec_poison )
return "spec_poison";
if ( special == spec_thief )
return "spec_thief";
return "";
}
/* if a spell casting mob is hating someone... try and summon them */
void summon_if_hating( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
char name[MAX_INPUT_LENGTH];
bool found = FALSE;
if ( ch->position <= POS_SLEEPING )
return;
if ( ch->fighting || ch->fearing
|| !ch->hating || xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
return;
/* if player is close enough to hunt... don't summon */
if ( ch->hunting )
return;
one_argument( ch->hating->name, name );
/* make sure the char exists - works even if player quits */
for (victim = first_char;
victim;
victim = victim->next)
{
if ( !str_cmp( ch->hating->name, victim->name ) )
{
found = TRUE;
break;
}
}
if ( !found )
return;
if ( ch->in_room == victim->in_room )
return;
if ( !IS_NPC( victim ) )
sprintf( buf, "summon 0.%s", name );
else
sprintf( buf, "summon %s", name );
do_cast( ch, buf );
return;
}
/*
* Core procedure for dragons.
*/
bool dragon( CHAR_DATA *ch, char *fspell_name )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int sn;
if ( ch->position != POS_FIGHTING
&& ch->position != POS_EVASIVE
&& ch->position != POS_DEFENSIVE
&& ch->position != POS_AGGRESSIVE
&& ch->position != POS_BERSERK
)
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( who_fighting( victim ) == ch && number_bits( 2 ) == 0 )
break;
}
if ( !victim )
return FALSE;
if ( ( sn = skill_lookup( fspell_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
&& ch->position != POS_EVASIVE
&& ch->position != POS_DEFENSIVE
&& ch->position != POS_AGGRESSIVE
&& ch->position != POS_BERSERK
)
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
&& ch->position != POS_EVASIVE
&& ch->position != POS_DEFENSIVE
&& ch->position != POS_AGGRESSIVE
&& ch->position != POS_BERSERK
)
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;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim != ch && can_see( ch, victim, FALSE ) && number_bits( 1 ) == 0 )
break;
}
if ( !victim )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0:
act( AT_MAGIC, "$n utters the word 'ciroht'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( AT_MAGIC, "$n utters the word 'sunimod'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( AT_MAGIC, "$n utters the word 'suah'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( AT_MAGIC, "$n utters the word 'nran'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act( AT_MAGIC, "$n utters the word 'nyrcs'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act( AT_MAGIC, "$n utters the word 'gartla'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
case 6:
act( AT_MAGIC, "$n utters the word 'naimad'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim );
return TRUE;
case 7:
act( AT_MAGIC, "$n utters the word 'gorog'.", ch, NULL, NULL, TO_ROOM );
spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA *ch )
{
return FALSE;
}
bool spec_cast_mage( CHAR_DATA *ch )
{
return FALSE;
}
bool spec_cast_undead( CHAR_DATA *ch )
{
return FALSE;
}
bool spec_executioner( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
MOB_INDEX_DATA *cityguard;
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *crime;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
crime = "";
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_KILLER) )
{
crime = "KILLER";
break;
}
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_THIEF) )
{
crime = "THIEF";
break;
}
}
if ( !victim )
return FALSE;
if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "%s is a %s! As well as a COWARD!",
victim->name, crime );
do_yell( ch, buf );
return TRUE;
}
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
if ( char_died(ch) )
return TRUE;
/* Added log in case of missing cityguard -- Tri */
cityguard = get_mob_index( MOB_VNUM_CITYGUARD );
if ( !cityguard )
{
sprintf( buf, "Missing Cityguard - Vnum:[%d]", MOB_VNUM_CITYGUARD );
bug( buf, 0 );
return TRUE;
}
char_to_room( create_mobile( cityguard ), ch->in_room );
char_to_room( create_mobile( cityguard ), ch->in_room );
return TRUE;
}
bool spec_fido( 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->first_content; corpse; corpse = c_next )
{
c_next = corpse->next_content;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
{
if( ch->map != corpse->map || ch->x != corpse->x || ch->y != corpse->y )
continue;
}
act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for ( obj = corpse->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room, ch );
}
extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_guard( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
char *crime;
int max_evil;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
if( IS_ACT_FLAG( ch, ACT_ONMAP ) || IS_PLR_FLAG( ch, PLR_ONMAP ) )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_KILLER) )
{
crime = "KILLER";
break;
}
if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_THIEF) )
{
crime = "THIEF";
break;
}
if ( victim->fighting
&& who_fighting( victim ) != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim && xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "%s is a %s! As well as a COWARD!",
victim->name, crime );
do_yell( ch, buf );
return TRUE;
}
if ( victim )
{
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech )
{
act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!! BANZAI!!",
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->first_content; trash; trash = trash_next )
{
trash_next = trash->next_content;
if ( !IS_SET( trash->wear_flags, ITEM_TAKE )
|| IS_OBJ_STAT( trash, ITEM_BURIED ) )
continue;
if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
{
if( ch->map != trash->map || ch->x != trash->x || ch->y != trash->y )
continue;
}
if ( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->cost < 10
|| (trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG
&& !trash->first_content) )
{
act( AT_ACTION, "$n picks up some trash.", ch, NULL, NULL, TO_ROOM );
obj_from_room( trash );
obj_to_char( trash, ch );
return TRUE;
}
}
return FALSE;
}
bool spec_poison( CHAR_DATA *ch )
{
CHAR_DATA *victim;
if ( ch->position != POS_FIGHTING
&& ch->position != POS_EVASIVE
&& ch->position != POS_DEFENSIVE
&& ch->position != POS_AGGRESSIVE
&& ch->position != POS_BERSERK
)
return FALSE;
if ( ( victim = who_fighting( ch ) ) == NULL
|| number_percent( ) > 2 * ch->level )
return FALSE;
act( AT_HIT, "You bite $N!", ch, NULL, victim, TO_CHAR );
act( AT_ACTION, "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
act( AT_POISON, "$n bites you!", ch, NULL, victim, TO_VICT );
spell_poison( gsn_poison, ch->level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int gold, maxgold;
if ( ch->position != POS_STANDING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim)
|| victim->level >= LEVEL_IMMORTAL
|| number_bits( 2 ) != 0
|| !can_see( ch, victim, FALSE ) ) /* Thx Glop */
continue;
if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 )
{
act( AT_ACTION, "You discover $n's hands in your sack of gold!",
ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$N discovers $n's hands in $S sack of gold!",
ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
maxgold = ch->level * ch->level * 1000;
gold = victim->gold
* number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
ch->gold += 9 * gold / 10;
victim->gold -= gold;
if ( ch->gold > maxgold )
{
boost_economy( ch->in_room->area, ch->gold - maxgold/2 );
ch->gold = maxgold/2;
}
return TRUE;
}
}
return FALSE;
}
bool spec_gen_mob (CHAR_DATA * ch)
{
char mob_long[MAX_STRING_LENGTH];
char mob_name[MAX_STRING_LENGTH];
int first_name_range, second_name_range, last_name_range, get_title_range;
if (ch->wimpy != 0)
{
return FALSE;
}
ch->wimpy = 1;
first_name_range = number_range(1, MAX_FIRST_NAME - 1);
second_name_range = number_range(1, MAX_SECOND_NAME - 1);
last_name_range = number_range(1, MAX_LAST_NAME - 1);
get_title_range = number_range(1, MAX_LAST_TITLE - 1);
/* Select Keyword/Short/long */
sprintf (mob_name, "%s%s%s",
name_first_data_table[first_name_range].first_name, // Set keywords and Short
name_second_data_table[second_name_range].second_name,
name_last_data_table[last_name_range].last_name );
sprintf (mob_long, "%s%s%s the %s stands before you.\n\r", // Set Long_descr
name_first_data_table[first_name_range].first_name,
name_second_data_table[second_name_range].second_name,
name_last_data_table[last_name_range].last_name,
title_data_type_table[get_title_range].mob_title);
/* Now set the names */
ch->name = str_dup (mob_name);
ch->short_descr = str_dup (mob_name);
ch->long_descr = str_dup (mob_long);
return TRUE;
}