/****************************************************************************
* ResortMUD Version 5.0 was mainly programmed by Ntanel, Garinan, Josh, *
* Badastaz, Digifuzz, Senir, Kratas, Scion, Shogar and Tagith. *
* ------------------------------------------------------------------------ *
* Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld of Lorain, *
* Ohio. ALL RIGHTS RESERVED See /doc/RMLicense.txt for more details. *
****************************************************************************/
/****************************************************************************
* [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 "mud.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_mayor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_questmaster );
/*
* 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_mayor" ) )
return spec_mayor;
if( !str_cmp( name, "spec_poison" ) )
return spec_poison;
if( !str_cmp( name, "spec_thief" ) )
return spec_thief;
if( !str_cmp( name, "spec_questmaster" ) )
return spec_questmaster;
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_mayor )
return "spec_mayor";
if( special == spec_poison )
return "spec_poison";
if( special == spec_thief )
return "spec_thief";
if( special == spec_questmaster )
return "spec_questmaster";
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 || IS_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 *sname )
{
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( sname ) ) < 0 )
{ /* ok , it checked it, but let me know too - shogar */
bug( "dragon spec: %s's %s not a spell", ch->name, sname );
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 ) && number_bits( 1 ) == 0 )
break;
}
if( !victim )
return FALSE;
switch ( number_bits( 4 ) )
{
case 0:
act( AT_MAGIC, "$n utters the words 'yabba dabba doo'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( AT_MAGIC, "$n utters the word 'abracadabra'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( AT_MAGIC, "$n utters the word 'boo!'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim );
return TRUE;
case 3:
act( AT_MAGIC, "$n utters the word 'neosporin'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure light" ), ch->level, ch, victim );
return TRUE;
case 4:
act( AT_MAGIC, "$n utters the words 'alka seltzer'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim );
return TRUE;
case 5:
act( AT_MAGIC, "$n utters the word 'gatorade'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
case 6:
act( AT_MAGIC, "$n utters the word 'supercalifragilisticexpealadocious'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim );
return TRUE;
case 7:
act( AT_MAGIC, "$n utters the word 'noics'.", ch, NULL, NULL, TO_ROOM );
spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, victim );
return TRUE;
case 8:
act( AT_MAGIC, "$n utters the word 'haloek'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "restore mana" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
summon_if_hating( ch );
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 || victim == ch )
return FALSE;
for( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0:
min_level = 0;
spell = "cause light";
break;
case 1:
min_level = 3;
spell = "cause serious";
break;
case 2:
min_level = 6;
spell = "earthquake";
break;
case 3:
min_level = 7;
spell = "blindness";
break;
case 4:
min_level = 9;
spell = "cause critical";
break;
case 5:
min_level = 10;
spell = "dispel evil";
break;
case 6:
min_level = 12;
spell = "curse";
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_mage( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
summon_if_hating( ch );
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 ) && number_bits( 2 ) == 0 )
break;
}
if( !victim || victim == ch )
return FALSE;
for( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0:
min_level = 0;
spell = "magic missile";
break;
case 1:
min_level = 3;
spell = "chill touch";
break;
case 2:
min_level = 7;
spell = "weaken";
break;
case 3:
min_level = 8;
spell = "galvanic whip";
break;
case 4:
min_level = 11;
spell = "colour spray";
break;
case 5:
min_level = 12;
spell = "weaken";
break;
case 6:
min_level = 13;
spell = "energy drain";
break;
case 7:
min_level = 14;
spell = "spectral furor";
break;
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_DATA *v_next;
char *spell;
int sn;
summon_if_hating( ch );
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 || victim == ch )
return FALSE;
for( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0:
min_level = 0;
spell = "chill touch";
break;
case 1:
min_level = 11;
spell = "weaken";
break;
case 2:
min_level = 12;
spell = "curse";
break;
case 3:
min_level = 13;
spell = "blindness";
break;
case 4:
min_level = 14;
spell = "poison";
break;
case 5:
min_level = 15;
spell = "energy drain";
break;
case 6:
min_level = 18;
spell = "harm";
break;
default:
min_level = 40;
spell = "gate";
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 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( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "yell %s is a %s! As well as a COWARD!", victim->name, crime );
interpret( ch, buf );
return TRUE;
}
sprintf( buf, "shout %s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime );
interpret( 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;
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 );
}
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;
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 && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "yell %s is a %s! As well as a COWARD!", victim->name, crime );
interpret( ch, buf );
return TRUE;
}
if( victim )
{
sprintf( buf, "shout %s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime );
interpret( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if( ech )
{
act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor( CHAR_DATA * ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if( !IS_AWAKE( ch ) )
return FALSE;
for( trash = ch->in_room->first_content; trash; trash = trash_next )
{
trash_next = trash->next_content;
if( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURIED ) )
continue;
if( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->gold_cost < 10
|| trash->silver_cost < 10
|| trash->copper_cost < 10 || ( trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG && !trash->first_content ) )
{
act( AT_ACTION, "$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_mayor( CHAR_DATA * ch )
{
static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
static const char *path;
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, get_exit( ch->in_room, path[pos] - '0' ), 0 );
break;
case 'W':
ch->position = POS_STANDING;
act( AT_ACTION, "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM );
break;
case 'S':
ch->position = POS_SLEEPING;
act( AT_ACTION, "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM );
break;
case 'a':
act( AT_SAY, "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM );
break;
case 'b':
act( AT_SAY, "$n says 'What a view! I must do something about that dump!'", ch, NULL, NULL, TO_ROOM );
break;
case 'c':
act( AT_SAY, "$n says 'Vandals! Youngsters have no respect for anything!'", ch, NULL, NULL, TO_ROOM );
break;
case 'd':
act( AT_SAY, "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM );
break;
case 'e':
act( AT_SAY, "$n says 'I hereby declare the town of Darkhaven open!'", ch, NULL, NULL, TO_ROOM );
break;
case 'E':
act( AT_SAY, "$n says 'I hereby declare the town of Darkhaven 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
&& 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 = 0, maxgold, money, copper = 0, silver = 0, tmpvalue = 0;
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 ) ) /* Thx Glop */
continue;
if( IS_AWAKE( victim ) && number_range( 0, ch->level ) == 0 )
{
act( AT_ACTION, "You discover $n's hands in your sack of coins!", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$N discovers $n's hands in $S sack of coins!", ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
/*
* Had to modify this a bit.. Didn't want the thief
* always grabbing all three types of coins, now
* there is a 50/50 change for each coin type. if none
* are grabbed, then randomly grab any coin. -Druid
*/
maxgold = ch->level * ch->level * 1000;
if( number_range( 0, 1 ) == 0 )
{
gold = victim->gold * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
ch->gold += 9 * gold / 10;
victim->gold -= gold;
}
if( number_range( 0, 1 ) == 0 )
{
silver = victim->silver * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
ch->silver += 9 * silver / 10;
victim->silver -= silver;
}
if( number_range( 0, 1 ) == 0 )
{
copper = victim->copper * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
ch->copper += 9 * copper / 10;
victim->copper -= copper;
}
if( gold <= 0 && silver <= 0 && copper <= 0 )
switch ( number_range( 0, 2 ) )
{
case 0:
gold = victim->gold * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
ch->gold += 9 * gold / 10;
victim->gold -= gold;
break;
case 1:
silver = victim->silver * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
ch->silver += 9 * silver / 10;
victim->silver -= silver;
break;
case 2:
copper = victim->copper * number_range( 1, URANGE( 2, ch->level / 4, 10 ) ) / 100;
ch->copper += 9 * copper / 10;
victim->copper -= copper;
break;
}
money = get_value( ch->gold, ch->silver, ch->copper );
if( money > maxgold )
{
boost_economy( ch->in_room->area, money - maxgold / 2 );
tmpvalue = maxgold / 2;
conv_currency( ch, tmpvalue );
}
return TRUE;
}
}
return FALSE;
}
bool spec_questmaster( CHAR_DATA * ch )
{
if( !IS_NPC( ch ) )
return FALSE;
else
return TRUE;
}