mud/lua/
mud/player/
/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *  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"



/*
 * 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_judge		);
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		);



/*
 * 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_judge"	  ) ) return spec_cast_judge;
    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;
    return 0;
}



/*
 * Core procedure for dragons.
 */
bool dragon( CHAR_DATA *ch, char *spell_name )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int sn;

    if ( ch->position != POS_FIGHTING )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) {
        v_next = victim->next_in_room;
        if ( victim->fighting == ch && number_bits( 2 ) == 0 )
            break;
    }

    if ( victim == NULL )
        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;
    CHAR_DATA *v_next;

    if ( !IS_AWAKE(ch) )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) {
        v_next = victim->next_in_room;
        if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
            break;
    }

    if ( victim == NULL )
        return FALSE;

    switch ( number_bits( 3 ) ) {
    case 0:
        act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM );
        spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
        return TRUE;

    case 1:
        act( "$n utters the word 'nhak'.", ch, NULL, NULL, TO_ROOM );
        spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
        return TRUE;

    case 2:
        act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM );
        spell_cure_blindness( skill_lookup( "cure blindness" ),
                              ch->level, ch, victim );
        return TRUE;

    case 3:
        act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM );
        spell_cure_light( skill_lookup( "cure light" ),
                          ch->level, ch, victim );
        return TRUE;

    case 4:
        act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM );
        spell_cure_poison( skill_lookup( "cure poison" ),
                           ch->level, ch, victim );
        return TRUE;

    case 5:
        act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM );
        spell_refresh( skill_lookup( "refresh" ), 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;

    if ( ch->position != POS_FIGHTING )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) {
        v_next = victim->next_in_room;
        if ( victim->fighting == ch && number_bits( 2 ) == 0 )
            break;
    }

    if ( victim == NULL )
        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_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) {
        v_next = victim->next_in_room;
        if ( victim->fighting == ch && number_bits( 2 ) == 0 )
            break;
    }

    if ( victim == NULL )
        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_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) {
        v_next = victim->next_in_room;
        if ( victim->fighting == ch && number_bits( 2 ) == 0 )
            break;
    }

    if ( victim == NULL )
        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 =  7;
            spell = "weaken";
            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_DATA *v_next;
    char *spell;
    int sn;

    if ( ch->position != POS_FIGHTING )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) {
        v_next = victim->next_in_room;
        if ( victim->fighting == ch && number_bits( 2 ) == 0 )
            break;
    }

    if ( victim == NULL )
        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 = 24;
            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];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *crime;

    if ( !IS_AWAKE(ch) || ch->fighting != NULL )
        return FALSE;

    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 == NULL )
        return FALSE;

    sprintf( buf, "%s is a %s!  PROTECT THE INNOCENT!  MORE BLOOOOD!!!",
             victim->name, crime );
    do_shout( ch, buf );
    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 *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( "$n savagely devours a corpse.", 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( 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!  PROTECT THE INNOCENT!!  BANZAI!!",
                 victim->name, crime );
        do_shout( ch, buf );
        multi_hit( ch, victim, TYPE_UNDEFINED );
        return TRUE;
    }

    if ( ech != NULL ) {
        act( "$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->contents; trash != NULL; trash = trash_next ) {
        trash_next = trash->next_content;
        if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) )
            continue;
        if ( trash->item_type == ITEM_DRINK_CON
                ||   trash->item_type == ITEM_TRASH
                ||   trash->cost < 10 ) {
            act( "$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 != NULL )
        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( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM );
        break;

    case 'S':
        ch->position = POS_SLEEPING;
        act( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM );
        break;

    case 'a':
        act( "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM );
        break;

    case 'b':
        act( "$n says 'What a view!  I must do something about that dump!'",
             ch, NULL, NULL, TO_ROOM );
        break;

    case 'c':
        act( "$n says 'Vandals!  Youngsters have no respect for anything!'",
             ch, NULL, NULL, TO_ROOM );
        break;

    case 'd':
        act( "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM );
        break;

    case 'e':
        act( "$n says 'I hereby declare the city of Midgaard open!'",
             ch, NULL, NULL, TO_ROOM );
        break;

    case 'E':
        act( "$n says 'I hereby declare the city of Midgaard 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 ) == NULL
            ||   number_percent( ) > 2 * ch->level )
        return FALSE;

    act( "You bite $N!",  ch, NULL, victim, TO_CHAR    );
    act( "$n bites $N!",  ch, NULL, victim, TO_NOTVICT );
    act( "$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;

    if ( ch->position != POS_STANDING )
        return FALSE;

    for ( victim = ch->in_room->people; victim != NULL; 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( "You discover $n's hands in your wallet!",
                 ch, NULL, victim, TO_VICT );
            act( "$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;
}