/* * RAM $Id: special.c 64 2008-12-11 14:35:49Z quixadhal $ */ /*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <sys/time.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "strings.h" #include "random.h" #include "db.h" #include "act.h" #include "interp.h" #include "magic.h" #include "tables.h" #include "special.h" /* the function table */ const struct spec_type spec_table[] = { {"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_judge", spec_cast_judge}, {"spec_cast_mage", spec_cast_mage}, {"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_thief", spec_thief}, {"spec_nasty", spec_nasty}, {"spec_troll_member", spec_troll_member}, {"spec_ogre_member", spec_ogre_member}, {"spec_patrolman", spec_patrolman}, {NULL, NULL} }; /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup( const char *name ) { int i = 0; for ( i = 0; spec_table[i].name != NULL; i++ ) { if ( LOWER( name[0] ) == LOWER( spec_table[i].name[0] ) && !str_prefix( name, spec_table[i].name ) ) return spec_table[i].function; } return NULL; } const char *spec_name( SPEC_FUN *function ) { int i = 0; for ( i = 0; spec_table[i].function != NULL; i++ ) { if ( function == spec_table[i].function ) return spec_table[i].name; } return NULL; } /* * Core procedure for dragons. */ bool dragon( CHAR_DATA *ch, const char *spell_name ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; int sn = -1; 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( 3 ) == 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, TARGET_CHAR ); 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 = -1; 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, TARGET_CHAR ); return true; } bool spec_breath_lightning( CHAR_DATA *ch ) { return dragon( ch, "lightning breath" ); } bool spec_cast_adept( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; 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 && !IS_NPC( victim ) && victim->level < 11 ) break; } if ( victim == NULL ) return false; switch ( number_bits( 4 ) ) { case 0: act( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM ); spell_armor( skill_lookup( "armor" ), ch->level, ch, victim, TARGET_CHAR ); return true; case 1: act( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim, TARGET_CHAR ); return true; case 2: act( "$n utters the words 'judicandus noselacri'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim, TARGET_CHAR ); return true; case 3: act( "$n utters the words 'judicandus dies'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure light" ), ch->level, ch, victim, TARGET_CHAR ); return true; case 4: act( "$n utters the words 'judicandus sausabru'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim, TARGET_CHAR ); return true; case 5: act( "$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim, TARGET_CHAR ); return true; case 6: act( "$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL, TO_ROOM ); spell_cure_disease( skill_lookup( "cure disease" ), ch->level, ch, victim, TARGET_CHAR ); } return false; } bool spec_cast_cleric( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; const char *spell = NULL; int sn = -1; 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; case 11: min_level = 15; spell = "plague"; 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, TARGET_CHAR ); return true; } bool spec_cast_judge( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; const char *spell = NULL; int sn = -1; 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, TARGET_CHAR ); return true; } bool spec_cast_mage( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; const char *spell = NULL; int sn = -1; 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 = 0; 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; case 10: min_level = 20; spell = "plague"; 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, TARGET_CHAR ); return true; } bool spec_cast_undead( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; const char *spell = NULL; int sn = -1; 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 = 0; 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; case 8: min_level = 20; spell = "plague"; break; default: min_level = 18; spell = "harm"; 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, TARGET_CHAR ); return true; } bool spec_executioner( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; const char *crime = NULL; 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 ) && can_see( ch, victim ) && !IS_IMMORTAL( victim ) ) { crime = "KILLER"; break; } if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) && can_see( ch, victim ) && !IS_IMMORTAL( victim ) ) { crime = "THIEF"; break; } } if ( victim == NULL ) return false; sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime ); REMOVE_BIT( ch->comm, COMM_NOSHOUT ); do_function( ch, &do_yell, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return true; } bool spec_fido( CHAR_DATA *ch ) { OBJ_DATA *corpse = NULL; OBJ_DATA *c_next = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; 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] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; CHAR_DATA *ech = NULL; const char *crime = NULL; int max_evil = 0; 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 ) && can_see( ch, victim ) && !IS_IMMORTAL( victim ) ) { crime = "KILLER"; break; } if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) && can_see( ch, victim ) && !IS_IMMORTAL( victim ) ) { crime = "THIEF"; break; } if ( victim->fighting != NULL && victim->fighting != ch && victim->alignment < max_evil && !IS_IMMORTAL( victim ) ) { max_evil = victim->alignment; ech = victim; } } if ( victim != NULL ) { sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime ); REMOVE_BIT( ch->comm, COMM_NOSHOUT ); do_function( ch, &do_yell, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return true; } if ( ech != NULL ) { act( "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return true; } return false; } bool spec_janitor( CHAR_DATA *ch ) { OBJ_DATA *trash = NULL; OBJ_DATA *trash_next = NULL; if ( !IS_AWAKE( ch ) ) return false; for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next ) { trash_next = trash->next_content; if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) || !can_loot( ch, trash ) ) continue; if ( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10 ) { act( "$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 = NULL; static int pos = 0; static bool move = false; 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_mage( 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', false ); 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_function(ch, &do_unlock, "gate" ); */ do_function( ch, &do_open, "gate" ); break; case 'C': do_function( ch, &do_close, "gate" ); /* do_function(ch, &do_lock, "gate" ); */ break; case '.': move = false; break; } pos++; return false; } bool spec_poison( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; 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( skill_lookup( "poison" ), ch->level, ch, victim, TARGET_CHAR ); return true; } bool spec_thief( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; int gold = 0; int silver = 0; 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( 5 ) != 0 || !can_see( ch, victim ) ) 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 $S wallet!", ch, NULL, victim, TO_NOTVICT ); return true; } else { gold = victim->gold * UMIN( number_range( 1, 20 ), ch->level / 2 ) / 100; gold = UMIN( gold, ch->level * ch->level * 10 ); ch->gold += gold; victim->gold -= gold; silver = victim->silver * UMIN( number_range( 1, 20 ), ch->level / 2 ) / 100; silver = UMIN( silver, ch->level * ch->level * 25 ); ch->silver += silver; victim->silver -= silver; return true; } } return false; } bool spec_nasty( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; int gold = 0; if ( !IS_AWAKE( ch ) ) { return false; } if ( ch->position != POS_FIGHTING ) { for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC( victim ) && ( victim->level > ch->level ) && ( victim->level < ch->level + 10 ) ) { do_function( ch, &do_backstab, victim->name ); if ( ch->position != POS_FIGHTING ) { do_function( ch, &do_murder, victim->name ); } /* * should steal some coins right away? :) */ return true; } } return false; /* No one to attack */ } /* * okay, we must be fighting.... steal some coins and flee */ if ( ( victim = ch->fighting ) == NULL ) return false; /* let's be paranoid.... */ switch ( number_bits( 2 ) ) { case 0: act( "$n rips apart your coin purse, spilling your gold!", ch, NULL, victim, TO_VICT ); act( "You slash apart $N's coin purse and gather his gold.", ch, NULL, victim, TO_CHAR ); act( "$N's coin purse is ripped apart!", ch, NULL, victim, TO_NOTVICT ); gold = victim->gold / 10; /* steal 10% of his gold */ victim->gold -= gold; ch->gold += gold; return true; case 1: do_function( ch, &do_flee, "" ); return true; default: return false; } } bool spec_troll_member( CHAR_DATA *ch ) { CHAR_DATA *vch = NULL; CHAR_DATA *victim = NULL; int count = 0; const char *message = NULL; if ( !IS_AWAKE( ch ) || IS_AFFECTED( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED( ch, AFF_CHARM ) || ch->fighting != NULL ) return false; /* * find an ogre to beat up */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !IS_NPC( vch ) || ch == vch ) continue; if ( vch->pIndexData->vnum == MOB_VNUM_PATROLMAN ) return false; if ( vch->pIndexData->group == GROUP_VNUM_OGRES && ch->level > vch->level - 2 && !is_safe( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) return false; /* * say something, then raise hell */ switch ( number_range( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$n yells 'I've been looking for you, punk!'"; break; case 1: message = "With a scream of rage, $n attacks $N."; break; case 2: message = "$n says 'What's slimy Ogre trash like you doing around here?'"; break; case 3: message = "$n cracks his knuckles and says 'Do ya feel lucky?'"; break; case 4: message = "$n says 'There's no cops to save you this time!'"; break; case 5: message = "$n says 'Time to join your brother, spud.'"; break; case 6: message = "$n says 'Let's rock.'"; break; } if ( message != NULL ) act( message, ch, NULL, victim, TO_ALL ); multi_hit( ch, victim, TYPE_UNDEFINED ); return true; } bool spec_ogre_member( CHAR_DATA *ch ) { CHAR_DATA *vch = NULL; CHAR_DATA *victim = NULL; int count = 0; const char *message = NULL; if ( !IS_AWAKE( ch ) || IS_AFFECTED( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED( ch, AFF_CHARM ) || ch->fighting != NULL ) return false; /* * find an troll to beat up */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !IS_NPC( vch ) || ch == vch ) continue; if ( vch->pIndexData->vnum == MOB_VNUM_PATROLMAN ) return false; if ( vch->pIndexData->group == GROUP_VNUM_TROLLS && ch->level > vch->level - 2 && !is_safe( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) return false; /* * say something, then raise hell */ switch ( number_range( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$n yells 'I've been looking for you, punk!'"; break; case 1: message = "With a scream of rage, $n attacks $N.'"; break; case 2: message = "$n says 'What's Troll filth like you doing around here?'"; break; case 3: message = "$n cracks his knuckles and says 'Do ya feel lucky?'"; break; case 4: message = "$n says 'There's no cops to save you this time!'"; break; case 5: message = "$n says 'Time to join your brother, spud.'"; break; case 6: message = "$n says 'Let's rock.'"; break; } if ( message != NULL ) act( message, ch, NULL, victim, TO_ALL ); multi_hit( ch, victim, TYPE_UNDEFINED ); return true; } bool spec_patrolman( CHAR_DATA *ch ) { CHAR_DATA *vch = NULL; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; const char *message = NULL; int count = 0; if ( !IS_AWAKE( ch ) || IS_AFFECTED( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED( ch, AFF_CHARM ) || ch->fighting != NULL ) return false; /* * look for a fight in the room */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( vch == ch ) continue; if ( vch->fighting != NULL ) /* break it up! */ { if ( number_range( 0, count ) == 0 ) victim = ( vch->level > vch->fighting->level ) ? vch : vch->fighting; count++; } } if ( victim == NULL || ( IS_NPC( victim ) && victim->spec_fun == ch->spec_fun ) ) return false; if ( ( ( obj = get_eq_char( ch, WEAR_NECK_1 ) ) != NULL && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE ) || ( ( obj = get_eq_char( ch, WEAR_NECK_2 ) ) != NULL && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE ) ) { act( "You blow down hard on $p.", ch, obj, NULL, TO_CHAR ); act( "$n blows on $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch->next ) { if ( vch->in_room == NULL ) continue; if ( vch->in_room != ch->in_room && vch->in_room->area == ch->in_room->area ) ch_printf( vch, "You hear a shrill whistling sound.\r\n" ); } } switch ( number_range( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$n yells 'All roit! All roit! break it up!'"; break; case 1: message = "$n says 'Society's to blame, but what's a bloke to do?'"; break; case 2: message = "$n mumbles 'bloody kids will be the death of us all.'"; break; case 3: message = "$n shouts 'Stop that! Stop that!' and attacks."; break; case 4: message = "$n pulls out his billy and goes to work."; break; case 5: message = "$n sighs in resignation and proceeds to break up the fight."; break; case 6: message = "$n says 'Settle down, you hooligans!'"; break; } if ( message != NULL ) act( message, ch, NULL, NULL, TO_ALL ); multi_hit( ch, victim, TYPE_UNDEFINED ); return true; } void do_heal( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *mob = NULL; char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; int cost = 0; int sn = -1; SPELL_FUN *spell = NULL; const char *words = NULL; /* * check for healer */ for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && IS_SET( mob->act, ACT_IS_HEALER ) ) break; } if ( mob == NULL ) { ch_printf( ch, "You can't do that here.\r\n" ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { /* * display price list */ act( "$N says 'I offer the following spells:'", ch, NULL, mob, TO_CHAR ); ch_printf( ch, " light: cure light wounds 10 gold\r\n" ); ch_printf( ch, " serious: cure serious wounds 15 gold\r\n" ); ch_printf( ch, " critic: cure critical wounds 25 gold\r\n" ); ch_printf( ch, " heal: healing spell 50 gold\r\n" ); ch_printf( ch, " blind: cure blindness 20 gold\r\n" ); ch_printf( ch, " disease: cure disease 15 gold\r\n" ); ch_printf( ch, " poison: cure poison 25 gold\r\n" ); ch_printf( ch, " uncurse: remove curse 50 gold\r\n" ); ch_printf( ch, " refresh: restore movement 5 gold\r\n" ); ch_printf( ch, " mana: restore mana 10 gold\r\n" ); ch_printf( ch, " Type heal <type> to be healed.\r\n" ); return; } if ( !str_prefix( arg, "light" ) ) { spell = spell_cure_light; sn = skill_lookup( "cure light" ); words = "judicandus dies"; cost = 1000; } else if ( !str_prefix( arg, "serious" ) ) { spell = spell_cure_serious; sn = skill_lookup( "cure serious" ); words = "judicandus gzfuajg"; cost = 1600; } else if ( !str_prefix( arg, "critical" ) ) { spell = spell_cure_critical; sn = skill_lookup( "cure critical" ); words = "judicandus qfuhuqar"; cost = 2500; } else if ( !str_prefix( arg, "heal" ) ) { spell = spell_heal; sn = skill_lookup( "heal" ); words = "pzar"; cost = 5000; } else if ( !str_prefix( arg, "blindness" ) ) { spell = spell_cure_blindness; sn = skill_lookup( "cure blindness" ); words = "judicandus noselacri"; cost = 2000; } else if ( !str_prefix( arg, "disease" ) ) { spell = spell_cure_disease; sn = skill_lookup( "cure disease" ); words = "judicandus eugzagz"; cost = 1500; } else if ( !str_prefix( arg, "poison" ) ) { spell = spell_cure_poison; sn = skill_lookup( "cure poison" ); words = "judicandus sausabru"; cost = 2500; } else if ( !str_prefix( arg, "uncurse" ) || !str_prefix( arg, "curse" ) ) { spell = spell_remove_curse; sn = skill_lookup( "remove curse" ); words = "candussido judifgz"; cost = 5000; } else if ( !str_prefix( arg, "mana" ) || !str_prefix( arg, "energize" ) ) { spell = NULL; sn = -1; words = "energizer"; cost = 1000; } else if ( !str_prefix( arg, "refresh" ) || !str_prefix( arg, "moves" ) ) { spell = spell_refresh; sn = skill_lookup( "refresh" ); words = "candusima"; cost = 500; } else { act( "$N says 'Type 'heal' for a list of spells.'", ch, NULL, mob, TO_CHAR ); return; } if ( cost > ( ch->gold * 100 + ch->silver ) ) { act( "$N says 'You do not have enough gold for my services.'", ch, NULL, mob, TO_CHAR ); return; } WAIT_STATE( ch, PULSE_VIOLENCE ); deduct_cost( ch, cost ); mob->gold += cost / 100; mob->silver += cost % 100; act( "$n utters the words '$T'.", mob, NULL, words, TO_ROOM ); if ( spell == NULL ) /* restore mana trap...kinda * hackish */ { ch->mana += dice( 2, 8 ) + mob->level / 3; ch->mana = UMIN( ch->mana, ch->max_mana ); ch_printf( ch, "A warm glow passes through you.\r\n" ); return; } if ( sn == -1 ) return; spell( sn, mob->level, mob, ch, TARGET_CHAR ); }