/* ************************************************************************
* File: castle.c Part of CircleMUD *
* Usage: Special procedures for King's Castle area *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Special procedures for Kings Castle by Pjotr (d90-pem@nada.kth.se) *
* Coded by Sapowox (d90-jkr@nada.kth.se) *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "command.h"
#include "constants.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "log.h"
#include "room.h"
#include "zone.h"
#include "item.h"
#include "mobile.h"
/**
* Define for the zone that the castle is.
*
* This can likely be removed completely due to the fact that zones are now
* addressed by keyword, not by a static number.
*
* However, for the sake of conversion, I'm keeping it in place as a string
* value as an example.
*/
#define Z_KINGS_C "welmarCastle"
/* external variables */
extern timeInfoData_t time_info;
extern int mini_mud;
/* local functions */
charData_t *castle_mobile(mobileVnum_t numInZon);
roomData_t *castle_room(roomVnum_t numInZone);
charData_t *find_npc_by_name(charData_t *chAtChar, const char *pszName, int iLen);
int block_way(charData_t *ch, const commandData_t *cmd, char *arg, roomData_t *iIn_room, int iProhibited_direction);
void assign_kings_castle(void);
int member_of_staff(charData_t *chChar);
int member_of_royal_guard(charData_t *chChar);
charData_t *find_guard(charData_t *chAtChar);
charData_t *get_victim(charData_t *chAtChar);
int banzaii(charData_t *ch);
int do_npc_rescue(charData_t *ch_hero, charData_t *ch_victim);
int is_trash(itemData_t *i);
void fry_victim(charData_t *ch);
int castle_cleaner(charData_t *ch, const commandData_t *cmd, int gripe);
int castle_twin_proc(charData_t *ch, const commandData_t *cmd, char *arg, int ctlnum, const char *twinname);
void castle_mob_spec(mobileVnum_t mobnum, SPECIAL(*specproc));
/**********************************************************************\
|* Special procedures for Kings Castle by Pjotr (d90-pem@nada.kth.se) *|
|* Coded by Sapowox (d90-jkr@nada.kth.se) *|
\**********************************************************************/
SPECIAL(CastleGuard);
SPECIAL(James);
SPECIAL(cleaning);
SPECIAL(DicknDavid);
SPECIAL(tim);
SPECIAL(tom);
SPECIAL(king_welmar);
SPECIAL(training_master);
SPECIAL(peter);
SPECIAL(jerry);
SPECIAL(guild);
/*
* Assign castle special procedures.
*
*/
void castle_mob_spec(mobileVnum_t mobVnum, SPECIAL(*specproc)) {
charData_t *mobile = castle_mobile(mobVnum);
if (mobile == NULL) {
log("castle_mob_spec(): Invalid charData_t 'mobile'.");
} else {
mobile->func = specproc;
}
}
/**
* Find a mobile prototype in the castle zone by number
*
* @param numInZone Vnum of mobile in zone to find
* @returns pointer to mobile prototype or NULL
*/
charData_t *castle_mobile(mobileVnum_t numInZone) {
zoneData_t *zone = zoneData_find(Z_KINGS_C);
charData_t *mob = NULL;
if (zone) {
mob = charData_findMobilePrototypeInZone(zone, numInZone);
}
return (mob);
}
/**
* Find a room in the castle zone by number
*
* @param numInZone Vnum of room in zone to find
* @returns pointer to room or NULL
*/
roomData_t *castle_room(roomVnum_t numInZone)
{
zoneData_t *zone = zoneData_find(Z_KINGS_C);
roomData_t *room = NULL;
if (zone) {
room = roomData_findInZone(zone, numInZone);
}
return (room);
}
/*
* Routine: assign_kings_castle
*
* Used to assign function pointers to all mobiles in the Kings Castle.
* Called from spec_assign.c.
*/
void assign_kings_castle(void)
{
castle_mob_spec(15000, CastleGuard); /* Gwydion */
/* Added the previous line -- Furry */
castle_mob_spec(15001, king_welmar); /* Our dear friend, the King */
castle_mob_spec(15003, CastleGuard); /* Jim */
castle_mob_spec(15004, CastleGuard); /* Brian */
castle_mob_spec(15005, CastleGuard); /* Mick */
castle_mob_spec(15006, CastleGuard); /* Matt */
castle_mob_spec(15007, CastleGuard); /* Jochem */
castle_mob_spec(15008, CastleGuard); /* Anne */
castle_mob_spec(15009, CastleGuard); /* Andrew */
castle_mob_spec(15010, CastleGuard); /* Bertram */
castle_mob_spec(15011, CastleGuard); /* Jeanette */
castle_mob_spec(15012, peter); /* Peter */
castle_mob_spec(15013, training_master); /* The training master */
castle_mob_spec(15016, James); /* James the Butler */
castle_mob_spec(15017, cleaning); /* Ze Cleaning Fomen */
castle_mob_spec(15020, tim); /* Tim, Tom's twin */
castle_mob_spec(15021, tom); /* Tom, Tim's twin */
castle_mob_spec(15024, DicknDavid); /* Dick, guard of the
* Treasury */
castle_mob_spec(15025, DicknDavid); /* David, Dicks brother */
castle_mob_spec(15026, jerry); /* Jerry, the Gambler */
castle_mob_spec(15027, CastleGuard); /* Michael */
castle_mob_spec(15028, CastleGuard); /* Hans */
castle_mob_spec(15029, CastleGuard); /* Boris */
}
/*
* Routine: member_of_staff
*
* Used to see if a character is a member of the castle staff.
* Used mainly by BANZAI:ng NPC:s.
*/
int member_of_staff(charData_t *chChar)
{
if (chChar == NULL) {
return FALSE;
} else if (!IS_NPC(chChar)) {
return FALSE;
} else if (chChar->prototype == NULL) {
return FALSE;
} else if (chChar->zone == NULL) {
return FALSE;
} else if (chChar->zone != zoneData_find(Z_KINGS_C)) {
return FALSE;
} else {
if ((chChar->vnum == 15001) ||
(chChar->vnum > 15002 && chChar->vnum < 15015) ||
(chChar->vnum > 15015 && chChar->vnum < 15018) ||
(chChar->vnum > 15018 && chChar->vnum < 15030)) {
return TRUE;
}
}
return FALSE;
}
/*
* Function: member_of_royal_guard
*
* Returns TRUE if the character is a guard on duty, otherwise FALSE.
* Used by Peter the captain of the royal guard.
*/
int member_of_royal_guard(charData_t *chChar)
{
if (chChar == NULL) {
return FALSE;
} else if (!IS_NPC(chChar)) {
return FALSE;
} else if (chChar->prototype == NULL) {
return FALSE;
} else if (chChar->zone == NULL) {
return FALSE;
} else if (chChar->zone != zoneData_find(Z_KINGS_C)) {
return FALSE;
} else {
if ((chChar->vnum == 15003) ||
(chChar->vnum == 15006) ||
(chChar->vnum > 15007 && chChar->vnum < 15012) ||
(chChar->vnum > 15023 && chChar->vnum < 15026)) {
return TRUE;
}
}
return FALSE;
}
/*
* Function: find_npc_by_name
*
* Returns a pointer to an npc by the given name.
* Used by Tim and Tom
*/
charData_t *find_npc_by_name(charData_t *chAtChar, const char *pszName, int iLen)
{
charData_t *ch;
for (ch = chAtChar->room->people; ch; ch = ch->next_in_room)
if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen))
return (ch);
return (NULL);
}
/*
* Function: find_guard
*
* Returns the pointer to a guard on duty.
* Used by Peter the Captain of the Royal Guard
*/
charData_t *find_guard(charData_t *chAtChar)
{
charData_t *ch;
for (ch = chAtChar->room->people; ch; ch = ch->next_in_room)
if (!FIGHTING(ch) && member_of_royal_guard(ch))
return (ch);
return (NULL);
}
/*
* Function: get_victim
*
* Returns a pointer to a randomly chosen character in the same room,
* fighting someone in the castle staff...
* Used by BANZAII-ing characters and King Welmar...
*/
charData_t *get_victim(charData_t *chAtChar)
{
charData_t *ch;
int iNum_bad_guys = 0, iVictim;
for (ch = chAtChar->room->people; ch; ch = ch->next_in_room)
if (FIGHTING(ch) && member_of_staff(FIGHTING(ch)))
iNum_bad_guys++;
if (!iNum_bad_guys)
return (NULL);
iVictim = rand_number(0, iNum_bad_guys); /* How nice, we give them a chance */
if (!iVictim)
return (NULL);
iNum_bad_guys = 0;
for (ch = chAtChar->room->people; ch; ch = ch->next_in_room) {
if (FIGHTING(ch) == NULL)
continue;
if (!member_of_staff(FIGHTING(ch)))
continue;
if (++iNum_bad_guys != iVictim)
continue;
return (ch);
}
return (NULL);
}
/*
* Function: banzaii
*
* Makes a character banzaii on attackers of the castle staff.
* Used by Guards, Tim, Tom, Dick, David, Peter, Master, King and Guards.
*/
int banzaii(charData_t *ch)
{
charData_t *chOpponent;
if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || !(chOpponent = get_victim(ch)))
return (FALSE);
act("$n roars: 'Protect the Kingdom of Great King Welmar! BANZAIIII!!!'",
FALSE, ch, 0, 0, TO_ROOM);
hit(ch, chOpponent, TYPE_UNDEFINED);
return (TRUE);
}
/*
* Function: do_npc_rescue
*
* Makes ch_hero rescue ch_victim.
* Used by Tim and Tom
*/
int do_npc_rescue(charData_t *ch_hero, charData_t *ch_victim)
{
charData_t *ch_bad_guy;
for (ch_bad_guy = ch_hero->room->people;
ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim);
ch_bad_guy = ch_bad_guy->next_in_room);
/* NO WAY I'll rescue the one I'm fighting! */
if (!ch_bad_guy || ch_bad_guy == ch_hero)
return (FALSE);
act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR);
act("You are rescued by $N, your loyal friend!\r\n",
FALSE, ch_victim, 0, ch_hero, TO_CHAR);
act("$n heroically rescues $N.", FALSE, ch_hero, 0, ch_victim, TO_NOTVICT);
if (FIGHTING(ch_bad_guy))
charData_stopFighting(ch_bad_guy);
if (FIGHTING(ch_hero))
charData_stopFighting(ch_hero);
charData_setFighting(ch_hero, ch_bad_guy);
charData_setFighting(ch_bad_guy, ch_hero);
return (TRUE);
}
/*
* Procedure to block a person trying to enter a room.
* Used by Tim/Tom at Kings bedroom and Dick/David at treasury.
*/
int block_way(charData_t *ch, const commandData_t *cmd, char *arg, roomData_t *iIn_room,
int iProhibited_direction)
{
return (FALSE);
/*
* For now don't block. We need to fix this to pass the correct castle room
* as it's currently trying to pass mob->room for the prototype, which is NULL
int dir = 0;
if (cmd == NULL)
return (FALSE);
if (!IS_MOVE(cmd))
return (FALSE);
dir = search_block(cmd->command, dirs, FALSE);
if (dir != iProhibited_direction)
return (FALSE);
if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11))
return (FALSE);
if (IN_ROOM(ch) != iIn_room)
return (FALSE);
if (!member_of_staff(ch))
act("The guard roars at $n and pushes $m back.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n");
return (TRUE);
*/
}
/*
* Routine to check if an object is trash...
* Used by James the Butler and the Cleaning Lady.
*/
int is_trash(itemData_t *i)
{
if (!ITEMWEAR_FLAGGED(i, ITEM_WEAR_TAKE))
return (FALSE);
if (GET_ITEM_TYPE(i) == ITEM_DRINKCON || GET_ITEM_COST(i) <= 10)
return (TRUE);
return (FALSE);
}
/*
* Function: fry_victim
*
* Finds a suitabe victim, and cast some _NASTY_ spell on him.
* Used by King Welmar
*/
void fry_victim(charData_t *ch)
{
charData_t *tch;
if (ch->points.mana < 10)
return;
/* Find someone suitable to fry ! */
if (!(tch = get_victim(ch)))
return;
switch (rand_number(0, 8)) {
case 1:
case 2:
case 3:
send_to_char(ch, "You raise your hand in a dramatical gesture.\r\n");
act("$n raises $s hand in a dramatical gesture.", 1, ch, 0, 0, TO_ROOM);
cast_spell(ch, tch, 0, SPELL_COLOR_SPRAY);
break;
case 4:
case 5:
send_to_char(ch, "You concentrate and mumble to yourself.\r\n");
act("$n concentrates, and mumbles to $mself.", 1, ch, 0, 0, TO_ROOM);
cast_spell(ch, tch, 0, SPELL_HARM);
break;
case 6:
case 7:
act("You look deeply into the eyes of $N.", 1, ch, 0, tch, TO_CHAR);
act("$n looks deeply into the eyes of $N.", 1, ch, 0, tch, TO_NOTVICT);
act("You see an ill-boding flame in the eye of $n.", 1, ch, 0, tch, TO_VICT);
cast_spell(ch, tch, 0, SPELL_FIREBALL);
break;
default:
if (!rand_number(0, 1))
cast_spell(ch, ch, 0, SPELL_HEAL);
break;
}
ch->points.mana -= 10;
return;
}
/*
* Function: king_welmar
*
* Control the actions and movements of the King.
* Used by King Welmar.
*/
SPECIAL(king_welmar)
{
char actbuf[MAX_INPUT_LENGTH];
const char *monolog[] = {
"$n proclaims 'Primus in regnis Geticis coronam'.",
"$n proclaims 'regiam gessi, subiique regis'.",
"$n proclaims 'munus et mores colui sereno'.",
"$n proclaims 'principe dignos'."
};
const char bedroom_path[] = "s33004o1c1S.";
const char throne_path[] = "W3o3cG52211rg.";
const char monolog_path[] = "ABCDPPPP.";
static const char *path;
static int path_index;
static bool move = FALSE;
if (!move) {
if (time_info.hours == 8 && IN_ROOM(ch) == castle_room(51)) {
move = TRUE;
path = throne_path;
path_index = 0;
} else if (time_info.hours == 21 && IN_ROOM(ch) == castle_room(17)) {
move = TRUE;
path = bedroom_path;
path_index = 0;
} else if (time_info.hours == 12 && IN_ROOM(ch) == castle_room(17)) {
move = TRUE;
path = monolog_path;
path_index = 0;
}
}
if (cmd || (GET_POS(ch) < POS_SLEEPING) ||
(GET_POS(ch) == POS_SLEEPING && !move))
return (FALSE);
if (GET_POS(ch) == POS_FIGHTING) {
fry_victim(ch);
return (FALSE);
} else if (banzaii(ch))
return (FALSE);
if (!move)
return (FALSE);
switch (path[path_index]) {
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
perform_move(ch, path[path_index] - '0', 1);
break;
case 'A':
case 'B':
case 'C':
case 'D':
act(monolog[path[path_index] - 'A'], FALSE, ch, 0, 0, TO_ROOM);
break;
case 'P':
break;
case 'W':
GET_POS(ch) = POS_STANDING;
act("$n awakens and stands up.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'S':
GET_POS(ch) = POS_SLEEPING;
act("$n lies down on $s beautiful bed and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'r':
GET_POS(ch) = POS_SITTING;
act("$n sits down on $s great throne.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 's':
GET_POS(ch) = POS_STANDING;
act("$n stands up.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'G':
act("$n says 'Good morning, trusted friends.'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'g':
act("$n says 'Good morning, dear subjects.'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'o':
do_gen_door(ch, strcpy(actbuf, "door"), find_command("unlock")); /* strcpy: OK */
do_gen_door(ch, strcpy(actbuf, "door"), find_command("open")); /* strcpy: OK */
break;
case 'c':
do_gen_door(ch, strcpy(actbuf, "door"), find_command("close")); /* strcpy: OK */
do_gen_door(ch, strcpy(actbuf, "door"), find_command("lock")); /* strcpy: OK */
break;
case '.':
move = FALSE;
break;
}
path_index++;
return (FALSE);
}
/*
* Function: training_master
*
* Acts actions to the training room, if his students are present.
* Also allowes warrior-class to practice.
* Used by the Training Master.
*/
SPECIAL(training_master)
{
charData_t *pupil1, *pupil2 = NULL, *tch;
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
return (FALSE);
if (cmd)
return (FALSE);
if (banzaii(ch) || rand_number(0, 2))
return (FALSE);
if (!(pupil1 = find_npc_by_name(ch, "Brian", 5)))
return (FALSE);
if (!(pupil2 = find_npc_by_name(ch, "Mick", 4)))
return (FALSE);
if (FIGHTING(pupil1) || FIGHTING(pupil2))
return (FALSE);
if (rand_number(0, 1)) {
tch = pupil1;
pupil1 = pupil2;
pupil2 = tch;
}
switch (rand_number(0, 7)) {
case 0:
act("$n hits $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You hit $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n hits you on your head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 1:
act("$n hits $N in $s chest with a thrust.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You manage to thrust $N in the chest.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n manages to thrust you in your chest.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 2:
send_to_char(ch, "You command your pupils to bow.\r\n");
act("$n commands $s pupils to bow.", FALSE, ch, 0, 0, TO_ROOM);
act("$n bows before $N.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("$N bows before $n.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You bow before $N, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("You bow before $n, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 3:
act("$N yells at $n, as he fumbles and drops $s sword.", FALSE, pupil1, 0, ch, TO_NOTVICT);
act("$n quickly picks up $s weapon.", FALSE, pupil1, 0, 0, TO_ROOM);
act("$N yells at you, as you fumble, losing your weapon.", FALSE, pupil1, 0, ch, TO_CHAR);
send_to_char(pupil1, "You quickly pick up your weapon again.\r\n");
act("You yell at $n, as he fumbles, losing $s weapon.", FALSE, pupil1, 0, ch, TO_VICT);
break;
case 4:
act("$N tricks $n, and slashes him across the back.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("$N tricks you, and slashes you across your back.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("You trick $n, and quickly slash him across $s back.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 5:
act("$n lunges a blow at $N but $N parries skillfully.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You lunge a blow at $N but $E parries skillfully.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n lunges a blow at you, but you skillfully parry it.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 6:
act("$n clumsily tries to kick $N, but misses.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You clumsily miss $N with your poor excuse for a kick.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n fails an unusually clumsy attempt at kicking you.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
default:
send_to_char(ch, "You show your pupils an advanced technique.\r\n");
act("$n shows $s pupils an advanced technique.", FALSE, ch, 0, 0, TO_ROOM);
break;
}
return (FALSE);
}
SPECIAL(tom)
{
return castle_twin_proc(ch, cmd, argument, 48, "Tim");
}
SPECIAL(tim)
{
return castle_twin_proc(ch, cmd, argument, 49, "Tom");
}
/*
* Common routine for the Castle Twins.
*/
int castle_twin_proc(charData_t *ch, const commandData_t *cmd, char *arg, int ctlnum, const char *twinname)
{
charData_t *king, *twin;
if (!AWAKE(ch))
return (FALSE);
if (cmd)
return block_way(ch, cmd, arg, NULL, 1);
if ((king = find_npc_by_name(ch, "King Welmar", 11)) != NULL) {
char actbuf[MAX_INPUT_LENGTH];
if (!ch->master)
do_follow(ch, strcpy(actbuf, "King Welmar"), 0); /* strcpy: OK */
if (FIGHTING(king))
do_npc_rescue(ch, king);
}
if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL)
if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch))
do_npc_rescue(ch, twin);
if (GET_POS(ch) != POS_FIGHTING)
banzaii(ch);
return (FALSE);
}
/*
* Routine for James the Butler.
* Complains if he finds any trash...
*
* This doesn't make sure he _can_ carry it...
*/
SPECIAL(James)
{
return castle_cleaner(ch, cmd, TRUE);
}
/*
* Common code for James and the Cleaning Woman.
*/
int castle_cleaner(charData_t *ch, const commandData_t *cmd, int gripe)
{
itemData_t *i;
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
return (FALSE);
for (i = ch->room->contents; i; i = i->nextContent) {
if (!is_trash(i))
continue;
if (gripe) {
act("$n says: 'My oh my! I ought to fire that lazy cleaning woman!'",
FALSE, ch, 0, 0, TO_ROOM);
act("$n picks up a piece of trash.", FALSE, ch, 0, 0, TO_ROOM);
}
itemData_fromRoom(i);
itemData_toChar(i, ch);
return (TRUE);
}
return (FALSE);
}
/*
* Routine for the Cleaning Woman.
* Picks up any trash she finds...
*/
SPECIAL(cleaning)
{
return castle_cleaner(ch, cmd, FALSE);
}
/*
* Routine: CastleGuard
*
* Standard routine for ordinary castle guards.
*/
SPECIAL(CastleGuard)
{
if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
return (FALSE);
return (banzaii(ch));
}
/*
* Routine: DicknDave
*
* Routine for the guards Dick and David.
*/
SPECIAL(DicknDavid)
{
if (!AWAKE(ch))
return (FALSE);
if (!cmd && GET_POS(ch) != POS_FIGHTING)
banzaii(ch);
return (block_way(ch, cmd, argument, NULL, 1));
}
/*
* Routine: peter
* Routine for Captain of the Guards.
*/
SPECIAL(peter)
{
charData_t *ch_guard = NULL;
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
return (FALSE);
if (banzaii(ch))
return (FALSE);
if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch)))
switch (rand_number(0, 5)) {
case 0:
act("$N comes sharply into attention as $n inspects $M.",
FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$N comes sharply into attention as you inspect $M.",
FALSE, ch, 0, ch_guard, TO_CHAR);
act("You go sharply into attention as $n inspects you.",
FALSE, ch, 0, ch_guard, TO_VICT);
break;
case 1:
act("$N looks very small, as $n roars at $M.",
FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$N looks very small as you roar at $M.",
FALSE, ch, 0, ch_guard, TO_CHAR);
act("You feel very small as $N roars at you.",
FALSE, ch, 0, ch_guard, TO_VICT);
break;
case 2:
act("$n gives $N some Royal directions.",
FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("You give $N some Royal directions.",
FALSE, ch, 0, ch_guard, TO_CHAR);
act("$n gives you some Royal directions.",
FALSE, ch, 0, ch_guard, TO_VICT);
break;
case 3:
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$n growls: 'Those boots need polishing!'",
FALSE, ch, 0, ch_guard, TO_ROOM);
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
break;
case 4:
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$n growls: 'Straighten that collar!'",
FALSE, ch, 0, ch_guard, TO_ROOM);
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
break;
default:
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$n growls: 'That chain mail looks rusty! CLEAN IT !!!'",
FALSE, ch, 0, ch_guard, TO_ROOM);
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
break;
}
return (FALSE);
}
/*
* Procedure for Jerry and Michael in x08 of King's Castle.
* Code by Sapowox modified by Pjotr.(Original code from Master)
*/
SPECIAL(jerry)
{
charData_t *gambler1, *gambler2 = NULL, *tch;
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
return (FALSE);
if (cmd)
return (FALSE);
if (banzaii(ch) || rand_number(0, 2))
return (FALSE);
if (!(gambler1 = ch))
return (FALSE);
if (!(gambler2 = find_npc_by_name(ch, "Michael", 7)))
return (FALSE);
if (FIGHTING(gambler1) || FIGHTING(gambler2))
return (FALSE);
if (rand_number(0, 1)) {
tch = gambler1;
gambler1 = gambler2;
gambler2 = tch;
}
switch (rand_number(0, 5)) {
case 0:
act("$n rolls the dice and cheers loudly at the result.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You roll the dice and cheer. GREAT!",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n cheers loudly as $e rolls the dice.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 1:
act("$n curses the Goddess of Luck roundly as he sees $N's roll.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You curse the Goddess of Luck as $N rolls.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n swears angrily. You are in luck!",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 2:
act("$n sighs loudly and gives $N some gold.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You sigh loudly at the pain of having to give $N some gold.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n sighs loudly as $e gives you your rightful win.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 3:
act("$n smiles remorsefully as $N's roll tops $s.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You smile sadly as you see that $N beats you. Again.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n smiles remorsefully as your roll tops $s.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 4:
act("$n excitedly follows the dice with $s eyes.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You excitedly follow the dice with your eyes.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n excitedly follows the dice with $s eyes.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
default:
act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You say 'Well, my luck has to change soon' and shake the dice.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
}
return (FALSE);
}