/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * 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 <dlfcn.h> #include "mud.h" /* jails for wanted flags */ #define ROOM_JAIL_MON_CALAMARI_1 21148 #define ROOM_JAIL_MON_CALAMARI_2 21149 #define ROOM_JAIL_CORUSCANT 0 #define ROOM_JAIL_ADARI 29108 #define ROOM_JAIL_RODIA 0 #define ROOM_JAIL_RYLOTH 0 #define ROOM_JAIL_GAMORR 0 #define ROOM_JAIL_TATOOINE 0 #define ROOM_JAIL_BYSS 0 #define ROOM_JAIL_NAL_HUTTA 0 #define ROOM_JAIL_KASHYYYK 0 #define ROOM_JAIL_HONOGHR 0 #define ROOM_JAIL_ENDOR 0 #define ROOM_JAIL_ROCHE 0 #define ROOM_JAIL_AF_EL 0 #define ROOM_JAIL_TRANDOSH 0 #define ROOM_JAIL_CHAD 0 #define ROOM_JAIL_QUARREN_1 6931 #define ROOM_JAIL_QUARREN_2 6932 bool remove_obj( CHAR_DATA * ch, int iWear, bool fReplace ); /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN( spec_jedi ); DECLARE_SPEC_FUN( spec_dark_jedi ); DECLARE_SPEC_FUN( spec_fido ); DECLARE_SPEC_FUN( spec_guardian ); DECLARE_SPEC_FUN( spec_janitor ); DECLARE_SPEC_FUN( spec_poison ); DECLARE_SPEC_FUN( spec_thief ); DECLARE_SPEC_FUN( spec_auth ); DECLARE_SPEC_FUN( spec_stormtrooper ); DECLARE_SPEC_FUN( spec_new_republic_trooper ); DECLARE_SPEC_FUN( spec_customs_smut ); DECLARE_SPEC_FUN( spec_customs_alcohol ); DECLARE_SPEC_FUN( spec_customs_weapons ); DECLARE_SPEC_FUN( spec_customs_spice ); DECLARE_SPEC_FUN( spec_police_attack ); DECLARE_SPEC_FUN( spec_police_jail ); DECLARE_SPEC_FUN( spec_police_fine ); DECLARE_SPEC_FUN( spec_police ); DECLARE_SPEC_FUN( spec_clan_guard ); DECLARE_SPEC_FUN( spec_newbie_pilot ); SPEC_LIST *first_specfun; SPEC_LIST *last_specfun; /* Simple load function - no OLC support for now. * This is probably something you DONT want builders playing with. */ void load_specfuns( void ) { SPEC_LIST *specfun; FILE *fp; char filename[256]; char *word; first_specfun = NULL; last_specfun = NULL; snprintf( filename, 256, "%sspecfuns.dat", SYSTEM_DIR ); if( !( fp = fopen( filename, "r" ) ) ) { bug( "%s", "load_specfuns: FATAL - cannot load specfuns.dat, exiting." ); perror( filename ); exit( 1 ); } else { for( ; ; ) { if( feof( fp ) ) { bug( "%s", "load_specfuns: Premature end of file!" ); fclose( fp ); fp = NULL; return; } word = fread_word( fp ); if( !str_cmp( word, "$" ) ) break; CREATE( specfun, SPEC_LIST, 1 ); specfun->name = str_dup( word ); LINK( specfun, first_specfun, last_specfun, next, prev ); } fclose( fp ); fp = NULL; } return; } /* Simple validation function to be sure a function can be used on mobs */ bool validate_spec_fun( char *name ) { SPEC_LIST *specfun; for( specfun = first_specfun; specfun; specfun = specfun->next ) { if( !str_cmp( specfun->name, name ) ) return TRUE; } return FALSE; } /* * Given a name, return the appropriate spec_fun. */ SPEC_FUN *spec_lookup( char *name ) { void *funHandle; const char *error; funHandle = dlsym( sysdata.dlHandle, name ); if( ( error = dlerror() ) != NULL ) { bug( "Error locating function %s in symbol table.", name ); return NULL; } return (SPEC_FUN*)funHandle; } bool spec_newbie_pilot( CHAR_DATA * ch ) { int home = 32149; CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; bool diploma = FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( IS_NPC( victim ) || victim->position == POS_FIGHTING ) continue; for( obj = victim->last_carrying; obj; obj = obj->prev_content ) if( obj->pIndexData->vnum == OBJ_VNUM_SCHOOL_DIPLOMA ) diploma = TRUE; if( !diploma ) continue; switch ( victim->race ) { case RACE_MON_CALAMARI: home = 21100; strcpy( buf, "After a brief journey you arrive on Mon Calamari.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_QUARREN: home = 6904; strcpy( buf, "After a brief journey you arrive on Mon Calamari.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_GAMORREAN: home = 28038; strcpy( buf, "After a brief journey you arrive on Gamorr.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_ADARIAN: home = 29006; strcpy( buf, "After a brief journey you arrive on Adari.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_JAWA: home = 31821; strcpy( buf, "After a brief journey you arrive on Tatooine.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_WOOKIEE: home = 28600; strcpy( buf, "After a brief journey you arrive on Kashyyyk.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_HUMAN: home = 201; strcpy( buf, "After a brief journey you arrive at Coruscants Menari Spaceport.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; case RACE_NOGHRI: home = 1001; strcpy( buf, "After a brief journey you arrive at Honoghr's Nystao Spaceport.\r\n\r\n" ); echo_to_room( AT_ACTION, ch->in_room, buf ); break; default: sprintf( buf, "Hmm, a %s.", race_table[victim->race].race_name ); do_look( ch, victim->name ); do_say( ch, buf ); do_say( ch, "You're home planet is a little hard to get to right now." ); do_say( ch, "I'll take you to the Pluogus instead." ); echo_to_room( AT_ACTION, ch->in_room, "After a brief journey the shuttle docks with the Serin Pluogus.\r\n\r\n" ); break; } char_from_room( victim ); char_to_room( victim, get_room_index( home ) ); do_look( victim, "" ); sprintf( buf, "%s steps out and the shuttle quickly returns to the academy.\r\n", victim->name ); echo_to_room( AT_ACTION, ch->in_room, buf ); } return FALSE; } bool spec_jedi( CHAR_DATA * ch ) { return FALSE; } bool spec_clan_guard( 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( !can_see( ch, victim ) ) continue; if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 ) continue; if( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim ) && str_cmp( ch->name, victim->pcdata->clan->name ) ) { do_yell( ch, "Hey your not allowed in here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_customs_smut( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; long ch_exp; if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING ) return FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( IS_NPC( victim ) || victim->position == POS_FIGHTING ) continue; for( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if( obj->pIndexData->item_type == ITEM_SMUT ) { if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) ) { sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr ); do_say( ch, buf ); if( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You lose %ld experience.\r\n ", ch_exp ); gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY ); return TRUE; } else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\r\n ", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\r\n ", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } } else if( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for( content = obj->first_content; content; content = content->next_content ) { if( content->pIndexData->item_type == ITEM_SMUT && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( content->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\r\n ", ch_exp, content->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( content ); SET_BIT( content->extra_flags, ITEM_CONTRABAND ); return TRUE; } } } } } return FALSE; } bool spec_customs_weapons( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; long ch_exp; if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING ) return FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( IS_NPC( victim ) || victim->position == POS_FIGHTING ) continue; if( victim->pcdata && victim->pcdata->clan && !str_cmp( victim->pcdata->clan->name, ch->mob_clan ) ) continue; for( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if( obj->pIndexData->item_type == ITEM_WEAPON ) { if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) ) { sprintf( buf, "Weapons are banned from non-military usage. I'm going to have to confiscate %s.", obj->short_descr ); do_say( ch, buf ); if( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You lose %ld experience.\r\n ", ch_exp ); gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY ); return TRUE; } else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d.\r\n ", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\r\n ", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } } else if( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for( content = obj->first_content; content; content = content->next_content ) { if( content->pIndexData->item_type == ITEM_WEAPON && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( content->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\r\n ", ch_exp, content->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( content ); SET_BIT( content->extra_flags, ITEM_CONTRABAND ); return TRUE; } } } } } return FALSE; } bool spec_customs_alcohol( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; int liquid; long ch_exp; if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING ) return FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( IS_NPC( victim ) || victim->position == POS_FIGHTING ) continue; for( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if( obj->pIndexData->item_type == ITEM_DRINK_CON ) { if( ( liquid = obj->value[2] ) >= LIQ_MAX ) liquid = obj->value[2] = 0; if( liq_table[liquid].liq_affect[COND_DRUNK] > 0 ) { if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) ) { sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr ); do_say( ch, buf ); if( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You lose %ld experience. \r\n", ch_exp ); gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY ); return TRUE; } else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d. \r\n", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d. \r\n", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } } } else if( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for( content = obj->first_content; content; content = content->next_content ) { if( content->pIndexData->item_type == ITEM_DRINK_CON && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) ) { if( ( liquid = obj->value[2] ) >= LIQ_MAX ) liquid = obj->value[2] = 0; if( liq_table[liquid].liq_affect[COND_DRUNK] <= 0 ) continue; ch_exp = UMIN( content->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d.\r\n ", ch_exp, content->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( content ); SET_BIT( content->extra_flags, ITEM_CONTRABAND ); return TRUE; } } } } } return FALSE; } bool spec_customs_spice( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; long ch_exp; if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING ) return FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( IS_NPC( victim ) || victim->position == POS_FIGHTING ) continue; for( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if( obj->pIndexData->item_type == ITEM_SPICE || obj->pIndexData->item_type == ITEM_RAWSPICE ) { if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) ) { sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr ); do_say( ch, buf ); if( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You lose %ld experience. \r\n", ch_exp ); gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY ); return TRUE; } else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s. \r\n", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( obj->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s. \r\n", ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( obj ); SET_BIT( obj->extra_flags, ITEM_CONTRABAND ); return TRUE; } } else if( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for( content = obj->first_content; content; content = content->next_content ) { if( content->pIndexData->item_type == ITEM_SPICE && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) ) { ch_exp = UMIN( content->cost * 10, ( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) - exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\r\n ", ch_exp, content->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); separate_obj( content ); SET_BIT( content->extra_flags, ITEM_CONTRABAND ); return TRUE; } } } } } return FALSE; } bool spec_police( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; 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( IS_NPC( victim ) ) continue; if( !can_see( ch, victim ) ) continue; if( number_bits( 1 ) == 0 ) continue; for( vip = 0; vip < 32; vip++ ) if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) ) { ROOM_INDEX_DATA *jail = NULL; sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch, buf ); REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip ); if( ch->top_level >= victim->top_level ) multi_hit( ch, victim, TYPE_UNDEFINED ); else if( 1 << vip == VIP_ADARI ) jail = get_room_index( ROOM_JAIL_ADARI ); else if( 1 << vip == VIP_MON_CALAMARI ) switch ( number_range( 1, 4 ) ) { case 1: jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 ); break; case 2: jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 ); break; case 3: jail = get_room_index( ROOM_JAIL_QUARREN_2 ); break; case 4: jail = get_room_index( ROOM_JAIL_QUARREN_1 ); break; } else { act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT ); victim->gold /= 2; } if( jail ) { REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip ); act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT ); char_from_room( victim ); char_to_room( victim, jail ); } return TRUE; } } return FALSE; } bool spec_police_attack( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; 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( IS_NPC( victim ) ) continue; if( !can_see( ch, victim ) ) continue; if( number_bits( 1 ) == 0 ) continue; for( vip = 0; vip < 32; vip++ ) if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) ) { sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch, buf ); REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_police_fine( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; 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( IS_NPC( victim ) ) continue; if( !can_see( ch, victim ) ) continue; if( number_bits( 1 ) == 0 ) continue; for( vip = 0; vip <= 31; vip++ ) if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) ) { sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch, buf ); act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT ); victim->gold /= 2; REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip ); return TRUE; } } return FALSE; } bool spec_police_jail( CHAR_DATA * ch ) { ROOM_INDEX_DATA *jail = NULL; CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; 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( IS_NPC( victim ) ) continue; if( !can_see( ch, victim ) ) continue; if( number_bits( 1 ) == 0 ) continue; for( vip = 0; vip <= 31; vip++ ) if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) ) { sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch, buf ); if( 1 << vip == VIP_ADARI ) jail = get_room_index( ROOM_JAIL_ADARI ); else if( 1 << vip == VIP_MON_CALAMARI ) switch ( number_range( 1, 4 ) ) { case 1: jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 ); break; case 2: jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 ); break; case 3: jail = get_room_index( ROOM_JAIL_QUARREN_1 ); break; case 4: jail = get_room_index( ROOM_JAIL_QUARREN_2 ); break; } if( jail ) { REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip ); act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT ); char_from_room( victim ); char_to_room( victim, jail ); } return TRUE; } } return FALSE; /* * VIP_CORUSCANT BV00 * VIP_KASHYYYK BV01 * VIP_RYLOTH BV02 * VIP_RODIA BV03 * VIP_NAL_HUTTA BV04 * VIP_MON_CALAMARI BV05 * VIP_HONOGHR BV06 * VIP_GAMORR BV07 * VIP_TATOOINE BV08 * VIP_ADARI BV09 * VIP_BYSS BV10 * VIP_ENDOR BV11 * VIP_ROCHE BV12 * VIP_AF_EL BV13 * VIP_TRANDOSH BV14 * VIP_CHAD BV15 */ jail = get_room_index( ROOM_JAIL_CORUSCANT ); } bool spec_jedi_healer( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if( !IS_AWAKE( ch ) ) 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( 12 ) ) { case 0: act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "armor" ), ch->top_level, ch, victim ); return TRUE; case 1: act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "good fortune" ), ch->top_level, ch, victim ); return TRUE; case 2: act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->top_level, ch, victim ); return TRUE; case 3: act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "cure light" ), ch->top_level, ch, victim ); return TRUE; case 4: act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->top_level, ch, victim ); return TRUE; case 5: act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "refresh" ), ch->top_level, ch, victim ); return TRUE; } return FALSE; } bool spec_dark_jedi( 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->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 = 5; spell = "blindness"; break; case 1: min_level = 5; spell = "fingers of the force"; break; case 2: min_level = 9; spell = "choke"; break; case 3: min_level = 8; spell = "invade essence"; break; case 4: min_level = 11; spell = "force projectile"; break; case 6: min_level = 13; spell = "drain essence"; break; case 7: min_level = 4; spell = "force whip"; break; case 8: min_level = 13; spell = "harm"; break; case 9: min_level = 9; spell = "force bolt"; break; case 10: min_level = 1; spell = "force spray"; break; default: return FALSE; } if( ch->top_level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn]->spell_fun ) ( sn, ch->top_level, ch, victim ); 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_stormtrooper( 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( !can_see( ch, victim ) ) continue; if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 ) continue; if( ( IS_NPC( victim ) && nifty_is_name( "republic", victim->name ) && victim->fighting && who_fighting( victim ) != ch ) || ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim ) && nifty_is_name( "republic", victim->pcdata->clan->name ) ) ) { do_yell( ch, "Die Rebel Scum!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_new_republic_trooper( 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( !can_see( ch, victim ) ) continue; if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 ) continue; if( ( IS_NPC( victim ) && nifty_is_name( "imperial", victim->name ) && victim->fighting && who_fighting( victim ) != ch ) || ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim ) && nifty_is_name( "empire", victim->pcdata->clan->name ) ) ) { do_yell( ch, "Long live the New Republic!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_guardian( 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( 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, "%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!!", 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!!", 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_BURRIED ) ) continue; if( IS_OBJ_STAT( trash, ITEM_PROTOTYPE ) && !IS_SET( ch->act, ACT_PROTOTYPE ) ) 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 || ( victim = who_fighting( ch ) ) == NULL || number_percent( ) > 2 * ch->top_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->top_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 ) || get_trust( victim ) >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; if( IS_AWAKE( victim ) && number_range( 0, ch->top_level ) == 0 ) { act( AT_ACTION, "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { maxgold = ch->top_level * ch->top_level * 1000; gold = victim->gold * number_range( 1, URANGE( 2, ch->top_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_auth( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char buf[MAX_STRING_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; bool hasdiploma; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( !IS_NPC( victim ) && ( pObjIndex = get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) ) != NULL ) { hasdiploma = FALSE; for( obj = victim->last_carrying; obj; obj = obj->prev_content ) if( obj->pIndexData == get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) ) hasdiploma = TRUE; if( !hasdiploma ) { obj = create_object( pObjIndex, 1 ); obj = obj_to_char( obj, victim ); send_to_char( "&cThe schoolmaster gives you a diploma, and shakes your hand.\r\n&w", victim ); } } if( IS_NPC( victim ) || !IS_SET( victim->pcdata->flags, PCFLAG_UNAUTHED ) ) continue; victim->pcdata->auth_state = 3; REMOVE_BIT( victim->pcdata->flags, PCFLAG_UNAUTHED ); if( victim->pcdata->authed_by ) STRFREE( victim->pcdata->authed_by ); victim->pcdata->authed_by = QUICKLINK( ch->name ); sprintf( buf, "%s authorized %s", ch->name, victim->name ); to_channel( buf, CHANNEL_MONITOR, "Monitor", ch->top_level ); } return FALSE; }