/* ************************************************************************ * file: spec_procs.c , Special module. Part of DIKUMUD * * Usage: Procedures handling special procedures for object/room/mobile * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <string.h> #include <ctype.h> #include <sys/types.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "limits.h" /* external vars */ extern struct room_data *world; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct index_data *mob_index; extern struct index_data *obj_index; extern struct time_info_data time_info; /* extern procedures */ void hit(struct char_data *ch, struct char_data *victim, int type); void gain_exp(struct char_data *ch, int gain); /* Data declarations */ struct social_type { char *cmd; int next_line; }; /* ******************************************************************** * Special procedures for rooms * ******************************************************************** */ char *how_good(int percent) { static char buf[256]; if (percent == 0) strcpy(buf, " (not learned)"); else if (percent <= 10) strcpy(buf, " (awful)"); else if (percent <= 20) strcpy(buf, " (bad)"); else if (percent <= 40) strcpy(buf, " (poor)"); else if (percent <= 55) strcpy(buf, " (average)"); else if (percent <= 70) strcpy(buf, " (fair)"); else if (percent <= 80) strcpy(buf, " (good)"); else if (percent <= 85) strcpy(buf, " (very good)"); else strcpy(buf, " (Superb)"); return (buf); } SPECIAL(guild) { int number, i, percent; extern char *spells[]; extern struct spell_info_type spell_info[MAX_SPL_LIST]; extern struct int_app_type int_app[26]; static char *w_skills[] = { "kick", /* No. 50 */ "bash", "rescue", "\n" }; static char *t_skills[] = { "sneak", /* No. 45 */ "hide", "steal", "backstab", "pick", "\n" }; if (IS_NPC(ch) || ((cmd != 164) && (cmd != 170))) return(FALSE); for (; *arg == ' '; arg++) ; switch (GET_CLASS(ch)) { case CLASS_MAGIC_USER : if (!*arg) { sprintf(buf, "You have got %d practice sessions left.\n\r" "You can practice any of these spells:\n\r", SPELLS_TO_LEARN(ch)); for (i = 0; *spells[i] != '\n'; i++) if (spell_info[i+1].spell_pointer && (spell_info[i+1].min_level_magic <= GET_LEVEL(ch))) { sprintf(buf2, "%-20s %s\n\r", spells[i], how_good(SKILL(ch, i + 1))); strcat(buf, buf2); } send_to_char(buf, ch); return(TRUE); } number = old_search_block(arg, 0, strlen(arg), spells, FALSE); if (number == -1) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (GET_LEVEL(ch) < spell_info[number].min_level_magic) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (SPELLS_TO_LEARN(ch) <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (SKILL(ch, number) >= 95) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); SPELLS_TO_LEARN(ch)--; percent = SKILL(ch, number) + MAX(25, int_app[GET_INT(ch)].learn); SKILL(ch, number) = MIN(95, percent); if (SKILL(ch, number) >= 95) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } break; case CLASS_THIEF: if (!*arg) { sprintf(buf, "You have got %d practice sessions left.\n\r" "You can practice any of these skills:\n\r", SPELLS_TO_LEARN(ch)); for (i = 0; *t_skills[i] != '\n'; i++) { sprintf(buf2, "%-20s %s\n\r", t_skills[i], how_good(SKILL(ch, i + SKILL_SNEAK))); strcat(buf, buf2); } send_to_char(buf, ch); return(TRUE); } number = search_block(arg, t_skills, FALSE); if (number == -1) { send_to_char("You do not know of this skill...\n\r", ch); return(TRUE); } if (SPELLS_TO_LEARN(ch) <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (SKILL(ch, number + SKILL_SNEAK) >= 85) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); SPELLS_TO_LEARN(ch)--; percent = SKILL(ch, number + SKILL_SNEAK) + MIN(int_app[GET_INT(ch)].learn, 12); SKILL(ch, number + SKILL_SNEAK) = MIN(85, percent); if (SKILL(ch, number + SKILL_SNEAK) >= 85) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } break; case CLASS_CLERIC : if (!*arg) { sprintf(buf, "You have got %d practice sessions left.\n\r" "You can practice any of these spells:\n\r", SPELLS_TO_LEARN(ch)); for (i = 0; *spells[i] != '\n'; i++) if (spell_info[i+1].spell_pointer && (spell_info[i+1].min_level_cleric <= GET_LEVEL(ch))) { sprintf(buf2, "%-20s %s\n\r", spells[i], how_good(SKILL(ch, i + 1))); strcat(buf, buf2); } send_to_char(buf, ch); return(TRUE); } number = old_search_block(arg, 0, strlen(arg), spells, FALSE); if (number == -1) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (GET_LEVEL(ch) < spell_info[number].min_level_cleric) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (SPELLS_TO_LEARN(ch) <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (SKILL(ch, number) >= 95) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); SPELLS_TO_LEARN(ch)--; percent = SKILL(ch, number) + MAX(25, int_app[GET_INT(ch)].learn); SKILL(ch, number) = MIN(95, percent); if (SKILL(ch, number) >= 95) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } break; case CLASS_WARRIOR: if (!*arg) { sprintf(buf, "You have got %d practice sessions left.\n\r" "You can practice any of these skills:\n\r", SPELLS_TO_LEARN(ch)); for (i = 0; *w_skills[i] != '\n'; i++) { sprintf(buf2, "%-20s %s\n\r", w_skills[i], how_good(SKILL(ch, i + SKILL_KICK))); strcat(buf, buf2); } send_to_char(buf, ch); return(TRUE); } number = search_block(arg, w_skills, FALSE); if (number == -1) { send_to_char("You do not have ability to practice this skill!\n\r", ch); return(TRUE); } if (SPELLS_TO_LEARN(ch) <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (SKILL(ch, number + SKILL_KICK) >= 80) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); SPELLS_TO_LEARN(ch)--; percent = SKILL(ch, number + SKILL_KICK) + MIN(12, int_app[GET_INT(ch)].learn); SKILL(ch, number + SKILL_KICK) = MIN(80, percent); if (SKILL(ch, number + SKILL_KICK) >= 80) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } break; } return (FALSE); } SPECIAL(dump) { struct obj_data *k; struct char_data *tmp_char; int value = 0; ACMD(do_drop); char *fname(char *namelist); for (k = world[ch->in_room].contents; k ; k = world[ch->in_room].contents) { sprintf(buf, "The %s vanishes in a puff of smoke.\n\r" , fname(k->name)); for (tmp_char = world[ch->in_room].people; tmp_char; tmp_char = tmp_char->next_in_room) if (CAN_SEE_OBJ(tmp_char, k)) send_to_char(buf, tmp_char); extract_obj(k); } if (cmd != 60) return(FALSE); do_drop(ch, arg, cmd, 0); value = 0; for (k = world[ch->in_room].contents; k ; k = world[ch->in_room].contents) { sprintf(buf, "The %s vanishes in a puff of smoke.\n\r", fname(k->name)); for (tmp_char = world[ch->in_room].people; tmp_char; tmp_char = tmp_char->next_in_room) if (CAN_SEE_OBJ(tmp_char, k)) send_to_char(buf, tmp_char); value += MAX(1, MIN(50, k->obj_flags.cost / 10)); extract_obj(k); } if (value) { act("You are awarded for outstanding performance.", FALSE, ch, 0, 0, TO_CHAR); act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM); if (GET_LEVEL(ch) < 3) gain_exp(ch, value); else GET_GOLD(ch) += value; } return(TRUE); } SPECIAL(mayor) { static char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; /* const struct social_type open_path[] = { {"G",0} }; static void *thingy = 0; static int cur_line = 0; for (i=0; i < 1; i++) { if (*(open_path[cur_line].cmd) == '!') { i++; exec_social(ch, (open_path[cur_line].cmd)+1, open_path[cur_line].next_line, &cur_line, &thingy); } else { exec_social(ch, open_path[cur_line].cmd, open_path[cur_line].next_line, &cur_line, &thingy); } */ static char *path; static int index; static bool move = FALSE; ACMD(do_move); ACMD(do_open); ACMD(do_lock); ACMD(do_unlock); ACMD(do_close); if (!move) { if (time_info.hours == 6) { move = TRUE; path = open_path; index = 0; } else if (time_info.hours == 20) { move = TRUE; path = close_path; index = 0; } } if (cmd || !move || (GET_POS(ch) < POSITION_SLEEPING) || (GET_POS(ch) == POSITION_FIGHTING)) return FALSE; switch (path[index]) { case '0' : case '1' : case '2' : case '3' : do_move(ch, "", path[index] - '0' + 1, 0); break; case 'W' : GET_POS(ch) = POSITION_STANDING; act("$n awakens and groans loudly.", FALSE, ch, 0, 0, TO_ROOM); break; case 'S' : GET_POS(ch) = POSITION_SLEEPING; act("$n lies down and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM); break; case 'a' : act("$n says 'Hello Honey!'", FALSE, ch, 0, 0, TO_ROOM); act("$n smirks.", FALSE, ch, 0, 0, TO_ROOM); break; case 'b' : act("$n says 'What a view! I must get something done about that dump!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'c' : act("$n says 'Vandals! Youngsters nowadays have no respect for anything!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'd' : act("$n says 'Good day, citizens!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'e' : act("$n says 'I hereby declare the bazaar open!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'E' : act("$n says 'I hereby declare Midgaard closed!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'O' : do_unlock(ch, "gate", 0, 0); do_open(ch, "gate", 0, 0); break; case 'C' : do_close(ch, "gate", 0, 0); do_lock(ch, "gate", 0, 0); break; case '.' : move = FALSE; break; } index++; return FALSE; } /* ******************************************************************** * General special procedures for mobiles * ******************************************************************** */ /* SOCIAL GENERAL PROCEDURES If first letter of the command is '!' this will mean that the following command will be executed immediately. "G",n : Sets next line to n "g",n : Sets next line relative to n, fx. line+=n "m<dir>",n : move to <dir>, <dir> is 0,1,2,3,4 or 5 "w",n : Wake up and set standing (if possible) "c<txt>",n : Look for a person named <txt> in the room "o<txt>",n : Look for an object named <txt> in the room "r<int>",n : Test if the npc in room number <int>? "s",n : Go to sleep, return false if can't go sleep "e<txt>",n : echo <txt> to the room, can use $o/$p/$N depending on contents of the **thing "E<txt>",n : Send <txt> to person pointed to by thing "B<txt>",n : Send <txt> to room, except to thing "?<num>",n : <num> in [1..99]. A random chance of <num>% success rate. Will as usual advance one line upon sucess, and change relative n lines upon failure. "O<txt>",n : Open <txt> if in sight. "C<txt>",n : Close <txt> if in sight. "L<txt>",n : Lock <txt> if in sight. "U<txt>",n : Unlock <txt> if in sight. */ /* Execute a social command. */ void exec_social(struct char_data *npc, char *cmd, int next_line, int *cur_line, void **thing) { bool ok; ACMD(do_move); ACMD(do_open); ACMD(do_lock); ACMD(do_unlock); ACMD(do_close); if (GET_POS(npc) == POSITION_FIGHTING) return; ok = TRUE; switch (*cmd) { case 'G' : *cur_line = next_line; return; case 'g' : *cur_line += next_line; return; case 'e' : act(cmd + 1, FALSE, npc, *thing, *thing, TO_ROOM); break; case 'E' : act(cmd + 1, FALSE, npc, 0, *thing, TO_VICT); break; case 'B' : act(cmd + 1, FALSE, npc, 0, *thing, TO_NOTVICT); break; case 'm' : do_move(npc, "", *(cmd + 1) - '0' + 1, 0); break; case 'w' : if (GET_POS(npc) != POSITION_SLEEPING) ok = FALSE; else GET_POS(npc) = POSITION_STANDING; break; case 's' : if (GET_POS(npc) <= POSITION_SLEEPING) ok = FALSE; else GET_POS(npc) = POSITION_SLEEPING; break; case 'c' : /* Find char in room */ *thing = get_char_room_vis(npc, cmd + 1); ok = (*thing != 0); break; case 'o' : /* Find object in room */ *thing = get_obj_in_list_vis(npc, cmd + 1, world[npc->in_room].contents); ok = (*thing != 0); break; case 'r' : /* Test if in a certain room */ ok = (npc->in_room == atoi(cmd + 1)); break; case 'O' : /* Open something */ do_open(npc, cmd + 1, 0, 0); break; case 'C' : /* Close something */ do_close(npc, cmd + 1, 0, 0); break; case 'L' : /* Lock something */ do_lock(npc, cmd + 1, 0, 0); break; case 'U' : /* UnLock something */ do_unlock(npc, cmd + 1, 0, 0); break; case '?' : /* Test a random number */ if (atoi(cmd + 1) <= number(1, 100)) ok = FALSE; break; default: break; } /* End Switch */ if (ok) (*cur_line)++; else (*cur_line) += next_line; } void npc_steal(struct char_data *ch, struct char_data *victim) { int gold; if (IS_NPC(victim)) return; if (GET_LEVEL(victim) >= LEVEL_IMMORT) return; if (AWAKE(victim) && (number(0, GET_LEVEL(ch)) == 0)) { act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, victim, TO_VICT); act("$n tries to steal gold from $N.", TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal some gold coins */ gold = (int) ((GET_GOLD(victim) * number(1, 10)) / 100); if (gold > 0) { GET_GOLD(ch) += gold; GET_GOLD(victim) -= gold; } } } SPECIAL(snake) { void cast_poison( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); if (cmd) return FALSE; if (GET_POS(ch) != POSITION_FIGHTING) return FALSE; if (ch->specials.fighting && (ch->specials.fighting->in_room == ch->in_room) && (number(0, 42 - GET_LEVEL(ch)) == 0)) { act("$n bites $N!", 1, ch, 0, ch->specials.fighting, TO_NOTVICT); act("$n bites you!", 1, ch, 0, ch->specials.fighting, TO_VICT); cast_poison( GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, ch->specials.fighting, 0); return TRUE; } return FALSE; } SPECIAL(thief) { struct char_data *cons; if (cmd) return FALSE; if (GET_POS(ch) != POSITION_STANDING) return FALSE; for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room ) if ((!IS_NPC(cons)) && (GET_LEVEL(cons) < 21) && (number(1, 5) == 1)) npc_steal(ch, cons); return TRUE; } SPECIAL(magic_user) { struct char_data *vict; void cast_burning_hands( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_chill_touch( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_shocking_grasp( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_colour_spray( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_energy_drain( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_fireball( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_magic_missile( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_blindness( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); void cast_curse( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); void cast_sleep( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); if (cmd) return FALSE; if (GET_POS(ch) != POSITION_FIGHTING) return FALSE; if (!ch->specials.fighting) return FALSE; /* Find a dude to to evil things upon ! */ /* for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room ) if (vict->specials.fighting==ch && (number(0,4)==0)) break; */ vict = ch->specials.fighting; if (!vict) return FALSE; if ( (vict != ch->specials.fighting) && (GET_LEVEL(ch) > 13) && (number(0, 7) == 0) ) { act("$n utters the words 'dilan oso'.", 1, ch, 0, 0, TO_ROOM); cast_sleep(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if ( (GET_LEVEL(ch) > 7) && (number(0, 5) == 0) ) { act("$n utters the words 'koholian dia'.", 1, ch, 0, 0, TO_ROOM); cast_blindness(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if ( (GET_LEVEL(ch) > 12) && (number(0, 8) == 0) && IS_EVIL(ch)) { act("$n utters the words 'ib er dranker'.", 1, ch, 0, 0, TO_ROOM); cast_energy_drain(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } switch (GET_LEVEL(ch)) { case 1: case 2: case 3: break; case 4: case 5: act("$n utters the words 'hahili duvini'!", 1, ch, 0, 0, TO_ROOM); cast_magic_missile(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 6: case 7: act("$n utters the words 'fridra enton'!", 1, ch, 0, 0, TO_ROOM); cast_chill_touch(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 8: case 9: act("$n utters the words 'grynt oef'!", 1, ch, 0, 0, TO_ROOM); cast_burning_hands(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 10: case 11: act("$n utters the words 'juier vrahe'!", 1, ch, 0, 0, TO_ROOM); cast_shocking_grasp(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 12: case 13: act("$n utters the words 'sjulk divi'!", 1, ch, 0, 0, TO_ROOM); cast_lightning_bolt(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 14: case 15: case 16: case 17: act("$n utters the words 'nasson hof'!", 1, ch, 0, 0, TO_ROOM); cast_colour_spray(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; default: act("$n utters the words 'tuborg luca'!", 1, ch, 0, 0, TO_ROOM); cast_fireball(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; } return TRUE; } /* ******************************************************************** * Special procedures for mobiles * ******************************************************************** */ SPECIAL(guild_guard) { char buf[256], buf2[256]; if (cmd > 6 || cmd < 1) return FALSE; strcpy(buf, "The guard humiliates you, and blocks your way.\n\r"); strcpy(buf2, "The guard humiliates $n, and blocks $s way."); if ( ((ch->in_room == real_room(3017)) && (cmd == 3)) || ((ch->in_room == real_room(21075)) && (cmd == 1)) ) { if (GET_CLASS(ch) != CLASS_MAGIC_USER) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } else if ( ((ch->in_room == real_room(3004)) && (cmd == 1)) || ((ch->in_room == real_room(21019)) && (cmd == 4)) ) { if (GET_CLASS(ch) != CLASS_CLERIC) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } else if ( ((ch->in_room == real_room(3027)) && (cmd == 2)) || ((ch->in_room == real_room(21014)) && (cmd == 3)) ) { if (GET_CLASS(ch) != CLASS_THIEF) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } else if ( ((ch->in_room == real_room(3021)) && (cmd == 2)) || ((ch->in_room == real_room(21023)) && (cmd == 3)) ) { if (GET_CLASS(ch) != CLASS_WARRIOR) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } return FALSE; } SPECIAL(brass_dragon) { char buf[256], buf2[256]; if (cmd > 6 || cmd < 1) return FALSE; strcpy(buf, "The brass dragon humiliates you, and blocks your way.\n\r"); strcpy(buf2, "The brass dragon humiliates $n, and blocks $s way."); if ((ch->in_room == real_room(5065)) && (cmd == 4)) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } return FALSE; } SPECIAL(puff) { ACMD(do_say); if (cmd) return(0); switch (number(0, 60)) { case 0: do_say(ch, "My god! It's full of stars!", 0, 0); return(1); case 1: do_say(ch, "How'd all those fish get up here?", 0, 0); return(1); case 2: do_say(ch, "I'm a very female dragon.", 0, 0); return(1); case 3: do_say(ch, "I've got a peaceful, easy feeling.", 0, 0); return(1); default: return(0); } } SPECIAL(fido) { struct obj_data *i, *temp, *next_obj; if (cmd || !AWAKE(ch)) return(FALSE); for (i = world[ch->in_room].contents; i; i = i->next_content) { if (GET_ITEM_TYPE(i) == ITEM_CONTAINER && i->obj_flags.value[3]) { act("$n savagely devours a corpse.", FALSE, ch, 0, 0, TO_ROOM); for (temp = i->contains; temp; temp = next_obj) { next_obj = temp->next_content; obj_from_obj(temp); obj_to_room(temp, ch->in_room); } extract_obj(i); return(TRUE); } } return(FALSE); } SPECIAL(janitor) { struct obj_data *i; if (cmd || !AWAKE(ch)) return(FALSE); for (i = world[ch->in_room].contents; i; i = i->next_content) { if (IS_SET(i->obj_flags.wear_flags, ITEM_TAKE) && ((i->obj_flags.type_flag == ITEM_DRINKCON) || (i->obj_flags.cost <= 10))) { act("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM); obj_from_room(i); obj_to_char(i, ch); return(TRUE); } } return(FALSE); } SPECIAL(cityguard) { struct char_data *tch, *evil; int max_evil; if (cmd || !AWAKE(ch) || (GET_POS(ch) == POSITION_FIGHTING)) return (FALSE); max_evil = 1000; evil = 0; for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (!IS_NPC(tch) && IS_SET(PLR_FLAGS(tch), PLR_KILLER)) { act("$n screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, tch, TYPE_UNDEFINED); return(TRUE); } } for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (!IS_NPC(tch) && IS_SET(PLR_FLAGS(tch), PLR_THIEF)) { act("$n screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, tch, TYPE_UNDEFINED); return(TRUE); } } for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (tch->specials.fighting) { if ((GET_ALIGNMENT(tch) < max_evil) && (IS_NPC(tch) || IS_NPC(tch->specials.fighting))) { max_evil = GET_ALIGNMENT(tch); evil = tch; } } } if (evil && (GET_ALIGNMENT(evil->specials.fighting) >= 0)) { act("$n screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, evil, TYPE_UNDEFINED); return(TRUE); } return(FALSE); } SPECIAL(pet_shops) { char buf[MAX_STRING_LENGTH], pet_name[256]; int pet_room; struct char_data *pet; pet_room = ch->in_room + 1; if (cmd == 59) { /* List */ send_to_char("Available pets are:\n\r", ch); for (pet = world[pet_room].people; pet; pet = pet->next_in_room) { sprintf(buf, "%8d - %s\n\r", 3 * GET_EXP(pet), pet->player.short_descr); send_to_char(buf, ch); } return(TRUE); } else if (cmd == 56) { /* Buy */ arg = one_argument(arg, buf); arg = one_argument(arg, pet_name); /* Pet_Name is for later use when I feel like it */ if (!(pet = get_char_room(buf, pet_room))) { send_to_char("There is no such pet!\n\r", ch); return(TRUE); } if (GET_GOLD(ch) < (GET_EXP(pet) * 3)) { send_to_char("You don't have enough gold!\n\r", ch); return(TRUE); } GET_GOLD(ch) -= GET_EXP(pet) * 3; pet = read_mobile(pet->nr, REAL); GET_EXP(pet) = 0; SET_BIT(pet->specials.affected_by, AFF_CHARM); if (*pet_name) { sprintf(buf, "%s %s", pet->player.name, pet_name); /* free(pet->player.name); don't free the prototype! */ pet->player.name = str_dup(buf); sprintf(buf, "%sA small sign on a chain around the neck says 'My Name is %s'\n\r", pet->player.description, pet_name); /* free(pet->player.description); don't free the prototype! */ pet->player.description = str_dup(buf); } char_to_room(pet, ch->in_room); add_follower(pet, ch); /* Be certain that pet's can't get/carry/use/weild/wear items */ IS_CARRYING_W(pet) = 1000; IS_CARRYING_N(pet) = 100; send_to_char("May you enjoy your pet.\n\r", ch); act("$n buys $N as a pet.", FALSE, ch, 0, pet, TO_ROOM); return(TRUE); } /* All commands except list and buy */ return(FALSE); } /* Idea of the LockSmith is functionally similar to the Pet Shop */ /* The problem here is that each key must somehow be associated */ /* with a certain player. My idea is that the players name will */ /* appear as the another Extra description keyword, prefixed */ /* by the words 'item_for_' and followed by the player name. */ /* The (keys) must all be stored in a room which is (virtually) */ /* adjacent to the room of the lock smith. */ SPECIAL(pray_for_items) { char buf[256]; int key_room, gold; bool found; struct obj_data *tmp_obj, *obj; struct extra_descr_data *ext; if (cmd != 176) /* You must pray to get the stuff */ return FALSE; key_room = 1 + ch->in_room; strcpy(buf, "item_for_"); strcat(buf, GET_NAME(ch)); gold = 0; found = FALSE; for (tmp_obj = world[key_room].contents; tmp_obj; tmp_obj = tmp_obj->next_content) for (ext = tmp_obj->ex_description; ext; ext = ext->next) if (str_cmp(buf, ext->keyword) == 0) { if (gold == 0) { gold = 1; act("$n kneels and at the altar and chants a prayer to Odin.", FALSE, ch, 0, 0, TO_ROOM); act("You notice a faint light in Odin's eye.", FALSE, ch, 0, 0, TO_CHAR); } obj = read_object(tmp_obj->item_number, REAL); obj_to_room(obj, ch->in_room); act("$p slowly fades into existence.", FALSE, ch, obj, 0, TO_ROOM); act("$p slowly fades into existence.", FALSE, ch, obj, 0, TO_CHAR); gold += obj->obj_flags.cost; found = TRUE; } if (found) { GET_GOLD(ch) -= gold; GET_GOLD(ch) = MAX(0, GET_GOLD(ch)); return TRUE; } return FALSE; } /* ******************************************************************** * Special procedures for objects * ******************************************************************** */ SPECIAL(bank) { int amount; switch (cmd) { case 233: /* balance */ if (GET_BANK_GOLD(ch) > 0) sprintf(buf, "Your current balance is %d coins.\n\r", GET_BANK_GOLD(ch)); else sprintf(buf, "You currently have no money deposited.\n\r"); send_to_char(buf, ch); return(1); break; case 234: /* deposit */ if ((amount = atoi(arg)) <= 0) { send_to_char("How much do you want to deposit?\n\r", ch); return(1); } if (GET_GOLD(ch) < amount) { send_to_char("You don't have that many coins!\n\r", ch); return(1); } GET_GOLD(ch) -= amount; GET_BANK_GOLD(ch) += amount; sprintf(buf, "You deposit %d coins.\n\r", amount); send_to_char(buf, ch); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return(1); break; case 235: /* withdraw */ if ((amount = atoi(arg)) <= 0) { send_to_char("How much do you want to withdraw?\n\r", ch); return(1); } if (GET_BANK_GOLD(ch) < amount) { send_to_char("You don't have that many coins deposited!\n\r", ch); return(1); } GET_GOLD(ch) += amount; GET_BANK_GOLD(ch) -= amount; sprintf(buf, "You withdraw %d coins.\n\r", amount); send_to_char(buf, ch); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return(1); break; default: return(0); break; } }