/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN( spec_breath_any ); DECLARE_SPEC_FUN( spec_breath_acid ); DECLARE_SPEC_FUN( spec_breath_fire ); DECLARE_SPEC_FUN( spec_breath_frost ); DECLARE_SPEC_FUN( spec_breath_gas ); DECLARE_SPEC_FUN( spec_breath_lightning ); DECLARE_SPEC_FUN( spec_cast_adept ); DECLARE_SPEC_FUN( spec_cast_cleric ); DECLARE_SPEC_FUN( spec_cast_judge ); DECLARE_SPEC_FUN( spec_cast_mage ); DECLARE_SPEC_FUN( spec_cast_undead ); DECLARE_SPEC_FUN( spec_executioner ); DECLARE_SPEC_FUN( spec_fido ); DECLARE_SPEC_FUN( spec_guard ); DECLARE_SPEC_FUN( spec_janitor ); DECLARE_SPEC_FUN( spec_mayor ); DECLARE_SPEC_FUN( spec_poison ); DECLARE_SPEC_FUN( spec_thief ); DECLARE_SPEC_FUN( spec_finish ); DECLARE_SPEC_FUN( spec_holy_light ); DECLARE_SPEC_FUN( spec_shadow_soldier ); DECLARE_SPEC_FUN( spec_shadow_warlock ); DECLARE_SPEC_FUN( spec_shadow_master ); /* * Core procedure for dragons. */ bool dragon( CHAR_DATA *ch, char *spell_name ) { CHAR_DATA *victim; CHAR_DATA *v_next; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; if ( ( sn = skill_lookup( spell_name ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } /* * Special procedures for mobiles. */ bool spec_breath_any( CHAR_DATA *ch ) { if ( ch->position != POS_FIGHTING ) return FALSE; switch ( number_bits( 3 ) ) { case 0: return spec_breath_fire ( ch ); case 1: case 2: return spec_breath_lightning ( ch ); case 3: return spec_breath_gas ( ch ); case 4: return spec_breath_acid ( ch ); case 5: case 6: case 7: return spec_breath_frost ( ch ); } return FALSE; } bool spec_breath_acid( CHAR_DATA *ch ) { return dragon( ch, "acid breath" ); } bool spec_breath_fire( CHAR_DATA *ch ) { return dragon( ch, "fire breath" ); } bool spec_breath_frost( CHAR_DATA *ch ) { return dragon( ch, "frost breath" ); } bool spec_breath_gas( CHAR_DATA *ch ) { int sn; if ( ch->position != POS_FIGHTING ) return FALSE; if ( ( sn = skill_lookup( "gas breath" ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL ); return TRUE; } bool spec_breath_lightning( CHAR_DATA *ch ) { return dragon( ch, "lightning breath" ); } bool spec_cast_adept( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if ( victim == NULL ) return FALSE; switch ( number_bits( 3 ) ) { case 0: act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM ); spell_heal( skill_lookup( "heal" ), ch->level, ch, victim ); return TRUE; case 1: act( "$n utters the word 'fot'.", ch, NULL, NULL, TO_ROOM ); // spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); act( "$n glances at you, then turns away.", ch, NULL, victim, TO_VICT ); return TRUE; case 2: act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure light" ), ch->level, ch, victim ); return TRUE; case 4: act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim ); return TRUE; } return FALSE; } bool spec_cast_cleric( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "cause serious"; break; case 2: min_level = 7; spell = "earthquake"; break; case 3: min_level = 9; spell = "cause critical"; break; case 4: min_level = 10; spell = "dispel evil"; break; case 5: min_level = 12; spell = "curse"; break; case 6: min_level = 12; spell = "change sex"; break; case 7: min_level = 13; spell = "flamestrike"; break; case 8: case 9: case 10: min_level = 15; spell = "harm"; break; default: min_level = 16; spell = "dispel magic"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_judge( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; spell = "high explosive"; if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_mage( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "chill touch"; break; case 2: min_level = 7; spell = "weaken"; break; case 3: case 4: min_level = 11; spell = "colour spray"; break; case 5: min_level = 12; spell = "change sex"; break; case 6: min_level = 13; spell = "energy drain"; break; case 7: case 8: case 9: min_level = 15; spell = "fireball"; break; default: min_level = 20; spell = "acid blast"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_undead( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "curse"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "chill touch"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; default: min_level = 24; spell = "gate"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_executioner( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } } if ( victim == NULL ) return FALSE; sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); char_to_room( create_mobile( get_mob_index(MOB_VNUM_CITYGUARD) ), ch->in_room ); char_to_room( create_mobile( get_mob_index(MOB_VNUM_CITYGUARD) ), ch->in_room ); return TRUE; } bool spec_fido( CHAR_DATA *ch ) { OBJ_DATA *corpse; OBJ_DATA *c_next; OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next ) { c_next = corpse->next_content; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->contains; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guard( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } } if ( victim != NULL ) { sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_janitor( CHAR_DATA *ch ) { OBJ_DATA *trash; OBJ_DATA *trash_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next ) { trash_next = trash->next_content; if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) ) continue; if ( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH ) { act( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM ); obj_from_room( trash ); obj_to_char( trash, ch ); return TRUE; } } return FALSE; } bool spec_mayor( CHAR_DATA *ch ) { static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path; static int pos; static bool move; if ( !move ) { if ( time_info.hour == 6 ) { path = open_path; move = TRUE; pos = 0; } if ( time_info.hour == 20 ) { path = close_path; move = TRUE; pos = 0; } } if ( ch->fighting != NULL ) return spec_cast_cleric( ch ); if ( !move || ch->position < POS_SLEEPING ) return FALSE; switch ( path[pos] ) { case '0': case '1': case '2': case '3': move_char( ch, path[pos] - '0' ); break; case 'W': ch->position = POS_STANDING; act( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM ); break; case 'S': ch->position = POS_SLEEPING; act( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM ); break; case 'a': act( "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM ); break; case 'b': act( "$n says 'What a view! I must do something about that dump!'", ch, NULL, NULL, TO_ROOM ); break; case 'c': act( "$n says 'Vandals! Youngsters have no respect for anything!'", ch, NULL, NULL, TO_ROOM ); break; case 'd': act( "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM ); break; case 'e': act( "$n says 'I hereby declare the city of Midgaard open!'", ch, NULL, NULL, TO_ROOM ); break; case 'E': act( "$n says 'I hereby declare the city of Midgaard closed!'", ch, NULL, NULL, TO_ROOM ); break; case 'O': do_unlock( ch, "gate" ); do_open( ch, "gate" ); break; case 'C': do_close( ch, "gate" ); do_lock( ch, "gate" ); break; case '.' : move = FALSE; break; } pos++; return FALSE; } bool spec_poison( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( ch->position != POS_FIGHTING || ( victim = ch->fighting ) == NULL || number_percent( ) > 2 * ch->level ) return FALSE; act( "You bite $N!", ch, NULL, victim, TO_CHAR ); act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT ); act( "$n bites you!", ch, NULL, victim, TO_VICT ); spell_poison( gsn_poison, ch->level, ch, victim ); return TRUE; } bool spec_thief( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int gold; if ( ch->position != POS_STANDING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || victim->level >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; if (IS_AWAKE(victim) && number_percent() <= victim->pcdata->learned[gsn_awareness]) { act( "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act( "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * number_range( 1, 20 ) / 100; ch->gold += 7 * gold / 8; victim->gold -= gold; return TRUE; } } return FALSE; } bool spec_finish( CHAR_DATA *ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int pcs = 0; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) ) pcs++; } if ( dice(1,pcs) > 1 ) return FALSE; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && vch->position < POS_STUNNED ) { act( "$n boinks $N with $s beak!", ch, NULL, vch, TO_ROOM ); act( "$n boinks you with $s beak!", ch, NULL, vch, TO_VICT ); do_tell( ch, "alathon I'm capping somebody." ); damage( ch, vch, 100, TYPE_HIT ); do_finish( ch, vch->name ); return TRUE; } } return FALSE; } bool spec_holy_light( CHAR_DATA *ch ) { if ( ch->hit < ch->max_hit ) { act( "A beam of light lances from the heavens, bathing $n in a warm glow.", ch, NULL, NULL, TO_ROOM ); ch->hit = ch->max_hit; return TRUE; } return FALSE; } bool spec_shadow_soldier( CHAR_DATA *ch ) { CHAR_DATA *victim; if ( (victim = ch->fighting) == NULL ) return FALSE; if ( IS_NPC(victim) ) return FALSE; do_sblast( ch, victim->name ); return TRUE; } bool spec_shadow_warlock( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *vch; if ( (victim = ch->fighting) == NULL ) return FALSE; if ( IS_NPC(victim) ) return FALSE; if ( number_percent() < 50 ) { if ( IS_CLASS(victim,CLASS_SAIYAN) || IS_CLASS(victim,CLASS_FIST) ) do_sblast(ch,victim->name); else do_sbomb(ch, "" ); } else { for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( IS_NPC(vch) ) continue; if ( !can_see(ch,vch) ) continue; if ( vch->hit > victim->hit ) continue; if ( vch->hit < 1 ) continue; victim = vch; } if ( IS_CLASS(victim,CLASS_SAIYAN) ) do_sblast(ch,victim->name); else do_sbolt(ch,victim->name); } return TRUE; } bool spec_shadow_master( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *vch; if ( (victim = ch->fighting) == NULL ) return FALSE; if ( IS_NPC(victim) ) return FALSE; if ( number_percent() < 50 ) do_swave(ch,victim->name); else { if ( IS_CLASS(victim,CLASS_SAIYAN) || IS_CLASS(victim,CLASS_FIST) ) do_sblast(ch,victim->name); else do_sbolt(ch,victim->name); } if ( number_percent() < 50 ) do_sbomb(ch, "" ); else { for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( IS_NPC(vch) ) continue; if ( !can_see(ch,vch) ) continue; if ( vch->hit > victim->hit ) continue; if ( vch->hit < 1 ) continue; victim = vch; } if ( number_percent() < 50 ) do_swave(ch,victim->name); else do_sbolt(ch,victim->name); } return TRUE; } /* * Special Functions Table. OLC */ const struct spec_type spec_table [ ] = { /* * Special function commands. */ { "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_finish", spec_finish }, { "spec_holy_light", spec_holy_light }, { "spec_shadow_soldier", spec_shadow_soldier }, { "spec_shadow_warlock", spec_shadow_warlock }, { "spec_shadow_master", spec_shadow_master }, /* * End of list. */ { "", 0 } }; /***************************************************************************** Name: spec_string Purpose: Given a function, return the appropriate name. Called by: <???> ****************************************************************************/ char *spec_string( SPEC_FUN *fun ) /* OLC */ { int cmd; for ( cmd = 0; *spec_table[cmd].spec_fun; cmd++ ) /* OLC 1.1b */ if ( fun == spec_table[cmd].spec_fun ) return spec_table[cmd].spec_name; return 0; } /***************************************************************************** Name: spec_lookup Purpose: Given a name, return the appropriate spec fun. Called by: do_mset(act_wiz.c) load_specials,reset_area(db.c) ****************************************************************************/ SPEC_FUN *spec_lookup( const char *name ) /* OLC */ { int cmd; for ( cmd = 0; *spec_table[cmd].spec_name; cmd++ ) /* OLC 1.1b */ if ( !str_cmp( name, spec_table[cmd].spec_name ) ) return spec_table[cmd].spec_fun; return 0; }