/*********************************************************************************** * * * _______.____ __ ____ _______ _______ * * / |\ \ / \ / / _ | ____| __ | ____| * * | (----` \ \/ \/ / (_) | |__ ____ _/ |_ | |__ * * \ \ \ / _ | __| / _ \ \ __\ | __| * * .----) | \ /\ / (_) | | ( <_> ) | | | |____ * * |_______/ \__/ \__/ |__| \____/ |__| |_______| * * * * SWFotE v2.0 (FotE v1.1 cleaned up and considerably modded) by: * * Greg (Keberus) Mosley * * Roman (Trelar) Arnold * * * * SWFotE v1 & v1.1 copyright (c) 2002 was created by * * Chris 'Tawnos' Dary (cadary@uwm.edu), * * Korey 'Eleven' King (no email), * * Matt 'Trillen' White (mwhite17@ureach.com), * * Daniel 'Danimal' Berrill (danimal924@yahoo.com), * * Richard 'Bambua' Berrill (email unknown), * * Stuart 'Ackbar' Unknown (email unknown) * * * * SWR 1.0 copyright (c) 1997, 1998 was created by Sean Cooper * * based on a concept and ideas from the original SWR immortals: * * Himself (Durga), Mark Matt (Merth), Jp Coldarone (Exar), Greg Baily (Thrawn), * * Ackbar, Satin, Streen and Bib as well as much input from our other builders * * and players. * * * * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag, * * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard, * * Grishnakh, Fireblade, and Nivek. * * * * Original MERC 2.1 code by Hatchet, Furey, and Kahn. * * * * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, * * Michael Seifert, and Sebastian Hammer. * * * ***********************************************************************************/ #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_CORUSCANT 0 SPEC_LIST *first_specfun; SPEC_LIST *last_specfun; bool remove_obj args( ( 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_giveslug ); 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 ); DECLARE_SPEC_FUN( spec_ground_troop ); DECLARE_SPEC_FUN( spec_make_apprentice_jedi ); DECLARE_SPEC_FUN( spec_make_master_jedi ); DECLARE_SPEC_FUN( spec_make_apprentice_sith ); /* 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_make_apprentice_jedi( CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if (!IS_NPC(victim) && victim->pcdata->forcerank == 0 && get_curr_frc(victim) > 0){ victim->pcdata->forcerank = 1; do_say(ch, "You are now an apprentice of the jedi order."); SET_BIT(victim->pcdata->act2, ACT_JEDI); } } return FALSE; } bool spec_make_master_jedi( CHAR_DATA *ch){ CHAR_DATA *victim; CHAR_DATA *v_next; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if (!IS_NPC(victim) && victim->pcdata->forcerank > 0 && victim->pcdata->forcerank != 3 && get_curr_frc(victim) > 0){ victim->pcdata->forcerank = 3; do_say(ch, "Master of the Jedi order you are now."); SET_BIT(victim->pcdata->act2, ACT_JEDI); } } return FALSE; } bool spec_make_apprentice_sith( CHAR_DATA *ch){ CHAR_DATA *victim; CHAR_DATA *v_next; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if (!IS_NPC(victim) && victim->pcdata->forcerank == 0 && get_curr_frc(victim) > 0){ victim->pcdata->forcerank = 1; do_say(ch, "You are now an apprentice of the sith order."); SET_BIT(victim->pcdata->act2, ACT_SITH); } } return FALSE; } 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_HUMAN: home = 201; strcpy ( buf , "After a brief journey you arrive at Coruscants Menari Spaceport.\n\r\n\r" ); 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.\n\r\n\r" ); 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.\n\r" , 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) && IS_SET(victim->pcdata->act2, ACT_BOUND)) continue; if ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim) && ch->mob_clan && str_cmp( ch->mob_clan , 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_ground_troop( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; 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 ( !can_see( ch, victim ) ) continue;*/ /*if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) continue;*/ if(!IS_NPC(victim) && IS_SET(victim->pcdata->act2, ACT_BOUND)) continue; if ( !IS_NPC( victim ) && victim->pcdata->clan && victim->pcdata->clan != NULL && str_cmp( ch->mob_clan , victim->pcdata->clan->name ) ) { sprintf(buf, "You are not loyal to %s", ch->mob_clan); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( IS_NPC(victim) && IS_AWAKE(victim) && str_cmp( ch->mob_clan , victim->mob_clan) ) { sprintf(buf, "You are not loyal to %s", ch->mob_clan); do_yell( ch, buf ); 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 $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience.\n\r " , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , obj->short_descr ); gain_exp( victim, ch_exp , SMUGGLING_ABILITY ); act( AT_ACTION, "$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.\n\r " , 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.\n\r " , 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) || (ch->in_room->area && ch->in_room->area->planet && ch->in_room->area->planet->governed_by && ch->in_room->area->planet->governed_by == victim->pcdata->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 $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience.\n\r " , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r " , ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); act( AT_ACTION, "$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.\n\r " , 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.\n\r " , 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 $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience. \n\r" , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r" , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY); act( AT_ACTION, "$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. \n\r" , 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.\n\r " , 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 $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience. \n\r" , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r" , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY ); act( AT_ACTION, "$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. \n\r" , 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.\n\r " , 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) && victim->hit >= 50) { sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch , buf ); //No longer used because of Outlaw System // REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip ); if ( ch->top_level >= victim->top_level ) multi_hit( ch, victim, TYPE_UNDEFINED ); else { //changed amount because of outlaw... kinda bogus. if( number_percent() >= 50) { 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 = victim->gold*.75; } else { act( AT_ACTION, "$n fines $N a small amount of money.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n fines you a small amount of money.", ch, NULL, victim, TO_VICT ); victim->gold = victim->gold*.9; } } 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) && victim->hit >= 50) { 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 ); if( number_percent() >= 50) { 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 = victim->gold*.75; } else { act( AT_ACTION, "$n fines $N a small amount of money.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n fines you a small amount of money.", ch, NULL, victim, TO_VICT ); victim->gold = victim->gold*.9; } 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 ); /* currently no jails */ 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_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) && IS_SET(victim->pcdata->act2, ACT_BOUND)) 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) && IS_SET(victim->pcdata->act2, ACT_BOUND)) 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.\n\r&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; } bool spec_giveslug( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char buf[MAX_STRING_LENGTH]; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( HAS_SLUG(victim) || IS_NPC(victim)) continue; SET_BIT(victim->pcdata->flags, PCFLAG_HASSLUG); do_giveslug(ch, victim->name); sprintf( buf, "%s gave a slug to %s", ch->name,victim->name ); to_channel( buf, CHANNEL_MONITOR, "Monitor", ch->top_level ); } return FALSE; }