/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops, Fireblade, Edmond, Conran | * * ------------------------------------------------------------------------ * * 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 "mud.h" void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) ); /* * 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_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_wanderer ); /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup( const char *name ) { if ( !str_cmp( name, "spec_breath_any" ) ) return spec_breath_any; if ( !str_cmp( name, "spec_breath_acid" ) ) return spec_breath_acid; if ( !str_cmp( name, "spec_breath_fire" ) ) return spec_breath_fire; if ( !str_cmp( name, "spec_breath_frost" ) ) return spec_breath_frost; if ( !str_cmp( name, "spec_breath_gas" ) ) return spec_breath_gas; if ( !str_cmp( name, "spec_breath_lightning" ) ) return spec_breath_lightning; if ( !str_cmp( name, "spec_cast_adept" ) ) return spec_cast_adept; if ( !str_cmp( name, "spec_cast_cleric" ) ) return spec_cast_cleric; if ( !str_cmp( name, "spec_cast_mage" ) ) return spec_cast_mage; if ( !str_cmp( name, "spec_cast_undead" ) ) return spec_cast_undead; if ( !str_cmp( name, "spec_executioner" ) ) return spec_executioner; if ( !str_cmp( name, "spec_fido" ) ) return spec_fido; if ( !str_cmp( name, "spec_guard" ) ) return spec_guard; if ( !str_cmp( name, "spec_janitor" ) ) return spec_janitor; if ( !str_cmp( name, "spec_mayor" ) ) return spec_mayor; if ( !str_cmp( name, "spec_poison" ) ) return spec_poison; if ( !str_cmp( name, "spec_thief" ) ) return spec_thief; if ( !str_cmp( name, "spec_wanderer" ) ) return spec_wanderer; return 0; } /* * Given a pointer, return the appropriate spec fun text. */ char *lookup_spec( SPEC_FUN *special ) { if ( special == spec_breath_any ) return "spec_breath_any"; if ( special == spec_breath_acid ) return "spec_breath_acid"; if ( special == spec_breath_fire ) return "spec_breath_fire"; if ( special == spec_breath_frost ) return "spec_breath_frost"; if ( special == spec_breath_gas ) return "spec_breath_gas"; if ( special == spec_breath_lightning ) return "spec_breath_lightning"; if ( special == spec_cast_adept ) return "spec_cast_adept"; if ( special == spec_cast_cleric ) return "spec_cast_cleric"; if ( special == spec_cast_mage ) return "spec_cast_mage"; if ( special == spec_cast_undead ) return "spec_cast_undead"; if ( special == spec_executioner ) return "spec_executioner"; if ( special == spec_fido ) return "spec_fido"; if ( special == spec_guard ) return "spec_guard"; if ( special == spec_janitor ) return "spec_janitor"; if ( special == spec_mayor ) return "spec_mayor"; if ( special == spec_poison ) return "spec_poison"; if ( special == spec_thief ) return "spec_thief"; if ( special == spec_wanderer ) return "spec_wanderer"; return ""; } /* if a spell casting mob is hating someone... try and summon them */ void summon_if_hating( CHAR_DATA *ch ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; char name[MAX_INPUT_LENGTH]; bool found = FALSE; if ( ch->position <= POS_SLEEPING ) return; if ( ch->fighting || ch->fearing || !ch->hating || xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) return; /* if player is close enough to hunt... don't summon */ if ( ch->hunting ) return; one_argument( ch->hating->name, name ); /* make sure the char exists - works even if player quits */ for (victim = first_char; victim; victim = victim->next) { if ( !str_cmp( ch->hating->name, victim->name ) ) { found = TRUE; break; } } if ( !found ) return; if ( ch->in_room == victim->in_room ) return; if ( !IS_NPC( victim ) ) sprintf( buf, "summon 0.%s", name ); else sprintf( buf, "summon %s", name ); do_cast( ch, buf ); return; } /* * 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 && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( who_fighting( victim ) == ch && number_bits( 2 ) == 0 ) break; } if ( !victim ) 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 && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) 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 && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) 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) || ch->fighting ) 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( 3 ) ) { case 0: act( AT_MAGIC, "$n utters the word 'ciroht'.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim ); return TRUE; case 1: act( AT_MAGIC, "$n utters the word 'sunimod'.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 2: act( AT_MAGIC, "$n utters the word 'suah'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act( AT_MAGIC, "$n utters the word 'nran'.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "cure light" ), ch->level, ch, victim ); return TRUE; case 4: act( AT_MAGIC, "$n utters the word 'nyrcs'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act( AT_MAGIC, "$n utters the word 'gartla'.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim ); return TRUE; case 6: act( AT_MAGIC, "$n utters the word 'naimad'.", ch, NULL, NULL, TO_ROOM ); spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim ); return TRUE; case 7: act( AT_MAGIC, "$n utters the word 'gorog'.", ch, NULL, NULL, TO_ROOM ); spell_remove_curse( skill_lookup( "remove curse" ), 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; summon_if_hating( ch ); if ( ch->position != POS_FIGHTING && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( who_fighting( victim ) == ch && number_bits( 2 ) == 0 ) break; } if ( !victim || victim == ch ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "cause light"; break; case 1: min_level = 3; spell = "cause serious"; break; case 2: min_level = 6; spell = "earthquake"; break; case 3: min_level = 7; spell = "blindness"; break; case 4: min_level = 9; spell = "cause critical"; break; case 5: min_level = 10; spell = "dispel evil"; break; case 6: min_level = 12; spell = "curse"; 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_mage( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; summon_if_hating( ch ); if ( ch->position != POS_FIGHTING && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) 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 = 0; spell = "black hand"; break; case 1: min_level = 3; spell = "chill touch"; break; case 2: min_level = 7; spell = "weaken"; break; case 3: min_level = 8; spell = "galvanic whip"; break; case 4: min_level = 11; spell = "colour spray"; break; case 5: min_level = 12; spell = "weaken"; break; case 6: min_level = 13; spell = "energy drain"; break; case 7: min_level = 14; spell = "spectral furor"; break; 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; summon_if_hating( ch ); if ( ch->position != POS_FIGHTING && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( who_fighting( victim ) == ch && number_bits( 2 ) == 0 ) break; } if ( !victim || victim == ch ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "chill touch"; break; case 1: min_level = 11; spell = "weaken"; break; case 2: min_level = 12; spell = "curse"; break; case 3: min_level = 13; spell = "blindness"; break; case 4: min_level = 14; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; default: min_level = 40; 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]; MOB_INDEX_DATA *cityguard; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; crime = ""; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_THIEF) ) { crime = "THIEF"; break; } } if ( !victim ) return FALSE; if ( xIS_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; } sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); if ( char_died(ch) ) return TRUE; /* Added log in case of missing cityguard -- Tri */ cityguard = get_mob_index( MOB_VNUM_CITYGUARD ); if ( !cityguard ) { sprintf( buf, "Missing Cityguard - Vnum:[%d]", MOB_VNUM_CITYGUARD ); bug( buf, 0 ); return TRUE; } char_to_room( create_mobile( cityguard ), ch->in_room ); char_to_room( create_mobile( 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->first_content; corpse; corpse = c_next ) { c_next = corpse->next_content; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guard( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_THIEF) ) { crime = "THIEF"; break; } if ( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim && xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { sprintf( buf, "%s is a %s! As well as a COWARD!", victim->name, crime ); do_yell( ch, buf ); return TRUE; } if ( victim ) { sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech ) { act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", 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_BURIED ) ) 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, "$n picks up some trash.", ch, NULL, NULL, TO_ROOM ); obj_from_room( trash ); obj_to_char( trash, ch ); return TRUE; } } return FALSE; } bool spec_mayor( CHAR_DATA *ch ) { static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path; static int pos; static bool move; if ( !move ) { if ( time_info.hour == 6 ) { path = open_path; move = TRUE; pos = 0; } if ( time_info.hour == 20 ) { path = close_path; move = TRUE; pos = 0; } } if ( ch->fighting ) return spec_cast_cleric( ch ); if ( !move || ch->position < POS_SLEEPING ) return FALSE; switch ( path[pos] ) { case '0': case '1': case '2': case '3': move_char( ch, get_exit( ch->in_room, path[pos] - '0' ), 0 ); break; case 'W': ch->position = POS_STANDING; act( AT_ACTION, "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM ); break; case 'S': ch->position = POS_SLEEPING; act( AT_ACTION, "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM ); break; case 'a': act( AT_SAY, "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM ); break; case 'b': act( AT_SAY, "$n says 'What a view! I must do something about that dump!'", ch, NULL, NULL, TO_ROOM ); break; case 'c': act( AT_SAY, "$n says 'Vandals! Youngsters have no respect for anything!'", ch, NULL, NULL, TO_ROOM ); break; case 'd': act( AT_SAY, "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM ); break; case 'e': act( AT_SAY, "$n says 'I hereby declare the town of Darkhaven open!'", ch, NULL, NULL, TO_ROOM ); break; case 'E': act( AT_SAY, "$n says 'I hereby declare the town of Darkhaven 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 && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK ) return FALSE; if ( ( victim = who_fighting( ch ) ) == NULL || number_percent( ) > 2 * ch->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->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) || victim->level >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 ) { act( AT_ACTION, "You discover $n's hands in your sack of gold!", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$N discovers $n's hands in $S sack of gold!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { maxgold = ch->level * ch->level * 1000; gold = victim->gold * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; ch->gold += 9 * gold / 10; victim->gold -= gold; if ( ch->gold > maxgold ) { boost_economy( ch->in_room->area, ch->gold - maxgold/2 ); ch->gold = maxgold/2; } return TRUE; } } return FALSE; } /***** * A wanderer (nomad) that arm's itself and discards what it doesnt.. Kinda fun * to watch. I wrote this for an area that repops alot of armor on the ground * Adds a little spice to the area. Basically a modified janitor. Started off as * an easy project. Thanks to Mark Zagorski <mwz0615@ksu.edu> for pointing out I * had a reduntancy if I had two mobs that in rooms that only led to each other * they would throw the piece of armor back and forth. He also suggested * damaging the armor when thrown. *****/ bool spec_wanderer( CHAR_DATA *ch ) { OBJ_DATA *trash; OBJ_DATA *trash_next; OBJ_DATA *obj2; ROOM_INDEX_DATA *was_in_room; EXIT_DATA *pexit = NULL; CHAR_DATA *vch; int door; int chance=50; bool found = FALSE; /* Valid direction */ bool thrown = FALSE;/* Whether to be thrown or not */ bool noexit = TRUE; /* Assume there is no valid exits */ was_in_room = ch->in_room; if ( !IS_AWAKE(ch) ) return FALSE; if((pexit = ch->in_room->first_exit) !=NULL) noexit=FALSE; if(chance>number_percent()){ /**** * Look for objects on the ground and pick it up ****/ for ( trash = ch->in_room->first_content; trash; trash = trash_next ) { trash_next = trash->next_content; if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURIED ) ) continue; if ( trash->item_type == ITEM_WEAPON || trash->item_type == ITEM_ARMOR || trash->item_type == ITEM_LIGHT ) { separate_obj( trash ); /* So there is no 'sword <6>' gets only one object off ground */ act( AT_ACTION, "$n leans over and gets $p.", ch, trash, NULL, TO_ROOM ); obj_from_room( trash ); trash = obj_to_char( trash, ch ); /***** * If object is too high a level throw it away. *****/ if ( ch->level < trash->level ) { act( AT_ACTION, "$n tries to use $p, but is too inexperienced.",ch, trash, NULL, TO_ROOM ); thrown = TRUE; } /***** * Wear the object if it is not to be thrown. The FALSE is passed * so that the mob wont remove a piece of armor already there * if it is not worn it is assumed that they can't use it or * they already are wearing something. *****/ if(!thrown) wear_obj( ch, trash, FALSE, -1 ); /***** * Look for an object in the inventory that is not being worn * then throw it away... *****/ found=FALSE; if(!thrown) for ( obj2 = ch->first_carrying; obj2; obj2 = obj2->next_content ){ if (obj2->wear_loc == WEAR_NONE){ do_say(ch,"Hmm, I can't use this."); trash=obj2; thrown=TRUE; } } /***** * Ugly bit of code.. * Checks if the object is to be thrown & there is a valid exit, * randomly pick a direction to throw it, and check to make sure no other * spec_wanderer mobs are in that room. *****/ if(thrown && !noexit) while(!found && !noexit){ door=number_door(); if((pexit = get_exit(ch->in_room,door) ) != NULL && pexit->to_room && !IS_SET(pexit->exit_info, EX_CLOSED) && !xIS_SET(pexit->to_room->room_flags, ROOM_NODROP)){ if( (vch = pexit->to_room->first_person) !=NULL) for( vch = pexit->to_room->first_person; vch; vch = vch->next_in_room){ if (!str_cmp(lookup_spec(vch->spec_fun), "spec_wanderer")){ noexit = TRUE; /*act( AT_CYAN,"$n spec_wanderer inroom $T", ch, NULL,dir_name[pexit->vdir], TO_ROOM);*/ return FALSE; } } found = TRUE; } } if (!noexit && thrown){ /*if (trash->value*/ set_cur_obj( trash ); if( damage_obj( trash ) != rOBJ_SCRAPPED){ separate_obj(trash); act( AT_ACTION, "$n growls and throws $p $T.", ch, trash, dir_name[pexit->vdir], TO_ROOM ); obj_from_char( trash ); obj_to_room( trash, pexit->to_room ); char_from_room(ch); char_to_room(ch, pexit->to_room); act( AT_CYAN,"$p thrown by $n lands in the room.",ch, trash, ch, TO_ROOM); char_from_room(ch); char_to_room(ch, was_in_room); } else{ do_say(ch,"This thing is junk!"); act( AT_ACTION, "$n growls and breaks $p.",ch, trash, NULL, TO_ROOM); } return TRUE; } return TRUE; } } /* get next obj */ return FALSE; /* No objects :< */ } return FALSE; }