/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
/*$Id: special.c,v 1.8 2005/02/22 23:55:19 ahsile Exp $*/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#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_healer );
DECLARE_SPEC_FUN( spec_cast_cleric );
DECLARE_SPEC_FUN( spec_cast_ghost );
DECLARE_SPEC_FUN( spec_cast_judge );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_psionicist );
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_repairman );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_wanderer );
DECLARE_SPEC_FUN( spec_nosferatu_mob );
DECLARE_SPEC_FUN( spec_nosferatu_new );
DECLARE_SPEC_FUN( spec_buddha );
DECLARE_SPEC_FUN( spec_teacher );
DECLARE_SPEC_FUN( spec_guard_white );
DECLARE_SPEC_FUN( spec_guard_black );
DECLARE_SPEC_FUN( spec_kungfu_poison );
DECLARE_SPEC_FUN( spec_rebel );
DECLARE_SPEC_FUN( spec_drunk );
DECLARE_SPEC_FUN( spec_assassin );
DECLARE_SPEC_FUN( spec_questmaster );
/*
* 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_ghost", spec_cast_ghost },
{ "spec_cast_judge", spec_cast_judge },
{ "spec_cast_mage", spec_cast_mage },
{ "spec_cast_psionicist", spec_cast_psionicist },
{ "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_repairman", spec_repairman },
{ "spec_thief", spec_thief },
{ "spec_healer", spec_cast_healer },
{ "spec_wanderer", spec_wanderer },
{ "spec_nosferatu_mob", spec_nosferatu_mob },
{ "spec_nosferatu_new", spec_nosferatu_new },
{ "spec_buddha", spec_buddha },
{ "spec_teacher", spec_teacher },
{ "spec_guard_white", spec_guard_white },
{ "spec_guard_black", spec_guard_black },
{ "spec_kungfu_poison", spec_kungfu_poison },
{ "spec_drunk", spec_drunk },
{ "spec_assassin", spec_assassin },
{ "spec_questmaster", spec_questmaster },
/*
* 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 != NULL; 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;
}
/*
* Core procedure for dragons.
*/
bool dragon( CHAR_DATA *ch, char *spell_name )
{
CHAR_DATA *victim;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( victim->fighting == 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 )
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;
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( !victim || IS_NPC( victim ) )
return FALSE;
if ( victim->level > 30 )
{
return FALSE;
}
switch ( number_bits( 3 ) )
{
case 0:
act(C_DEFAULT, "$n utters the word 'nabihci'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act(C_DEFAULT, "$n utters the word 'raoz'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act(C_DEFAULT, "$n utters the word 'nabin'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act(C_DEFAULT, "$n utters the word 'llutrut'.", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act(C_DEFAULT, "$n utters the words 'dej'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act(C_DEFAULT, "$n utters the words 'roglik'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_healer( CHAR_DATA *ch )
{
CHAR_DATA *victim;
if ( ch->fighting )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( !victim || IS_NPC( victim ) )
return FALSE;
switch ( number_bits( 4 ) )
{
case 0:
act(C_DEFAULT, "$n utters the word 'noiryt'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act(C_DEFAULT, "$n utters the word 'reivax'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act(C_DEFAULT, "$n utters the word 'ecnoced'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act(C_DEFAULT, "$n utters the word 'ratpel'.", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure serious" ),
ch->level, ch, victim );
return TRUE;
case 4:
act(C_DEFAULT, "$n utters the words 'elisha'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act(C_DEFAULT, "$n utters the words 'anyrat'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
case 6:
act(C_DEFAULT, "$n utters the words 'liryhz'.", ch, NULL, NULL, TO_ROOM );
spell_shield( skill_lookup( "shield" ), ch->level, ch, victim );
return TRUE;
case 7:
act(C_DEFAULT, "$n utters the words 'xuanam'.", ch, NULL, NULL, TO_ROOM );
spell_heal( skill_lookup( "heal" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
{
switch( number_bits( 4 ) )
{
case 0: spell = "cure light"; break;
case 1: spell = "detect invis"; break;
case 2: spell = "cure serious"; break;
case 3:
case 4:
case 5: spell = "armor"; break;
case 6: spell = "shield"; break;
case 7: spell = "giant strength"; break;
case 8:
case 9:
case 10: spell = "heal"; break;
default: spell = "stone skin"; break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch );
return TRUE;
}
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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 *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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 *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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 = 12; spell = "icestorm"; break;
case 3: min_level = 8; spell = "teleport"; break;
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 *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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 = 50; spell = "energy drain"; 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_DATA *victim;
char *crime;
char buf [ MAX_STRING_LENGTH ];
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
crime = "";
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) )
{ crime = "KILLER"; break; }
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) )
{ crime = "THIEF"; break; }
}
if ( !victim )
return FALSE;
sprintf( buf, "%s is a %s! JUSTICE WILL PREVAIL! I SENTENCE %s TO DEATH!!!",
victim->name, crime, victim->name );
do_shout( ch, buf );
if ( crime != "THIEF" )
{
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 *obj;
OBJ_DATA *obj_next;
OBJ_DATA *corpse;
OBJ_DATA *corpse_next;
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( corpse = ch->in_room->contents; corpse; corpse = corpse_next )
{
corpse_next = corpse->next_content;
if ( corpse->deleted )
continue;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act(C_DEFAULT, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for ( obj = corpse->contains; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
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_DATA *victim;
CHAR_DATA *ech;
char *crime;
char crimename [MAX_STRING_LENGTH ];
char buf [ MAX_STRING_LENGTH ];
int max_evil;
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) )
{ crime = "KILLER"; break; }
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) )
{ crime = "THIEF"; break; }
if ( victim->fighting
&& victim->fighting != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim )
{
strcpy( crimename, "" );
if (!str_cmp("KILLER",crime))
strcpy( crimename, "KILLERS" );
if (!str_cmp("THIEF",crime))
strcpy( crimename, "THIEVES" );
sprintf( buf, "%s is a %s! JUSTICE WILL PREVAIL!! DEATH TO %s!!!",
victim->name, crime, crimename );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech )
{
act(C_DEFAULT, "$n screams 'PROTECT THE INNOCENT!!",
ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor( CHAR_DATA *ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( trash = ch->in_room->contents; trash; trash = trash_next )
{
trash_next = trash->next_content;
if ( trash->deleted )
continue;
if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) )
continue;
act(C_DEFAULT, "$n picks up some unsightly garbage.", 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 *path;
static const char open_path [ ] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
static const char close_path [ ] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
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, path[pos] - '0' );
break;
case 'W':
ch->position = POS_STANDING;
act(C_DEFAULT, "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM );
break;
case 'S':
ch->position = POS_SLEEPING;
act(C_DEFAULT, "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM );
break;
case 'a':
act(C_DEFAULT, "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM );
break;
case 'b':
act(C_DEFAULT, "$n says 'What a view! I must do something about that dump!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'c':
act(C_DEFAULT, "$n says 'Vandals! Youngsters have no respect for anything!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'd':
act(C_DEFAULT, "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM );
break;
case 'e':
act(C_DEFAULT, "$n says 'I hereby declare the city of Bethaven open!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'E':
act(C_DEFAULT, "$n says 'I hereby declare the city of Bethaven 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 )
|| number_percent( ) > 2 * ch->level )
return FALSE;
act(C_DEFAULT, "You bite $N!", ch, NULL, victim, TO_CHAR );
act(C_DEFAULT, "$n bites you!", ch, NULL, victim, TO_VICT );
act(C_DEFAULT, "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
spell_poison( skill_lookup("poison"), ch->level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA *ch )
{
CHAR_DATA *victim;
int gold;
if ( ch->position != POS_STANDING )
return FALSE;
for ( victim = ch->in_room->people; victim;
victim = victim->next_in_room )
{
if ( IS_NPC( victim )
|| victim->level >= LEVEL_IMMORTAL
|| number_bits( 3 ) != 0
|| !can_see( ch, victim ) ) /* Thx Glop */
continue;
if ( IS_AWAKE( victim ) && number_percent( ) >= ch->level )
{
act(C_DEFAULT, "You discover $n's hands in your wallet!",
ch, NULL, victim, TO_VICT );
act(C_DEFAULT, "$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_wanderer( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( ch->position != POS_STANDING )
return FALSE;
if ( ch->fighting )
return spec_cast_mage ( ch );
for ( victim = ch->in_room->people; victim;
victim = victim->next_in_room )
{
if ( IS_NPC( victim )
&& number_bits( 1 ) == 0 )
return spec_thief( ch );
}
switch ( number_bits( 4 ) )
{
case 0: spell = "teleport"; break;
case 1: spell = "sanctuary"; break;
case 2: spell = "heal"; break;
case 4: spell = "haste"; break;
case 5: spell = "invis"; break;
case 6: spell = "heal"; break;
case 7: spell = "teleport"; break;
case 8: spell = "fireshield"; break;
case 9: spell = "chaos field"; break;
case 10: spell = "teleport"; break;
default: spell = "heal"; break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch );
return TRUE;
return FALSE;
}
bool spec_nosferatu_mob( CHAR_DATA *ch )
{
MOB_INDEX_DATA *pMob;
CHAR_DATA *demon;
char *spell;
int sn;
if ( ( ch->position == POS_FIGHTING )
&& ( number_bits(2)==0 ) )
{
pMob = get_mob_index(10212);
demon = create_mobile(pMob);
do_say( ch, "Come to me children of the night!" );
char_to_room( demon, ch->in_room );
add_follower( demon, ch );
demon->fighting = ch->fighting;
demon->position = POS_FIGHTING;
demon->summon_timer = 15;
return TRUE;
}
if ( ch->fighting )
return spec_cast_mage ( ch );
switch ( number_bits( 4 ) )
{
case 0: spell = "armor"; break;
case 1: spell = "protection"; break;
case 2: spell = "cure light"; break;
case 4: spell = "haste"; break;
case 5: spell = "stone skin"; break;
case 6: spell = "heal"; break;
case 7: spell = "cure light"; break;
case 8: spell = "bless"; break;
case 9: spell = "cure serious"; break;
case 10: spell = "bless"; break;
default: spell = "bless"; break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch );
return TRUE;
return FALSE;
}
bool spec_nosferatu_new( CHAR_DATA *ch )
{
MOB_INDEX_DATA *pMob;
CHAR_DATA *light;
char *spell;
int sn;
if ( ( ch->position == POS_FIGHTING )
&& ( number_bits(2)==0 ) )
{
pMob = get_mob_index(20019);
light = create_mobile(pMob);
do_say( ch, "I pray thy aid, Force of Light!" );
char_to_room( light, ch->in_room );
add_follower( light, ch );
light->fighting = ch->fighting;
light->position = POS_FIGHTING;
light->summon_timer = 15;
return TRUE;
}
if ( ch->fighting )
return spec_cast_judge ( ch );
switch ( number_bits( 4 ) )
{
case 0: spell = "armor"; break;
case 1: spell = "protection"; break;
case 2: spell = "combat mind"; break;
case 4: spell = "energy containment"; break;
case 5: spell = "stone skin"; break;
case 6: spell = "heal"; break;
case 7: spell = "cure light"; break;
case 8: spell = "bless"; break;
case 9: spell = "cure serious"; break;
case 10: spell = "bless"; break;
default: spell = "bless"; break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, ch );
return TRUE;
return FALSE;
}
/*
* Psionicist spec_fun by Thelonius for EnvyMud.
*/
bool spec_cast_psionicist( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
return FALSE;
for ( ; ; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 0; spell = "mind thrust"; break;
case 1: min_level = 4; spell = "psychic drain"; break;
case 2: min_level = 6; spell = "agitation"; break;
case 3: min_level = 8; spell = "psychic crush"; break;
case 4: min_level = 9; spell = "project force"; break;
case 5: min_level = 13; spell = "ego whip"; break;
case 6: min_level = 14; spell = "energy drain"; break;
case 7:
case 8: min_level = 17; spell = "psionic blast"; break;
case 9: min_level = 20; spell = "detonate"; break;
case 10: min_level = 27; spell = "disintegrate"; break;
default: min_level = 25; spell = "ultrablast"; 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_ghost( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( weather_info.sunlight != SUN_DARK &&
!IS_SET( ch->in_room->room_flags, ROOM_DARK ) )
{
if ( !ch->in_room )
{
bug( "Spec_cast_ghost: NULL in_room.", 0 );
return FALSE;
}
stop_fighting( ch, TRUE );
act(C_DEFAULT, "A beam of sunlight strikes $n, destroying $m.",
ch, NULL, NULL, TO_ROOM);
extract_char ( ch, TRUE );
return TRUE;
}
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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 = 50; spell = "energy drain"; 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;
}
/*
* spec_fun to repair bashed doors by Thelonius for EnvyMud.
*/
bool spec_repairman( CHAR_DATA *ch )
{
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
extern const int rev_dir [ ];
int door;
if ( !IS_AWAKE( ch ) )
return FALSE;
door = number_range( 0, 5 );
/*
* Could search through all doors randomly, but deathtraps would
* freeze the game! And I'd prefer not to go through from 1 to 6...
* too boring. Instead, just check one direction at a time. There's
* a 51% chance they'll find the door within 4 tries anyway.
* -- Thelonius (Monk)
*/
if ( !( pexit = ch->in_room->exit[door] ) )
return FALSE;
if ( IS_SET( pexit->exit_info, EX_BASHED ) )
{
REMOVE_BIT( pexit->exit_info, EX_BASHED );
act(C_DEFAULT, "You repair the $d.", ch, NULL, pexit->keyword, TO_CHAR );
act(C_DEFAULT, "$n repairs the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* Don't forget the other side! */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_BASHED );
for ( rch = to_room->people; rch; rch = rch->next_in_room )
act(C_DEFAULT, "The $d is set back on its hinges.",
rch, NULL, pexit_rev->keyword, TO_CHAR );
}
return TRUE;
}
return FALSE;
}
bool spec_buddha( CHAR_DATA *ch )
{
if ( ch->position != POS_FIGHTING )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0: return spec_breath_fire ( ch );
case 1:
case 2: return spec_breath_lightning ( ch );
case 3: return spec_breath_gas ( ch );
case 4: return spec_breath_acid ( ch );
case 5: return spec_cast_cleric ( ch );
case 6:
case 7: return spec_breath_frost ( ch );
}
return FALSE;
}
bool spec_teacher( CHAR_DATA *ch )
{
OBJ_DATA *corpse;
OBJ_DATA *c_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
{
c_next = corpse->next_content;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act(AT_CYAN, "$n sacrifices the corpse to Buddha!", 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_white( 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 != NULL )
return FALSE;
max_evil = 300;
ech = NULL;
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 ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) )
{ crime = "THIEF"; break; }
if ( victim->fighting != NULL
&& victim->fighting != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim != NULL )
{
sprintf( buf, "%s is a %s! How DARE you come to the Temple!!!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech != NULL )
{
act(AT_LBLUE, "$n screams ' Now you DIE you Bastard!!!!",
ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_guard_black( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
char *crime;
int max_evil;
if ( !IS_AWAKE(ch) || ch->fighting != NULL )
return FALSE;
max_evil = 100;
ech = NULL;
crime = "";
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) )
{ crime = "KILLER"; break; }
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) )
{ crime = "THIEF"; break; }
if ( victim->fighting != NULL
&& victim->fighting != ch
&& victim->alignment > max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim != NULL )
{
sprintf( buf, "%s is a %s! How DARE you come to the Temple!!!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech != NULL )
{
act(AT_LBLUE, "$n screams ' Now you DIE you Bastard!!!!",
ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_kungfu_poison( CHAR_DATA *ch )
{
CHAR_DATA *victim;
if ( ch->position != POS_FIGHTING
|| ( victim = ch->fighting ) == NULL
|| number_percent( ) > 2 * ch->level )
return FALSE;
act(AT_CYAN, "You hit $N with a poison palm technique!", ch, NULL, victim, TO_CHAR );
act(AT_CYAN, "$n hits $N with the poison palm technique!", ch, NULL, victim, TO_NOTVICT );
act(AT_CYAN, "$n hits you with the poison palm technique!", ch, NULL, victim, TO_VICT );
spell_poison( skill_lookup("poison"), ch->level, ch, victim );
return TRUE;
}
bool spec_rebel( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *ech;
char *crime;
char buf [ MAX_STRING_LENGTH ];
int max_evil;
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) )
{ crime = "KILLER"; break; }
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) )
{ crime = "THIEF"; break; }
if ( victim->fighting
&& victim->fighting != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim )
{
sprintf( buf, "%s is a %s! DEATH TO THE EMPIRE!! BANZAI!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech )
{
act(AT_LBLUE, "$n screams 'DEATH TO THE EMPIRE!! BANZAI!!",
ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_drunk( CHAR_DATA *ch )
{
CHAR_DATA *victim;
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( !victim || IS_NPC( victim ) )
return FALSE;
switch ( number_bits( 4 ) )
{
case 0:
act(AT_PINK, "$n pukes", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 1:
act(AT_PINK, "Oooohh noooo $n has begon to sing !!", ch, NULL, NULL,
TO_ROOM );
return TRUE;
case 2:
act(AT_PINK, "$n sings 'Ole Ole Ole'.", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 3:
act(AT_PINK, "*hic*", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 4:
act(AT_PINK, "$n hiccups", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 5:
act(AT_PINK, "$n tries to hit you but falls to the ground.", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 6:
act(AT_PINK, "$n burps", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 7:
act(AT_PINK, "$n orders another bottle of beer.", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 8:
act(AT_PINK, "$n tells you 'Ohh i feel so sick...'", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 9:
do_chat( ch, "I'm so drunk I'm sober");
return TRUE;
case 10:
act(AT_LBLUE, "$n says 'En we gaan nog niet naar huis...'", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 11:
act(AT_PINK, "$n burps", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 12:
act(AT_PINK, "$n pukes all over you", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 13:
act(AT_WHITE, "$n tells you 'If you want a drink...", ch, NULL, NULL, TO_ROOM );
act(AT_WHITE, "$n tells you 'You'll need to order one... Hahaha'", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 14:
act(AT_LBLUE, "$n says 'Hey guys... buy me a beer will you...*hic*'", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 15:
act(AT_LBLUE, "$n says 'Hey you bar-dude gimme another beer will ya'", ch, NULL, NULL, TO_ROOM );
return TRUE;
}
return FALSE;
}
/* This function was written by Rox of Farside, Permission to
* use is granted provided this header is retained
*/
bool spec_assassin( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int rnd_say;
if ( ch->fighting != NULL )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
/* this should kill mobs as well as players */
if (victim->class != 2) /* thieves */
break;
}
if ( victim == NULL || victim == ch || IS_IMMORTAL( victim ) )
return FALSE;
if ( victim->level > ch->level + 7 )
return FALSE;
rnd_say = number_range (1, 10);
if ( rnd_say <= 5)
sprintf( buf, "Death to is the true end...");
else if ( rnd_say <= 6)
sprintf( buf, "Time to die....");
else if ( rnd_say <= 7)
sprintf( buf, "Cabrone....");
else if ( rnd_say <= 8)
sprintf( buf, "Welcome to your fate....");
else if ( rnd_say <= 10)
sprintf( buf, "Ever dance with the devil....");
do_say( ch, buf );
multi_hit( ch, victim, skill_lookup("backstab") );
return TRUE;
}
bool spec_questmaster (CHAR_DATA *ch)
{
if (ch->fighting != NULL) return spec_cast_mage( ch );
return FALSE;
}