/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard *
* Woolcock. This mud is NOT to be copied in whole or in part, or to be *
* run without the permission of Richard Woolcock. Nobody else has *
* permission to authorise the use of this code. *
***************************************************************************/
#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_cleric );
DECLARE_SPEC_FUN( spec_cast_judge );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_undead );
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_eater );
DECLARE_SPEC_FUN( spec_gremlin_original );
DECLARE_SPEC_FUN( spec_gremlin_born );
DECLARE_SPEC_FUN( spec_rogue );
DECLARE_SPEC_FUN( spec_clan_guardian );
DECLARE_SPEC_FUN( spec_clan_torcalta );
DECLARE_SPEC_FUN( spec_clan_spiritknights );
DECLARE_SPEC_FUN( spec_clan_werewolf );
DECLARE_SPEC_FUN( spec_kavir_guardian );
DECLARE_SPEC_FUN( spec_zombie_lord );
DECLARE_SPEC_FUN( spec_dog );
/*
* 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_judge" ) ) return spec_cast_judge;
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_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_eater" ) ) return spec_eater;
if ( !str_cmp( name, "spec_gremlin_original" ) ) return spec_gremlin_original;
if ( !str_cmp( name, "spec_gremlin_born" ) ) return spec_gremlin_born;
if ( !str_cmp( name, "spec_rogue" ) ) return spec_rogue;
if ( !str_cmp( name, "spec_clan_guardian" ) ) return spec_clan_guardian;
if ( !str_cmp( name, "spec_clan_torcalta" ) ) return spec_clan_torcalta;
if ( !str_cmp( name, "spec_clan_spiritknights") ) return spec_clan_spiritknights;
if ( !str_cmp( name, "spec_clan_werewolf" ) ) return spec_clan_werewolf;
if ( !str_cmp( name, "spec_kavir_guardian" ) ) return spec_kavir_guardian;
if ( !str_cmp( name, "spec_zombie_lord" ) ) return spec_zombie_lord;
if ( !str_cmp( name, "spec_dog" ) ) return spec_dog;
return 0;
}
/*
* Core procedure for dragons.
*/
bool dragon( CHAR_DATA *ch, char *spell_name )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
if ( ( sn = skill_lookup( spell_name ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
return TRUE;
}
/*
* Special procedures for mobiles.
*/
bool spec_breath_any( CHAR_DATA *ch )
{
if ( ch->position != POS_FIGHTING )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0: return spec_breath_fire ( ch );
case 1:
case 2: return spec_breath_lightning ( ch );
case 3: return spec_breath_gas ( ch );
case 4: return spec_breath_acid ( ch );
case 5:
case 6:
case 7: return spec_breath_frost ( ch );
}
return FALSE;
}
bool spec_breath_acid( CHAR_DATA *ch )
{
return dragon( ch, "acid breath" );
}
bool spec_breath_fire( CHAR_DATA *ch )
{
return dragon( ch, "fire breath" );
}
bool spec_breath_frost( CHAR_DATA *ch )
{
return dragon( ch, "frost breath" );
}
bool spec_breath_gas( CHAR_DATA *ch )
{
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( ( sn = skill_lookup( "gas breath" ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL );
return TRUE;
}
bool spec_breath_lightning( CHAR_DATA *ch )
{
return dragon( ch, "lightning breath" );
}
bool spec_cast_adept( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0:
act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( "$n utters the word 'nhak'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
for ( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 0; spell = "blindness"; break;
case 1: min_level = 3; spell = "cause serious"; break;
case 2: min_level = 7; spell = "earthquake"; break;
case 3: min_level = 9; spell = "cause critical"; break;
case 4: min_level = 10; spell = "dispel evil"; break;
case 5: min_level = 12; spell = "curse"; break;
case 6: min_level = 12; spell = "change sex"; break;
case 7: min_level = 13; spell = "flamestrike"; break;
case 8:
case 9:
case 10: min_level = 15; spell = "harm"; break;
default: min_level = 16; spell = "dispel magic"; break;
}
if ( ch->level >= min_level )
break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
return TRUE;
}
bool spec_cast_judge( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
spell = "high explosive";
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
return TRUE;
}
bool spec_cast_mage( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
for ( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 0; spell = "blindness"; break;
case 1: min_level = 3; spell = "chill touch"; break;
case 2: min_level = 7; spell = "weaken"; break;
case 3: 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_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
for ( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 0; spell = "curse"; break;
case 1: min_level = 3; spell = "weaken"; break;
case 2: min_level = 6; spell = "chill touch"; break;
case 3: min_level = 9; spell = "blindness"; break;
case 4: min_level = 12; spell = "poison"; break;
case 5: min_level = 15; spell = "energy drain"; break;
case 6: min_level = 18; spell = "harm"; break;
case 7: min_level = 21; spell = "teleport"; break;
default: min_level = 24; spell = "gate"; break;
}
if ( ch->level >= min_level )
break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
return TRUE;
}
bool spec_fido( CHAR_DATA *ch )
{
OBJ_DATA *corpse;
OBJ_DATA *c_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
{
c_next = corpse->next_content;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for ( obj = corpse->contains; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room );
}
if (corpse != NULL) 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;
int max_evil;
int rand;
if ( !IS_AWAKE(ch) || ch->fighting != NULL )
return FALSE;
max_evil = 300;
ech = NULL;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && IS_EXTRA(victim, EXTRA_AWE) && number_percent() > 95)
break;
if ( victim->fighting != NULL
&& victim->fighting != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim != NULL )
{
rand=number_range(1,5);
if (rand == 1)
{
sprintf( buf, "It is an honour to meet you, %s!",
victim->name);
do_say( ch, buf );
}
else if (rand == 2)
{
act("You bow deeply before $N.",ch,NULL,victim,TO_CHAR);
act("$n bows deeply before you.",ch,NULL,victim,TO_VICT);
act("$n bows deeply before $N.",ch,NULL,victim,TO_NOTVICT);
}
else if (rand == 3)
{
act("You shake $N's hand.",ch,NULL,victim,TO_CHAR);
act("$n shakes your hand.",ch,NULL,victim,TO_VICT);
act("$n shakes $N's hand.",ch,NULL,victim,TO_NOTVICT);
sprintf( buf, "It's a pleasure to see you again, %s!",
victim->name);
do_say( ch, buf );
}
else if (rand == 4)
{
act("You pat $N on the back.",ch,NULL,victim,TO_CHAR);
act("$n pats you on the back.",ch,NULL,victim,TO_VICT);
act("$n pats $N on the back.",ch,NULL,victim,TO_NOTVICT);
sprintf( buf, "Greetings %s! If you need anything, just say!",
victim->name);
do_say( ch, buf );
}
else
{
act("You beam a smile at $N.",ch,NULL,victim,TO_CHAR);
act("$n beams a smile at you.",ch,NULL,victim,TO_VICT);
act("$n beams a smile at $N.",ch,NULL,victim,TO_NOTVICT);
}
return TRUE;
}
if ( ech != NULL )
{
if (!IS_NPC(ech) && IS_EXTRA(ech, EXTRA_AWE))
{
sprintf( buf, "How DARE you attack %s? You shall DIE!",
ech->name);
do_say( ch, buf );
do_rescue( ch, ech->name );
return TRUE;
}
act( "$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->contents; trash != NULL; trash = trash_next )
{
trash_next = trash->next_content;
if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) )
continue;
if ( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->cost < 10 )
{
act( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM );
obj_from_room( trash );
obj_to_char( trash, ch );
return TRUE;
}
}
return FALSE;
}
bool spec_mayor( CHAR_DATA *ch )
{
static const char open_path[] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
static const char close_path[] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
static const char *path;
static int pos;
static bool move;
if ( !move )
{
if ( time_info.hour == 6 )
{
path = open_path;
move = TRUE;
pos = 0;
}
if ( time_info.hour == 20 )
{
path = close_path;
move = TRUE;
pos = 0;
}
}
if ( ch->fighting != NULL )
return spec_cast_cleric( ch );
if ( !move || ch->position < POS_SLEEPING )
return FALSE;
switch ( path[pos] )
{
case '0':
case '1':
case '2':
case '3':
move_char( ch, path[pos] - '0' );
break;
case 'W':
ch->position = POS_STANDING;
act( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM );
break;
case 'S':
ch->position = POS_SLEEPING;
act( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM );
break;
case 'a':
act( "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM );
break;
case 'b':
act( "$n says 'What a view! I must do something about that dump!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'c':
act( "$n says 'Vandals! Youngsters have no respect for anything!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'd':
act( "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM );
break;
case 'e':
act( "$n says 'I hereby declare the city of Midgaard open!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'E':
act( "$n says 'I hereby declare the city of Midgaard closed!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'O':
do_unlock( ch, "gate" );
do_open( ch, "gate" );
break;
case 'C':
do_close( ch, "gate" );
do_lock( ch, "gate" );
break;
case '.' :
move = FALSE;
break;
}
pos++;
return FALSE;
}
bool spec_poison( CHAR_DATA *ch )
{
CHAR_DATA *victim;
if ( ch->position != POS_FIGHTING
|| ( victim = ch->fighting ) == NULL
|| number_percent( ) > 2 * ch->level )
return FALSE;
act( "You bite $N!", ch, NULL, victim, TO_CHAR );
act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
act( "$n bites you!", ch, NULL, victim, TO_VICT );
spell_poison( gsn_poison, ch->level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int gold;
if ( ch->position != POS_STANDING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim)
|| (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL))
|| 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( "You discover $n's hands in your wallet!",
ch, NULL, victim, TO_VICT );
act( "$N discovers $n's hands in $S wallet!",
ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
gold = victim->gold * number_range( 1, 20 ) / 100;
ch->gold += 7 * gold / 8;
victim->gold -= gold;
return TRUE;
}
}
return FALSE;
}
bool spec_eater( CHAR_DATA *ch )
{
/* The spec_eater is a hungry bugger who eats players. If they get
* eaten, they get transported to the room with the same vnum as the
* mob Example: A spec_eater dragon with the vnum 31305 would send
* anybody eaten to room 31305.
* KaVir.
*/
CHAR_DATA *victim;
ROOM_INDEX_DATA *pRoomIndex;
if ( ch->position != POS_FIGHTING )
{
return FALSE;
}
if (number_percent() > 50 ) return FALSE;
victim=ch->fighting;
act( "$n stares at $N hungrily and licks $s lips!", ch, NULL, victim, TO_NOTVICT );
act( "$n stares at you hungrily and licks $s lips!", ch, NULL, victim, TO_VICT );
if (number_percent() > 25 ) return FALSE;
pRoomIndex = get_room_index(ch->pIndexData->vnum);
act( "$n opens $s mouth wide and lunges at you!", ch, NULL, victim, TO_VICT );
act( "$n swallows you whole!", ch, NULL, victim, TO_VICT );
act( "$n opens $s mouth wide and lunges at $N!", ch, NULL, victim, TO_NOTVICT );
act( "$n swallows $N whole!", ch, NULL, victim, TO_NOTVICT );
char_from_room(victim);
char_to_room(victim,pRoomIndex);
do_emote(ch,"burps loudly.");
do_look(victim,"auto");
return TRUE;
}
bool spec_gremlin_original( CHAR_DATA *ch )
{
OBJ_DATA *object;
OBJ_DATA *object_next;
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
if ( !IS_AWAKE( ch ) )
return FALSE;
if (number_percent() > 25)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
/* Lets make this mob DO things! KaVir */
int speech;
speech = number_range(1,8);
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( victim != NULL )
{
if (speech == 1)
{
strcpy(buf,"Anyone got any food? I'm famished!");
do_say(ch,buf);
}
if (speech == 2) do_emote(ch,"rubs his tummy hungrily.");
if (speech == 3) do_emote(ch,"looks around for any scraps of food.");
if (speech == 4)
{
if(!IS_NPC(victim))
sprintf(buf,"Excuse me %s, have you got any spare food?",victim->name);
else
sprintf(buf,"I wonder if %s has got any spare food?",victim->short_descr);
do_say(ch,buf);
}
if (speech == 5)
{
strcpy(buf,"If you're not hungry, drop that pie for me!");
do_say(ch,buf);
}
if (speech == 6)
{
if(!IS_NPC(victim))
sprintf(buf,"Do you have any food, %s? Pleeeaaase?",victim->name);
else
sprintf(buf,"I bet %s has lots of spare food!",victim->short_descr);
do_say(ch,buf);
}
if (speech == 7)
{
if(!IS_NPC(victim))
sprintf(buf,"Why won't you give me any food, %s?",victim->name);
else
sprintf(buf,"Why won't you give me any food, %s?",victim->short_descr);
do_say(ch,buf);
}
if (speech == 8)
{
if(!IS_NPC(victim))
sprintf(buf,"I think i'll follow you around for a while, ok %s?",victim->name);
else
sprintf(buf,"I bet %s has lots of food.",victim->short_descr);
do_say(ch,buf);
do_follow(ch,victim->name);
}
}
/*
return TRUE;
*/
}
do_drop(ch,"all");
for ( object = ch->in_room->contents; object; object = object_next )
{
object_next = object->next_content;
if ( !IS_SET(object->wear_flags, ITEM_TAKE) )
continue;
if (object == NULL) continue;
if ( object->item_type == ITEM_FOOD
|| object->item_type == ITEM_TRASH
|| object->item_type == ITEM_CORPSE_NPC )
{
act( "$n picks $p up.", ch, object, NULL, TO_ROOM );
obj_from_room( object );
obj_to_char( object, ch );
strcpy(buf,"Ah....foooood....goooood!");
do_say(ch,buf);
if (object->item_type == ITEM_CORPSE_NPC) do_get(ch,"all corpse");
act( "$n eats $p.", ch, object, NULL, TO_ROOM );
if (object != NULL) extract_obj(object);
if (number_percent() > 25) return TRUE;
act( "$n sits down and curls up into a ball.", ch, NULL, NULL, TO_ROOM );
act( "You watch in amazement as a cocoon forms around $n.", ch, NULL, NULL, TO_ROOM );
obj=create_object(get_obj_index(30008),0);
obj->value[0] = 30002;
obj->timer = 5;
obj_to_room(obj,ch->in_room);
extract_char(ch,TRUE);
return TRUE;
}
}
return FALSE;
}
bool spec_gremlin_born( CHAR_DATA *ch )
{
OBJ_DATA *object;
OBJ_DATA *object_next;
OBJ_DATA *obj;
CHAR_DATA *victim;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
char buf [MAX_STRING_LENGTH];
/* When they first appear, they try to equip themselves as best they can */
if ( ch->max_move == 100 )
{
do_get(ch,"all");
do_wear(ch,"all");
do_drop(ch,"all");
}
ch->max_move = ch->max_move -1;
if ( ch->max_mana > 2149 )
{
strcpy(buf,"I cannot go any further...my task is complete.");
do_say(ch,buf);
act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
extract_char(ch,TRUE);
return TRUE;
}
if ( ch->max_move < 5 )
{
strcpy(buf,"Alas, there is not enough food to go around...");
do_say(ch,buf);
act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
extract_char(ch,TRUE);
return TRUE;
}
else if (( ch->max_move < 35) && number_percent() > 95 )
act( "$n's stomach growls with hunger.", ch, NULL, NULL, TO_ROOM );
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( object = ch->in_room->contents; object; object = object_next )
{
object_next = object->next_content;
if ( !IS_SET(object->wear_flags, ITEM_TAKE) )
continue;
if (object == NULL) continue;
if ( object->item_type == ITEM_FOOD
|| object->item_type == ITEM_TRASH
|| object->item_type == ITEM_CORPSE_NPC )
{
act( "$n picks $p up.", ch, object, NULL, TO_ROOM );
obj_from_room( object );
obj_to_char( object, ch );
if (object->item_type == ITEM_CORPSE_NPC) do_get(ch,"all corpse");
act( "$n eats $p.", ch, object, NULL, TO_ROOM );
if (object != NULL) extract_obj(object);
if (ch->max_move < 80) ch->max_move = ch->max_move + 20;
do_wear(ch,"all");
do_drop(ch,"all");
/* Increase the following if gremlins reproduce too fast, and
* reduce it if they reproduce too slowly. KaVir.
*/
if (ch->max_move > 75 && number_percent() > 25)
{
if (ch->pIndexData->vnum == 30004)
obj=create_object(get_obj_index(30009),0);
else
{
obj=create_object(get_obj_index(30008),0);
obj->value[0] = 30003;
if (ch->pIndexData->vnum == 30003)
obj->value[0] = 30004;
obj->timer = number_range(15,30);
}
act( "$n squats down and lays $p!", ch, obj, NULL, TO_ROOM );
obj_to_room(obj,ch->in_room);
if (number_percent() > 25)
ch->max_mana = ch->max_mana +50;
}
return TRUE;
}
}
if ( ch->fighting != NULL )
return spec_poison( ch );
/* We'll give him 3 chances to find an open door */
door = number_range(0,5);
if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)
door = number_range(0,5);
if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)
door = number_range(0,5);
if (!(((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL))
{
/* If the door is closed they'll have to open it */
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
if (door == 0) do_open(ch,"north");
if (door == 1) do_open(ch,"east");
if (door == 2) do_open(ch,"south");
if (door == 3) do_open(ch,"west");
if (door == 4) do_open(ch,"up");
if (door == 5) do_open(ch,"down");
}
/* Now they know where they are going, they have to move */
move_char(ch,door);
/* return FALSE; */
}
/* Now we check the room for someone to kill */
for (victim = char_list; victim; victim = victim->next)
{
if ( victim->in_room != ch->in_room
|| !victim->in_room
|| victim == ch
|| (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0)
|| ((victim->name == ch->name) && (ch->max_move > 30))
|| ((victim->level > ch->level) && (ch->level < 12 ))
|| IS_IMMORTAL(victim) )
continue;
if (victim->in_room == ch->in_room)
{
if (victim->name == ch->name)
{
strcpy(buf,"Sorry brother, but I must eat you or I'll starve.");
do_say(ch,buf);
do_kill(ch,"gremlin");
do_kill(ch,"2.gremlin");
return TRUE;
}
else
{
do_kill(ch,victim->name);
return TRUE;
}
return TRUE;
}
continue;
}
return FALSE;
}
/* Spec_rogue, coded by Malice. */
bool spec_rogue( CHAR_DATA *ch )
{
/* To add to the life of mobs... they pickup and wear equipment */
OBJ_DATA *object;
OBJ_DATA *obj2;
OBJ_DATA *object_next;
char buf [MAX_STRING_LENGTH];
bool drop_out = FALSE;
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( object = ch->in_room->contents; object; object = object_next )
{
object_next = object->next_content;
if ( object == NULL )
continue;
if ( !can_see_obj( ch, object ))
continue;
if ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
continue;
if ( object->item_type == ITEM_CORPSE_NPC )
continue;
if ( object->item_type == ITEM_CORPSE_PC )
continue;
if ( ( object->item_type != ITEM_DRINK_CON
&& object->item_type != ITEM_TRASH )
&&
!(( IS_OBJ_STAT( object, ITEM_ANTI_EVIL ) && IS_EVIL ( ch ) ) ||
( IS_OBJ_STAT( object, ITEM_ANTI_GOOD ) && IS_GOOD ( ch ) ) ||
( IS_OBJ_STAT( object, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL( ch ) ) ) )
{
act( "$n picks up $p and examines it carefully.", ch, object, NULL, TO_ROOM );
obj_from_room( object );
obj_to_char( object, ch );
/*Now compare it to what we already have*/
for ( obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content )
{
if ( obj2->wear_loc != WEAR_NONE
&& can_see_obj( ch, obj2 )
&& object->item_type == obj2->item_type
&& ( object->wear_flags & obj2->wear_flags & ~ITEM_TAKE) != 0 )
break;
}
if (!obj2)
{
switch (object->item_type)
{
default:
strcpy(buf,"Hey, what a find!");
do_say(ch,buf);
break;
case ITEM_FOOD:
strcpy(buf, "This looks like a tasty morsel!");
do_say(ch,buf);
do_eat(ch,object->name);
drop_out = TRUE;
break;
case ITEM_WAND:
strcpy(buf,"Wow, a magic wand!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_STAFF:
strcpy(buf,"Kewl, a magic staff!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_WEAPON:
strcpy(buf,"Hey, this looks like a nifty weapon!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_ARMOR:
strcpy(buf,"Oooh...a nice piece of armor!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_POTION:
strcpy(buf, "Great! I was feeling a little thirsty!");
do_say(ch,buf);
act( "You quaff $p.", ch, object, NULL ,TO_CHAR );
act( "$n quaffs $p.", ch, object, NULL, TO_ROOM );
obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
extract_obj( object );
drop_out = TRUE;
break;
case ITEM_SCROLL:
strcpy(buf,"Hmmm I wonder what this says?");
do_say(ch,buf);
act( "You recite $p.", ch, object, NULL, TO_CHAR );
act( "$n recites $p.", ch, object, NULL, TO_ROOM );
obj_cast_spell( object->value[1], object->level, ch, NULL, object );
obj_cast_spell( object->value[2], object->level, ch, NULL, object );
obj_cast_spell( object->value[3], object->level, ch, NULL, object );
extract_obj( object );
drop_out = TRUE;
break;
}
return TRUE;
}
if (drop_out) return TRUE;
if ((object->level > obj2->level))
{
strcpy(buf,"Now THIS looks like an improvement!");
do_say(ch,buf);
remove_obj(ch,obj2->wear_loc,TRUE);
wear_obj(ch,object,FALSE);
}
else
{
strcpy(buf,"I don't want this piece of junk!");
do_say(ch,buf);
act("You don't like the look of $p.",ch,object,NULL,TO_CHAR);
do_drop(ch,object->name);
do_sacrifice(ch,object->name);
}
return TRUE;
}
}
return FALSE;
}
/*
* Rotains Clan Guardian Spec
* Original Code by Malice
*/
bool spec_clan_guardian(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
return FALSE;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (victim->clan != NULL && !strcmp(victim->clan,"DarkLight") ))
{
continue;
}
if ((obj = get_obj_carry(victim, "dlwr5")) != NULL
&& obj->pIndexData->vnum==6641)
{
continue;
}
else
{
if (ch->in_room != victim->in_room)
{
act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
}
if (is_safe(ch,victim)) continue;
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
sprintf( buf,"%s Is In DarkLight Headquarters! Attack!\n\r", victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab);
return TRUE;
}
}
return FALSE;
}
bool spec_clan_torcalta(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
return FALSE;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (victim->clan != NULL && !strcmp(victim->clan,"Torc Alta") ))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
act("You disappear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
char_from_room( ch );
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
}
if (is_safe(ch,victim)) continue;
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
sprintf( buf,"%s is in the Torc Alta headquarters! Attack!\n\r", victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab);
return TRUE;
}
return FALSE;
}
bool spec_clan_spiritknights(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
return FALSE;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (victim->clan != NULL && !strcmp(victim->clan,"Spirit Knights") ))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
act("You disappear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
char_from_room( ch );
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
}
if (is_safe(ch,victim)) continue;
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
sprintf( buf,"%s is in the Spirit Knights headquarters! Attack!\n\r", victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab);
return TRUE;
}
return FALSE;
}
bool spec_clan_werewolf(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
return FALSE;
if ( ch->fighting != NULL )
{
if (number_range(1,2) == 1) return spec_breath_frost( ch );
else return spec_eater( ch );
}
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| IS_WEREWOLF(victim))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n burrows into the ground!",ch,NULL,NULL,TO_ROOM);
act("You burrow into the ground!",ch,NULL,NULL,TO_CHAR);
char_from_room( ch );
char_to_room(ch, victim->in_room);
act("$n bursts from the ground!",ch,NULL,NULL,TO_ROOM);
act("You burst from the ground!",ch,NULL,NULL,TO_CHAR);
}
if (is_safe(ch,victim)) continue;
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
return TRUE;
}
return FALSE;
}
bool spec_kavir_guardian(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
return FALSE;
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| d->connected != CON_PLAYING
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (victim->clan != NULL && !strcmp(victim->clan,"DarkBlade") )
|| IS_ITEMAFF(victim, ITEMA_DBPASS))
{
continue;
}
if (ch->in_room!=victim->in_room)
{
act("A pair of skeletal hands reach up from the ground.",victim,NULL,NULL,TO_ROOM);
act("A pair of skeletal hands reach up from the ground.",victim,NULL,NULL,TO_CHAR);
act("The hands grab $n by the ankles and pull $m into the ground!",victim,NULL,NULL,TO_ROOM);
act("The hands grab you by the ankles and pull you into the ground!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
}
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED);
return TRUE;
}
return FALSE;
}
bool spec_zombie_lord( CHAR_DATA *ch )
{
char buf [MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
int consider = 4;
bool north_ok = TRUE;
bool east_ok = TRUE;
bool south_ok = TRUE;
bool west_ok = TRUE;
bool up_ok = TRUE;
bool down_ok = TRUE;
int countup = 6;
int option;
int bored = 0;
if ( ch->position <= POS_SITTING )
{
do_stand(ch,"");
return TRUE;
}
if (IS_AFFECTED(ch, AFF_WEBBED) || IS_AFFECTED(ch, AFF_SHADOW) ||
IS_AFFECTED(ch, AFF_JAIL))
{
do_flex(ch,"");
return TRUE;
}
if ( (victim = ch->fighting) != NULL )
{
if ( ch->position == POS_FIGHTING )
{
int to_stance = ch->stance[0];
int vict_stance = victim->stance[0];
bool done_action = FALSE;
/*
if (ch->stance[1] < 200)
{
int loop;
for ( loop = 1; loop <= 10; loop++ ) ch->stance[loop] = 200;
for ( loop = 0; loop <= 13; loop++ ) ch->wpn[loop] = 200;
}
*/
if ( vict_stance < 1 ) vict_stance = STANCE_MONKEY;
if ( to_stance < 1 || number_range(1,3) == 1 )
switch ( vict_stance )
{
default: break;
case STANCE_VIPER:
case STANCE_MANTIS:
case STANCE_TIGER:
if (to_stance != STANCE_TIGER &&
to_stance != STANCE_MONKEY &&
to_stance != STANCE_DRAGON)
{
done_action = TRUE;
switch (number_range(1,3))
{
default:
case 1: to_stance = STANCE_TIGER; break;
case 2: to_stance = STANCE_MONKEY; break;
case 3: to_stance = STANCE_DRAGON; break;
}
}
break;
case STANCE_CRANE:
case STANCE_MONGOOSE:
case STANCE_SWALLOW:
if (to_stance != STANCE_TIGER &&
to_stance != STANCE_MONKEY &&
to_stance != STANCE_MANTIS)
{
done_action = TRUE;
switch (number_range(1,3))
{
default:
case 1: to_stance = STANCE_TIGER; break;
case 2: to_stance = STANCE_MONKEY; break;
case 3: to_stance = STANCE_MANTIS; break;
}
}
break;
case STANCE_CRAB:
case STANCE_BULL:
case STANCE_DRAGON:
case STANCE_MONKEY:
if (to_stance != STANCE_TIGER &&
to_stance != STANCE_MONKEY &&
to_stance != STANCE_DRAGON &&
to_stance != STANCE_SWALLOW &&
to_stance != STANCE_MANTIS)
{
done_action = TRUE;
switch (number_range(1,5))
{
default:
case 1: to_stance = STANCE_TIGER; break;
case 2: to_stance = STANCE_MONKEY; break;
case 3: to_stance = STANCE_DRAGON; break;
case 4: to_stance = STANCE_SWALLOW; break;
case 5: to_stance = STANCE_MANTIS; break;
}
}
break;
}
if ( done_action == TRUE )
{
switch ( to_stance )
{
default:
case STANCE_MANTIS: do_stance(ch,"mantis"); break;
case STANCE_DRAGON: do_stance(ch,"dragon"); break;
case STANCE_TIGER: do_stance(ch,"tiger"); break;
case STANCE_MONKEY: do_stance(ch,"monkey"); break;
case STANCE_SWALLOW: do_stance(ch,"swallow"); break;
}
return TRUE;
}
}
if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
{
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
}
else if (IS_AFFECTED(ch, AFF_POISON))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch );
}
else if (IS_AFFECTED(ch, AFF_BLIND))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch );
}
else if (IS_AFFECTED(ch, AFF_CURSE))
{
act("$n's eyes glow bright purple for a moment.",ch,NULL,NULL,TO_ROOM);
spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
}
else if (!IS_AFFECTED(ch, AFF_SANCTUARY))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("frenzy")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("darkblessing")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("bless")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("stone skin")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("armor")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_armor( skill_lookup( "armor" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("shield")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_shield( skill_lookup( "shield" ), ch->level, ch, ch );
}
else if (!IS_AFFECTED(victim, AFF_FAERIE_FIRE) && number_percent() < 50)
{
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_faerie_fire( skill_lookup( "faerie fire" ), ch->level, ch, victim );
}
else if (!IS_AFFECTED(victim, AFF_BLIND) && number_percent() < 15)
{
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_blindness( skill_lookup( "blindness" ), ch->level, ch, victim );
}
else if (!IS_AFFECTED(victim, AFF_CURSE) && number_percent() < 15)
{
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_curse( skill_lookup( "curse" ), ch->level, ch, victim );
}
else if (ch->loc_hp[6] > 0)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_clot( skill_lookup( "clot" ), ch->level, ch, ch );
}
else if (ch->hit < (ch->max_hit * 0.5) && number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
}
else if (ch->hit < (ch->max_hit * 0.25) && number_percent() < 50)
{
do_flee(ch,"");
ch->spectype = ZOMBIE_REST;
}
else if (ch->hit < (ch->max_hit * 0.1) && number_percent() < 25)
{
act("$n's eyes glow bright green for a moment.",ch,NULL,NULL,TO_ROOM);
spell_teleport( skill_lookup( "teleport" ), ch->level, ch, ch );
ch->spectype = ZOMBIE_REST;
}
else
{
switch( number_range(1,10) )
{
default:
do_kick(ch,"");
break;
case 1:
do_disarm(ch,"");
break;
case 2:
case 3:
case 4:
case 5:
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, victim );
break;
case 6:
case 7:
case 8:
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_harm( skill_lookup( "harm" ), ch->level, ch, victim );
break;
}
}
if ( (victim = ch->fighting) == NULL ) return TRUE;
switch( number_percent() )
{
default:
break;
case 1:
strcpy(buf,"Foolish mortal, you think you can kill what is already dead?");
do_say(ch,buf);
break;
case 2:
if (IS_NPC(victim))
sprintf(buf,"I shall feast on your soul for this, %s",victim->short_descr);
else
sprintf(buf,"I shall feast on your soul for this, %s",victim->name);
do_say(ch,buf);
case 3:
if (IS_NPC(victim))
sprintf(buf,"%s shall pay for his arrogance!",victim->short_descr);
else
sprintf(buf,"%s shall pay for his arrogance!",victim->name);
do_shout(ch,buf);
break;
case 4:
strcpy(buf,"This fight shall be your last!");
do_say(ch,buf);
break;
}
return TRUE;
}
if (ch->spectype != ZOMBIE_TRACKING && ch->spectype != ZOMBIE_REST)
{
if ((obj = get_obj_here(ch,"corpse")) != NULL)
{
if ( ( pMobIndex = get_mob_index( obj->value[2] ) ) == NULL )
return spec_rogue(ch);
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
if (!is_name("zombie",victim->name))
{
sprintf(buf,"zombie %s",victim->name);
sprintf(buf,"The zombie of %s stands here.\n\r",victim->short_descr);
free_string(victim->long_descr);
victim->long_descr = str_dup(buf);
free_string(victim->name);
victim->name = str_dup(buf);
sprintf(buf,"the zombie of %s",victim->short_descr);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
}
act("$n makes a few gestures over $p.",ch,obj,NULL,TO_ROOM);
act("$n clambers to $s feet.",victim,NULL,NULL,TO_ROOM);
if (!is_name("zombie",victim->name))
{
free_string(victim->powertype);
victim->powertype = str_dup("zombie");
}
for ( obj_content = obj->contains; obj_content != NULL; obj_content = obj_next )
{
obj_next = obj_content->next_content;
obj_from_obj(obj_content);
obj_to_char(obj_content,victim);
}
extract_obj(obj);
do_wear(victim,"all");
if (!is_name("zombie",victim->name))
{
strcpy(buf,"I shall spread the corruption! The time of the Apocalypse is at hand!");
do_say(victim,buf);
}
else if (!str_cmp("zombie lord",victim->name))
{
strcpy(buf,"Thank you for your assistance, brother!");
do_say(victim,buf);
}
}
door = number_range(0,5);
for ( door = 0; door <= 5; door++ )
{
if (((pexit = ch->in_room->exit[door]) == NULL) ||
(to_room = pexit->to_room) == NULL)
{
switch (door)
{
case DIR_NORTH: north_ok = FALSE; countup -= 1; break;
case DIR_SOUTH: south_ok = FALSE; countup -= 1; break;
case DIR_EAST: east_ok = FALSE; countup -= 1; break;
case DIR_WEST: west_ok = FALSE; countup -= 1; break;
case DIR_UP: up_ok = FALSE; countup -= 1; break;
case DIR_DOWN: down_ok = FALSE; countup -= 1; break;
}
}
}
if (countup < 1)
{
strcpy(buf,"Damn, I hate it when this happens!");
do_say(ch,buf);
do_recall(ch,"");
return TRUE;
}
for ( ; ; )
{
bored++;
if (bored > 10) return TRUE;
option = number_range(0,5);
if (((pexit = ch->in_room->exit[option]) == NULL) ||
(to_room = pexit->to_room) == NULL)
continue;
if (countup > 1 && option == ch->specpower) continue;
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
if (option == 0) do_open(ch,"north");
if (option == 1) do_open(ch,"east");
if (option == 2) do_open(ch,"south");
if (option == 3) do_open(ch,"west");
if (option == 4) do_open(ch,"up");
if (option == 5) do_open(ch,"down");
}
switch (option)
{
default: break;
case DIR_NORTH: do_north(ch,""); ch->specpower = DIR_SOUTH; break;
case DIR_SOUTH: do_south(ch,""); ch->specpower = DIR_NORTH; break;
case DIR_EAST: do_east(ch,""); ch->specpower = DIR_WEST; break;
case DIR_WEST: do_west(ch,""); ch->specpower = DIR_EAST; break;
case DIR_UP: do_up(ch,""); ch->specpower = DIR_DOWN; break;
case DIR_DOWN: do_down(ch,""); ch->specpower = DIR_UP; break;
}
break;
}
for (victim = char_list; victim != NULL; victim = victim->next)
{
if (victim->in_room == NULL) continue;
if ( victim->in_room != ch->in_room
|| victim == ch
|| (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0)
|| IS_IMMORTAL(victim)
|| is_safe(ch,victim)
|| !IS_NPC(victim)
|| !can_see(ch,victim) )
continue;
if (IS_NPC(victim) && !str_cmp(victim->powertype,"zombie")) continue;
if (IS_NPC(victim) && victim->pIndexData->vnum == 30011) continue;
if (victim->in_room == ch->in_room)
{
act("$n examines $N closely, looking for $S weaknesses.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you closely, looking for your weaknesses.",ch,NULL,victim,TO_VICT);
if (victim->hit > (ch->hit*1.5)) consider -= 1;
else if ((victim->hit*1.5) < ch->hit) consider += 1;
if (char_ac(victim)-50 > char_ac(ch)) consider -= 1;
else if (char_ac(victim)+50 < char_ac(ch)) consider += 1;
if (char_hitroll(victim)+10 < char_hitroll(ch)) consider += 1;
else if (char_hitroll(victim)-10 > char_hitroll(ch)) consider -= 1;
if (char_damroll(victim)+10 < char_damroll(ch)) consider += 1;
else if (char_damroll(victim)-10 > char_damroll(ch)) consider -= 1;
switch (consider)
{
default: break;
case 8:
strcpy(buf,"This shouldn't take more than a few seconds!");
do_say(ch,buf);
break;
case 7:
strcpy(buf,"Ha! You are no match for me!");
do_say(ch,buf);
break;
case 6:
strcpy(buf,"I should be able to win this one...");
do_say(ch,buf);
break;
case 5:
strcpy(buf,"Hmmm, close match, but I think I have the edge.");
do_say(ch,buf);
break;
case 4:
strcpy(buf,"This one will be tricky...");
do_say(ch,buf);
break;
case 3:
strcpy(buf,"Hmmm, I'm not sure if I can win this one.");
do_say(ch,buf);
break;
case 2:
strcpy(buf,"Heheh better not risk it...");
do_say(ch,buf);
break;
case 1:
strcpy(buf,"I'd need a lot of luck...better not.");
do_say(ch,buf);
break;
case 0:
strcpy(buf,"I think I'll give this one a miss!!!");
do_say(ch,buf);
break;
}
if (IS_IMMORTAL(victim)) continue;
if (consider < 3) continue;
do_kill(ch,victim->name);
return TRUE;
}
}
}
switch ( ch->spectype )
{
default:
case ZOMBIE_NOTHING:
ch->spectype = number_range(1, 3);
return spec_rogue(ch);
case ZOMBIE_TRACKING:
/*
if (strlen(ch->hunting) > 1)
{
ch->spectype = number_range(1, 3);
return spec_rogue(ch);
}
if (strlen(ch->in_room->track[0]) > 1)
strcpy(buf,ch->in_room->track[0]);
else if (strlen(ch->in_room->track[1]) > 1)
strcpy(buf,ch->in_room->track[1]);
else if (strlen(ch->in_room->track[2]) > 1)
strcpy(buf,ch->in_room->track[2]);
else if (strlen(ch->in_room->track[3]) > 1)
strcpy(buf,ch->in_room->track[3]);
else if (strlen(ch->in_room->track[4]) > 1)
strcpy(buf,ch->in_room->track[4]);
else {ch->spectype = number_range(1, 3);return spec_rogue(ch);}
do_hunt(ch,buf);
ch->spectype = number_range(1, 3);
return spec_rogue(ch);
*/
case ZOMBIE_ANIMATE:
case ZOMBIE_CAST:
if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
{
act("$n's eyes glow bright red for a moment.",ch,NULL,NULL,TO_ROOM);
spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
}
else if (IS_AFFECTED(ch, AFF_POISON) && number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch );
}
else if (IS_AFFECTED(ch, AFF_BLIND) && number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch );
}
else if (IS_AFFECTED(ch, AFF_CURSE) && number_percent() < 75)
{
act("$n's eyes glow bright purple for a moment.",ch,NULL,NULL,TO_ROOM);
spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
}
else if (!IS_AFFECTED(ch, AFF_SANCTUARY) && number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("frenzy")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("darkblessing")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("bless")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("stone skin")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("armor")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_armor( skill_lookup( "armor" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("shield")) && number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_shield( skill_lookup( "shield" ), ch->level, ch, ch );
}
else if (ch->loc_hp[6] > 0)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_clot( skill_lookup( "clot" ), ch->level, ch, ch );
}
else if (ch->hit < ch->max_hit)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("frenzy")))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("darkblessing")))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("bless")))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("stone skin")))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("armor")))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_armor( skill_lookup( "armor" ), ch->level, ch, ch );
}
else if (!is_affected(ch,skill_lookup("shield")))
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_shield( skill_lookup( "shield" ), ch->level, ch, ch );
}
else ch->spectype = 0;
if (ch->hit < (ch->max_hit*0.25)) ch->spectype = ZOMBIE_REST;
return TRUE;
case ZOMBIE_REST:
if (ch->hit >= ch->max_hit)
{do_stand(ch,"");ch->spectype = 0;return TRUE;}
if (IS_AFFECTED(ch, AFF_CURSE))
{
act("$n's eyes glow bright purple for a moment.",ch,NULL,NULL,TO_ROOM);
spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
return TRUE;
}
if (ch->in_room->vnum != ROOM_VNUM_ALTAR) do_recall(ch,"");
if (ch->in_room->vnum == ROOM_VNUM_TEMPLE) do_north(ch,"");
if (ch->position == POS_STANDING) do_rest(ch,"");
if (ch->hit < ch->max_hit)
{
act("$n's eyes glow bright blue for a moment.",ch,NULL,NULL,TO_ROOM);
spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
}
return TRUE;
}
return FALSE;
}
bool spec_dog( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *o_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
bool north_ok = TRUE;
bool east_ok = TRUE;
bool south_ok = TRUE;
bool west_ok = TRUE;
bool up_ok = TRUE;
bool down_ok = TRUE;
int countup = 6;
int option;
int random = number_range(1,5);
if ( !IS_AWAKE(ch) )
{
if (random <= 2)
do_wake(ch,"");
return TRUE;
}
else if (ch->position < POS_STANDING)
{
if (random <= 2)
do_stand(ch,"");
else
{
if (ch->in_room->vnum == 29107 && number_range(1,4) <= 2)
act("$n eats some dog food from $s food bowl",ch,NULL,NULL,TO_ROOM);
else if (ch->in_room->vnum == 29107)
act("$n drinks some water from $s water bowl",ch,NULL,NULL,TO_ROOM);
}
return TRUE;
}
if (ch->in_room == NULL) return TRUE;
if (ch->in_room->vnum == 29104 && random <= 2)
{
if ( (random = number_range(1,5)) == 1)
{
act("$n curls up in front of the fire.",ch,NULL,NULL,TO_ROOM);
do_sleep(ch,"");
}
else if (random == 2)
act("$n starts scratching up the carpet.",ch,NULL,NULL,TO_ROOM);
else if (random == 3)
act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
else if (random == 4)
{
act("$n jumps onto the couch.",ch,NULL,NULL,TO_ROOM);
do_sit(ch,"");
}
else if (random == 5)
act("$n tries to crawl under a chair.",ch,NULL,NULL,TO_ROOM);
return TRUE;
}
else if (ch->in_room->vnum == 29104 && random <= 2)
{
if ( (random = number_range(1,5)) == 1)
{
act("$n curls up under the dining table.",ch,NULL,NULL,TO_ROOM);
do_sleep(ch,"");
}
else if (random == 2)
act("$n starts scratching up the carpet.",ch,NULL,NULL,TO_ROOM);
else if (random == 3)
act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
else if (random == 4)
{
act("$n jumps onto a chair.",ch,NULL,NULL,TO_ROOM);
do_sit(ch,"");
}
else if (random == 5)
act("$n tries to crawl under a chair.",ch,NULL,NULL,TO_ROOM);
return TRUE;
}
else if (ch->in_room->vnum == 29113 && random <= 2)
{
if ( (random = number_range(1,5)) == 1)
act("$n starts scratching up the carpet.",ch,NULL,NULL,TO_ROOM);
else if (random == 2)
act("$n tries to climb into the bath.",ch,NULL,NULL,TO_ROOM);
else if (random == 3)
act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
else if (random == 4)
{
act("$n sits behind the bathroom door.",ch,NULL,NULL,TO_ROOM);
do_sit(ch,"");
}
else if (random == 5)
act("$n tries to squeeze behind the sink.",ch,NULL,NULL,TO_ROOM);
return TRUE;
}
else if (ch->in_room->vnum == 29107 && random <= 2)
{
if ( (random = number_range(1,5)) == 1)
act("$n sniffs around for food on the kitchen floor.",ch,NULL,NULL,TO_ROOM);
else if (random == 2)
act("$n looks up hungrilly at the cupboard.",ch,NULL,NULL,TO_ROOM);
else if (random == 3)
act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
else if (random == 4)
{
act("$n walks over to $s food bowl.",ch,NULL,NULL,TO_ROOM);
do_sit(ch,"");
}
else if (random == 5)
act("$n looks out the back door for cats to chase.",ch,NULL,NULL,TO_ROOM);
return TRUE;
}
else if ((ch->in_room->vnum == 29100 || ch->in_room->vnum == 29101 ||
ch->in_room->vnum == 29117) && random <= 2)
{
if ( (random = number_range(1,5)) == 1)
act("$n sniffs a flower.",ch,NULL,NULL,TO_ROOM);
else if (random == 2)
act("$n rolls around on the grass.",ch,NULL,NULL,TO_ROOM);
else if (random == 3)
act("$n tries to eat a blade of grass.",ch,NULL,NULL,TO_ROOM);
else if (random == 4)
act("$n pounces on a grasshopper.",ch,NULL,NULL,TO_ROOM);
else if (random == 5)
act("$n sniffs the air and growls playfully.",ch,NULL,NULL,TO_ROOM);
return TRUE;
}
if (random <= 2)
{
if ( (random = number_range(1,5)) == 1)
act("$n sniffs the carpet.",ch,NULL,NULL,TO_ROOM);
else if (random == 2)
act("$n barks loudly.",ch,NULL,NULL,TO_ROOM);
else if (random == 3)
do_sit(ch,"");
return TRUE;
}
if ( number_range(1,5) <= 3 )
{
door = number_range(0,5);
for ( door = 0; door <= 5; door++ )
{
if (((pexit = ch->in_room->exit[door]) == NULL) ||
(to_room = pexit->to_room) == NULL)
{
switch (door)
{
case DIR_NORTH: north_ok = FALSE; countup -= 1; break;
case DIR_SOUTH: south_ok = FALSE; countup -= 1; break;
case DIR_EAST: east_ok = FALSE; countup -= 1; break;
case DIR_WEST: west_ok = FALSE; countup -= 1; break;
case DIR_UP: up_ok = FALSE; countup -= 1; break;
case DIR_DOWN: down_ok = FALSE; countup -= 1; break;
}
}
}
if (countup < 1)
{
if (number_percent() < 80)
act("$n barks loudly",ch,NULL,NULL,TO_ROOM);
else
do_sleep(ch,"");
return TRUE;
}
for ( ; ; )
{
option = number_range(0,5);
if (((pexit = ch->in_room->exit[option]) == NULL) ||
(to_room = pexit->to_room) == NULL)
continue;
if (countup > 1 && option == ch->specpower) continue;
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
if (option == 0)
act("$n scratches at the north door.",ch,NULL,NULL,TO_ROOM);
if (option == 1)
act("$n scratches at the east door.",ch,NULL,NULL,TO_ROOM);
if (option == 2)
act("$n scratches at the south door.",ch,NULL,NULL,TO_ROOM);
if (option == 3)
act("$n scratches at the west door.",ch,NULL,NULL,TO_ROOM);
if (option == 4)
act("$n scratches at the upward door.",ch,NULL,NULL,TO_ROOM);
if (option == 5)
act("$n scratches at the downward door.",ch,NULL,NULL,TO_ROOM);
act("$n barks loudly at the door.",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL || IS_NPC(vch) )
continue;
if ( vch->in_room == ch->in_room )
continue;
if ( vch->in_room->area == ch->in_room->area )
send_to_char("You hear the sound of a dog barking nearby.\n\r",vch);
}
return TRUE;
}
switch (option)
{
default: break;
case DIR_NORTH: do_north(ch,""); ch->specpower = DIR_SOUTH; break;
case DIR_SOUTH: do_south(ch,""); ch->specpower = DIR_NORTH; break;
case DIR_EAST: do_east(ch,""); ch->specpower = DIR_WEST; break;
case DIR_WEST: do_west(ch,""); ch->specpower = DIR_EAST; break;
case DIR_UP: do_up(ch,""); ch->specpower = DIR_DOWN; break;
case DIR_DOWN: do_down(ch,""); ch->specpower = DIR_UP; break;
}
break;
}
}
for ( obj = ch->in_room->contents; obj != NULL; obj = o_next )
{
o_next = obj->next_content;
if (number_range(1,2) == 1) continue;
act( "$n sniffs $p.", ch, obj, NULL, TO_ROOM );
if ( obj->item_type == ITEM_FOOD )
{
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
extract_obj(obj);
}
return TRUE;
}
return TRUE;
}