/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN( spec_breath_any );
DECLARE_SPEC_FUN( spec_breath_acid );
DECLARE_SPEC_FUN( spec_breath_fire );
DECLARE_SPEC_FUN( spec_breath_frost );
DECLARE_SPEC_FUN( spec_breath_gas );
DECLARE_SPEC_FUN( spec_breath_lightning );
DECLARE_SPEC_FUN( spec_cast_adept );
DECLARE_SPEC_FUN( spec_cast_cleric );
DECLARE_SPEC_FUN( spec_cast_judge );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_undead );
DECLARE_SPEC_FUN( spec_executioner );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guard );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_mayor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_nasty );
DECLARE_SPEC_FUN( spec_troll_member );
DECLARE_SPEC_FUN( spec_ogre_member );
DECLARE_SPEC_FUN( spec_patrolman );
DECLARE_SPEC_FUN( spec_assassin );
/* the function table */
const struct spec_type spec_table[] =
{
{ "spec_breath_any", spec_breath_any },
{ "spec_breath_acid", spec_breath_acid },
{ "spec_breath_fire", spec_breath_fire },
{ "spec_breath_frost", spec_breath_frost },
{ "spec_breath_gas", spec_breath_gas },
{ "spec_breath_lightning", spec_breath_lightning },
{ "spec_cast_adept", spec_cast_adept },
{ "spec_cast_cleric", spec_cast_cleric },
{ "spec_cast_judge", spec_cast_judge },
{ "spec_cast_mage", spec_cast_mage },
{ "spec_cast_undead", spec_cast_undead },
{ "spec_executioner", spec_executioner },
{ "spec_fido", spec_fido },
{ "spec_guard", spec_guard },
{ "spec_janitor", spec_janitor },
{ "spec_mayor", spec_mayor },
{ "spec_poison", spec_poison },
{ "spec_thief", spec_thief },
{ "spec_nasty", spec_nasty },
{ "spec_troll_member", spec_troll_member },
{ "spec_ogre_member", spec_ogre_member },
{ "spec_patrolman", spec_patrolman },
{ NULL, NULL }
};
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
int i;
for ( i = 0; spec_table[i].name != NULL; i++)
{
if (LOWER(name[0]) == LOWER(spec_table[i].name[0])
&& !str_prefix( name,spec_table[i].name))
return spec_table[i].function;
}
return 0;
}
char *spec_name( SPEC_FUN *function)
{
int i;
for (i = 0; spec_table[i].function != NULL; i++)
{
if (function == spec_table[i].function)
return spec_table[i].name;
}
return NULL;
}
bool spec_troll_member( CHAR_DATA *ch)
{
CHAR_DATA *vch, *victim = NULL;
int count = 0;
char *message;
if (!IS_AWAKE(ch) || IS_AFFECTED(ch,AFF_CALM) || ch->in_room == NULL
|| IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL)
return FALSE;
/* find an ogre to beat up */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!IS_NPC(vch) || ch == vch)
continue;
if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN)
return FALSE;
if (vch->pIndexData->group == GROUP_VNUM_OGRES
&& ch->level > vch->level - 2 && !is_safe(ch,vch))
{
if (number_range(0,count) == 0)
victim = vch;
count++;
}
}
if (victim == NULL)
return FALSE;
/* say something, then raise hell */
switch (number_range(0,6))
{
default: message = NULL; break;
case 0: message = "$n yells 'I've been looking for you, punk!'";
break;
case 1: message = "With a scream of rage, $n attacks $N.";
break;
case 2: message =
"$n says 'What's slimy Ogre trash like you doing around here?'";
break;
case 3: message = "$n cracks his knuckles and says 'Do ya feel lucky?'";
break;
case 4: message = "$n says 'There's no cops to save you this time!'";
break;
case 5: message = "$n says 'Time to join your brother, spud.'";
break;
case 6: message = "$n says 'Let's rock.'";
break;
}
if (message != NULL)
act(message,ch,NULL,victim,TO_ALL);
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
bool spec_ogre_member( CHAR_DATA *ch)
{
CHAR_DATA *vch, *victim = NULL;
int count = 0;
char *message;
if (!IS_AWAKE(ch) || IS_AFFECTED(ch,AFF_CALM) || ch->in_room == NULL
|| IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL)
return FALSE;
/* find an troll to beat up */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!IS_NPC(vch) || ch == vch)
continue;
if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN)
return FALSE;
if (vch->pIndexData->group == GROUP_VNUM_TROLLS
&& ch->level > vch->level - 2 && !is_safe(ch,vch))
{
if (number_range(0,count) == 0)
victim = vch;
count++;
}
}
if (victim == NULL)
return FALSE;
/* say something, then raise hell */
switch (number_range(0,6))
{
default: message = NULL; break;
case 0: message = "$n yells 'I've been looking for you, punk!'";
break;
case 1: message = "With a scream of rage, $n attacks $N.'";
break;
case 2: message =
"$n says 'What's Troll filth like you doing around here?'";
break;
case 3: message = "$n cracks his knuckles and says 'Do ya feel lucky?'";
break;
case 4: message = "$n says 'There's no cops to save you this time!'";
break;
case 5: message = "$n says 'Time to join your brother, spud.'";
break;
case 6: message = "$n says 'Let's rock.'";
break;
}
if (message != NULL)
act(message,ch,NULL,victim,TO_ALL);
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
bool spec_patrolman(CHAR_DATA *ch)
{
CHAR_DATA *vch,*victim = NULL;
OBJ_DATA *obj;
char *message;
int count = 0;
if (!IS_AWAKE(ch) || IS_AFFECTED(ch,AFF_CALM) || ch->in_room == NULL
|| IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL)
return FALSE;
/* look for a fight in the room */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch == ch)
continue;
if (vch->fighting != NULL) /* break it up! */
{
if (number_range(0,count) == 0)
victim = (vch->level > vch->fighting->level)
? vch : vch->fighting;
count++;
}
}
if (victim == NULL || (IS_NPC(victim) && victim->spec_fun == ch->spec_fun))
return FALSE;
if (((obj = get_eq_char(ch,WEAR_NECK_1)) != NULL
&& obj->pIndexData->vnum == OBJ_VNUM_WHISTLE)
|| ((obj = get_eq_char(ch,WEAR_NECK_2)) != NULL
&& obj->pIndexData->vnum == OBJ_VNUM_WHISTLE))
{
act("You blow down hard on $p.",ch,obj,NULL,TO_CHAR);
act("$n blows on $p, ***WHEEEEEEEEEEEET***",ch,obj,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch->next )
{
if ( vch->in_room == NULL )
continue;
if (vch->in_room != ch->in_room
&& vch->in_room->area == ch->in_room->area)
send_to_char( "You hear a shrill whistling sound.\n\r", vch );
}
}
switch (number_range(0,6))
{
default: message = NULL; break;
case 0: message = "$n yells 'All roit! All roit! break it up!'";
break;
case 1: message =
"$n says 'Society's to blame, but what's a bloke to do?'";
break;
case 2: message =
"$n mumbles 'bloody kids will be the death of us all.'";
break;
case 3: message = "$n shouts 'Stop that! Stop that!' and attacks.";
break;
case 4: message = "$n pulls out his billy and goes to work.";
break;
case 5: message =
"$n sighs in resignation and proceeds to break up the fight.";
break;
case 6: message = "$n says 'Settle down, you hooligans!'";
break;
}
if (message != NULL)
act(message,ch,NULL,NULL,TO_ALL);
multi_hit(ch,victim,TYPE_UNDEFINED);
return TRUE;
}
bool spec_nasty( CHAR_DATA *ch )
{
CHAR_DATA *victim, *v_next;
long gold;
if (!IS_AWAKE(ch)) {
return FALSE;
}
if (ch->position != POS_FIGHTING) {
for ( victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (!IS_NPC(victim)
&& (victim->level > ch->level)
&& (victim->level < ch->level + 10))
{
do_function(ch, &do_backstab, victim->name);
if (ch->position != POS_FIGHTING)
{
do_function(ch, &do_murder, victim->name);
}
/* should steal some coins right away? :) */
return TRUE;
}
}
return FALSE; /* No one to attack */
}
/* okay, we must be fighting.... steal some coins and flee */
if ( (victim = ch->fighting) == NULL)
return FALSE; /* let's be paranoid.... */
switch ( number_bits(2) )
{
case 0: act( "$n rips apart your coin purse, spilling your gold!",
ch, NULL, victim, TO_VICT);
act( "You slash apart $N's coin purse and gather his gold.",
ch, NULL, victim, TO_CHAR);
act( "$N's coin purse is ripped apart!",
ch, NULL, victim, TO_NOTVICT);
gold = victim->gold / 10; /* steal 10% of his gold */
victim->gold -= gold;
ch->gold += gold;
return TRUE;
case 1: do_function(ch, &do_flee, "");
return TRUE;
default: return FALSE;
}
}
/*
* 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( 3 ) == 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, TARGET_CHAR);
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,TARGET_CHAR);
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
&& !IS_NPC(victim) && victim->level < 11)
break;
}
if ( victim == NULL )
return FALSE;
switch ( number_bits( 4 ) )
{
case 0:
act( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level,ch,victim,TARGET_CHAR);
return TRUE;
case 1:
act( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level,ch,victim,TARGET_CHAR);
return TRUE;
case 2:
act("$n utters the words 'judicandus noselacri'.",ch,NULL,NULL,TO_ROOM);
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim,TARGET_CHAR);
return TRUE;
case 3:
act("$n utters the words 'judicandus dies'.", ch,NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim,TARGET_CHAR);
return TRUE;
case 4:
act( "$n utters the words 'judicandus sausabru'.",ch,NULL,NULL,TO_ROOM);
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim,TARGET_CHAR);
return TRUE;
case 5:
act("$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup("refresh"),ch->level,ch,victim,TARGET_CHAR);
return TRUE;
case 6:
act("$n utters the words 'judicandus eugzagz'.",ch,NULL,NULL,TO_ROOM);
spell_cure_disease(skill_lookup("cure disease"),
ch->level,ch,victim,TARGET_CHAR);
}
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: min_level = 13; spell = "confusion"; break;
case 9:
case 10: min_level = 15; spell = "harm"; break;
case 11: min_level = 15; spell = "plague"; 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,TARGET_CHAR);
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,TARGET_CHAR);
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: min_level = 13; spell = "confusion"; break;
case 9: min_level = 15; spell = "fireball"; break;
case 10: min_level = 20; spell = "plague"; 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,TARGET_CHAR);
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;
case 8: min_level = 20; spell = "plague"; break;
case 9: min_level = 13; spell = "confusion"; break;
default: min_level = 18; spell = "harm"; 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,TARGET_CHAR);
return TRUE;
}
bool spec_executioner( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *crime;
if ( !IS_AWAKE(ch) || ch->fighting != NULL )
return FALSE;
crime = "";
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER)
&& can_see(ch,victim))
{ crime = "KILLER"; break; }
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF)
&& can_see(ch,victim))
{ crime = "THIEF"; break; }
}
if ( victim == NULL )
return FALSE;
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
victim->name, crime );
REMOVE_BIT(ch->comm,COMM_NOSHOUT);
do_function(ch, &do_yell, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
bool spec_fido( CHAR_DATA *ch )
{
OBJ_DATA *corpse;
OBJ_DATA *c_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
{
c_next = corpse->next_content;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for ( obj = corpse->contains; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room );
}
extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_guard( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_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)
&& can_see(ch,victim))
{ crime = "KILLER"; break; }
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF)
&& can_see(ch,victim))
{ 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! PROTECT THE INNOCENT!! BANZAI!!",
victim->name, crime );
REMOVE_BIT(ch->comm,COMM_NOSHOUT);
do_function(ch, &do_yell, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech != NULL )
{
act( "$n screams 'PROTECT THE INNOCENT!! BANZAI!!",
ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor( CHAR_DATA *ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next )
{
trash_next = trash->next_content;
if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) || !can_loot(ch,trash))
continue;
if ( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->cost < 10 )
{
act( "$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_mage( 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', FALSE );
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_function(ch, &do_unlock, "gate" ); */
do_function(ch, &do_open, "gate" );
break;
case 'C':
do_function(ch, &do_close, "gate" );
/* do_function(ch, &do_lock, "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,TARGET_CHAR);
return TRUE;
}
bool spec_thief( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
long gold,silver;
if ( ch->position != POS_STANDING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim)
|| victim->level >= LEVEL_IMMORTAL
|| number_bits( 5 ) != 0
|| !can_see(ch,victim))
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 * UMIN(number_range(1,20),ch->level / 2) / 100;
gold = UMIN(gold, ch->level * ch->level * 10 );
ch->gold += gold;
victim->gold -= gold;
silver = victim->silver * UMIN(number_range(1,20),ch->level/2)/100;
silver = UMIN(silver,ch->level*ch->level * 25);
ch->silver += silver;
victim->silver -= silver;
return TRUE;
}
}
return FALSE;
}
bool spec_assassin( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char buf[MAX_STRING_LENGTH];
int rnd_say;
if ( ch->fighting != NULL )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = 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 || IS_NPC(victim))
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 <= 9)
sprintf( buf, "Today is a good day to die...");
else if ( rnd_say <= 10)
sprintf( buf, "Ever danced with the devil....");
do_say( ch, buf );
multi_hit( ch, victim, gsn_backstab );
return TRUE;
}