/*___________________________________________________________________________*
)()( DalekenMUD 1.12 (C) 2000 )()(
`][' by Martin Thomson, Lee Brooks, `]['
|| Ken Herbert and David Jacques ||
|| ----------------------------------------------------------------- ||
|| Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, ||
|| David Love, Guilherme 'Willie' Arnold, and Mitchell Tse. ||
|| Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael ||
|| Chastain, Michael Quan, and Mitchell Tse. ||
|| Original Diku Mud copyright (C) 1990, 1991 ||
|| by Sebastian Hammer, Michael Seifert, Hans Henrik St{rfeldt, ||
|| Tom Madsen, and Katja Nyboe. ||
|| ----------------------------------------------------------------- ||
|| Any use of this software must follow the licenses of the ||
|| creators. 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. ||
|| ----------------------------------------------------------------- ||
|| special.c ||
|| Contains hardcoded special functions for mobiles. ||
*_/<>\_________________________________________________________________/<>\_*/
#include "mud.h"
/**************** SPECIAL FUNCTION WRITERS NOTE! *****************
*
* The following functions can be activated in the following
* formats:
*
* SPEC_AUTONOMOUS: happens like the regular spec functions
* second argument NULL
* return true if they actually did something
* SPEC_DEATH: happens when the mob dies
* second argument the person who killed them
* return true if you created a corpse
* SPEC_TELL: happens when you say something or tell them something
* second argument is who said it
* return true if you acted upon the words
* NOTE: to find out what was said you have to check
* player->desc->inlast, use strcpy and check if
* player->desc exists first
* SPEC_GIVE: happens when you give the mob something
* second argument is who gave the item
* return value is irrelvant, so return true if you did stuff
* NOTE: you can check what they gave you by checking your
* own inventory, but make sure you remove the item
* afterwards so it doesn't interfere in future.
* SPEC_ENTER: happens when a player enters the room
* second argument is who has entered
* return doesn't matter, so return true if you acted
*
* SPEC_ATTACK: happens when someone tries to attack the mobile,
* the return is true if the mob is safe so you can
* stop players from attacking particular mobiles
* by giving them spec_safe or something which simply
* returns TRUE
*
* That should just about cover it for now, this I hope will actually
* add to your capability for creating intelligent areas.
*
* A few additional hints, if you want something to happen only after
* a reboot, try using a static variable in your spec_fun, I wouldn't
* suggest you use this too often though, it makes a mess of the stack.
*
* --Symposium, coding whatever you like : )
*/
/*
* External functions.
*/
DECLARE_DO_FUN( mp_peace );
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN( spec_null );
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_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_poison );
DECLARE_SPEC_FUN( spec_spider );
DECLARE_SPEC_FUN( spec_repairman );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_weevil ); /* Daleken */
DECLARE_SPEC_FUN( spec_cast_god ); /* Daleken */
DECLARE_SPEC_FUN( spec_peacemaker ); /* Daleken */
DECLARE_SPEC_FUN( spec_drunk ); /* Daleken */
DECLARE_SPEC_FUN( spec_deaf ); /* Daleken */
DECLARE_SPEC_FUN( spec_safe ); /* Daleken */
DECLARE_SPEC_FUN( spec_religion_recruit ); /* Daleken */
DECLARE_SPEC_FUN( spec_necro ); /* Daleken */
DECLARE_SPEC_FUN( spec_changeling ); /* Daleken */
DECLARE_SPEC_FUN( death_explode );
DECLARE_SPEC_FUN( death_ghost );
/*
* Special function table.
*/
const struct spec_type spec_table[] =
{
/* leave this top one alone please */
{
spec_null, "spec_null",
SPEC_NULL, NULL, 0
},
{
spec_breath_any, "spec_breath_any",
SPEC_FIGHT, "$N has REALLY bad breath.",
25
},
{
spec_breath_acid, "spec_breath_acid",
SPEC_FIGHT, "$N has REALLY bad breath.",
20
},
{
spec_breath_fire, "spec_breath_fire",
SPEC_FIGHT, "$N has REALLY bad breath.",
20
},
{
spec_breath_frost, "spec_breath_frost",
SPEC_FIGHT, "$N has REALLY bad breath.",
20
},
{
spec_breath_gas, "spec_breath_gas",
SPEC_FIGHT, "$N has REALLY bad breath.",
20
},
{
spec_breath_lightning, "spec_breath_lightning",
SPEC_FIGHT, "$N has REALLY bad breath.",
20
},
{
spec_cast_adept, "spec_cast_adept",
SPEC_AUTONOMOUS, "$N looks kind and benevolent.",
-40
},
{
spec_cast_cleric, "spec_cast_cleric",
SPEC_FIGHT, "$N looks wise.",
20
},
{
spec_cast_ghost, "spec_cast_ghost",
SPEC_FIGHT, "$N is slightly see through.",
20
},
{
spec_cast_judge, "spec_cast_judge",
SPEC_FIGHT, "$N looks very stern.",
20
},
{
spec_cast_mage, "spec_cast_mage",
SPEC_FIGHT, "$N looks very intelligent.",
30
},
{
spec_cast_psionicist, "spec_cast_psionicist",
SPEC_FIGHT, "$N has a penetrating gaze, as if $E can read your mind.",
35
},
{
spec_cast_undead, "spec_cast_undead",
SPEC_FIGHT, "$N looks VERY old.",
30
},
{
spec_executioner, "spec_executioner",
SPEC_AUTONOMOUS, "$N is wearing a black hood.",
0
},
{
spec_fido, "spec_fido",
SPEC_AUTONOMOUS, "$N is hungry and will eat ANYTHING!!!",
0
},
{
spec_guard, "spec_guard",
SPEC_AUTONOMOUS, "$N stands tall and proud, guarding all that is good.",
0
},
{
spec_janitor, "spec_janitor",
SPEC_AUTONOMOUS, "$N looks neat and fussy.",
0
},
{
spec_poison, "spec_poison",
SPEC_FIGHT, "$N has sharp fangs dripping poison.",
5
},
{
spec_spider, "spec_spider",
SPEC_FIGHT, "$N has eight spidly legs and sharp fangs.",
8
},
{
spec_repairman, "spec_repairman",
SPEC_AUTONOMOUS, "$N carries a toolbox and shows a bit of bum-crack.",
0
},
{
spec_thief, "spec_thief",
SPEC_AUTONOMOUS, "$N is a shifty looking character.",
5
},
{
spec_weevil, "spec_weevil",
SPEC_AUTONOMOUS, "$N will nick something and run away giggling.",
10
},
{
spec_cast_god, "spec_cast_god",
SPEC_FIGHT, "$N controls all the power in the world.",
40
},
{
spec_peacemaker, "spec_peacemaker",
SPEC_AUTONOMOUS, "$N proclaims $S distaste for battle.",
-25
},
{
spec_drunk, "spec_drunk",
SPEC_AUTONOMOUS, "$N's haunted eyes stare at you from beyond the grave.",
15
},
{
spec_necro, "spec_necro",
SPEC_AUTONOMOUS, "$N's haunted eyes stare at you from beyond the grave.",
15
},
{
spec_changeling, "spec_changeling",
SPEC_AUTONOMOUS, "$N's shape shimmer slightly as you look at it.",
25
},
{
spec_deaf, "spec_deaf",
SPEC_TELL, "$N cleans $S ears and says 'WHATCHA SAY?'",
0
},
{
spec_safe, "spec_safe",
SPEC_ATTACK, "$N behaves as though $E has complete impunity.",
0
},
{
spec_religion_recruit, "spec_religion_recruit",
SPEC_TELL, "$N's eyes show a religious fervour.",
-30
},
{
death_explode, "death_explode",
SPEC_DEATH, "$N looks a little volatile.",
10
},
{
death_ghost, "death_ghost",
SPEC_DEATH, "$N is slightly see through.",
0
},
{ NULL, "", SPEC_NULL, NULL }
};
/*****************************************************************************
Name: spec_string
Purpose: Given a function, return the appropriate name.
Called by: medit_show( olc_act.c )
char *spec_string( SPEC_FUN *fun )
{
int cmd;
for( cmd = 0; *spec_table[cmd].spec_fun; cmd++ )
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)
****************************************************************************/
int 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 cmd;
return 0;
}
/*
* A special function that is used for mercenaries who kill mobiles.
* After they can everything from the corpse they need to sort out all the
* junk, this isn't all that smart but neither is the average mercenary.
*/
void sort_inventory( CHAR_DATA *ch )
{
OBJ_DATA *obj, *obj_next, *wobj;
int i;
do_wear( ch, "all" );
for( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if( obj->deleted || obj->wear_loc != WEAR_NONE )
continue;
if( obj->item_type != ITEM_ARMOUR && obj->item_type != ITEM_WEAPON )
{
act( "$n drop$% $p in distaste.", ch, obj, NULL, TO_ALL );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
continue;
}
for( i = 0; i < MAX_WEAR; ++i )
{
bool better = FALSE;
if( !CAN_WEAR( obj, wear_table[i].wear_flag )
|| obj->level > ch->level + 3 )
continue;
if( !( wobj = get_eq_char( ch, i ) ) )
continue;
if( wobj->item_type == obj->item_type )
{
if( obj->item_type == ITEM_WEAPON
&& obj->value[1] + obj->value[2]
> wobj->value[1] + wobj->value[2] )
better = TRUE;
if( obj->item_type == ITEM_ARMOUR
&& ( obj->value[1] < 0
|| ( get_size( ch ) + 10 >= obj->value[1]
&& get_size( ch ) - 10 <= obj->value[1] ) )
&& obj->value[0] > wobj->value[0] )
better = TRUE;
}
if( better || ( wobj->item_type != ITEM_ARMOUR
&& wobj->item_type != ITEM_WEAPON ) )
{
act( "&b$n take$% $p off and swap$% it for $P.",
ch, wobj, obj, TO_ALL );
unequip_char( ch, wobj );
obj_from_char( wobj );
obj_to_room( wobj, ch->in_room );
equip_char( ch, obj, i );
break;
}
}
}
}
/*
* Core procedure for dragons.
*/
bool dragon( CHAR_DATA *ch, const char *spell_name )
{
CHAR_DATA *victim;
int sn;
if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MIND_MIST ) )
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_null( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
return FALSE;
}
bool spec_breath_any( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
switch( number_bits( 3 ) )
{
case 0:
return spec_breath_fire( ch, NULL, SPEC_AUTONOMOUS, NULL );
case 1:
case 2:
return spec_breath_lightning( ch, NULL, SPEC_AUTONOMOUS, NULL );
case 3:
return spec_breath_gas( ch, NULL, SPEC_AUTONOMOUS, NULL );
case 4:
return spec_breath_acid( ch, NULL, SPEC_AUTONOMOUS, NULL );
case 5:
case 6:
case 7:
return spec_breath_frost( ch, NULL, SPEC_AUTONOMOUS, NULL );
}
return FALSE;
}
bool spec_breath_acid( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
return dragon( ch, "acid breath" );
}
bool spec_breath_fire( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
return dragon( ch, "fire breath" );
}
bool spec_breath_frost( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
return dragon( ch, "frost breath" );
}
bool spec_breath_gas( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
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, CHAR_DATA *player, int type, void *thing )
{
return dragon( ch, "lightning breath" );
}
bool spec_cast_adept( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
if( ch->position < POS_FIGHTING || ch->fighting )
return FALSE;
if( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE )
|| IS_AFFECTED( ch, AFF_MIND_MIST ) )
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 > ch->level - 18 )
{
return FALSE;
}
switch( number_bits( 3 ) )
{
case 0:
act( "$n utters the word 'kcud'.", ch, NULL, NULL, TO_ROOM );
spell_armour( skill_lookup( "armour" ), ch->level, ch, victim );
return TRUE;
case 1:
act( "$n utters the word 'eseeg'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( "$n utters the word 'nekcihc'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( "$n utters the word 'yekrut'.", ch, NULL, NULL, TO_ROOM );
spell_cure( skill_lookup( "cure" ), ch->level, ch, victim );
return TRUE;
case 4:
act( "$n utters the words 'liauq'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act( "$n utters the words 'naws'.", ch, NULL, NULL, TO_ROOM );
spell_endurance( skill_lookup( "endurance" ), ch->level, ch, victim );
return TRUE;
case 6:
act( "$n utters the words 'lwof'.", ch, NULL, NULL, TO_ROOM );
spell_combat_mind( skill_lookup( "combat mind" ), ch->level, ch,
victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *spell;
int sn;
if( ch->position != POS_FIGHTING )
return FALSE;
if( IS_AFFECTED( ch, AFF_MUTE )
|| IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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 = 0; spell = "hex"; break;
case 2: min_level = 7; spell = "cause serious"; break;
case 3: min_level = 11; spell = "faerie fire"; break;
case 4: min_level = 23; spell = "harm"; break;
case 5: min_level = 25; spell = "mute"; break;
case 6: min_level = 26; spell = "flamestrike"; break;
case 7: min_level = 30; spell = "earthquake"; break;
case 8: min_level = 33; spell = "dispel magic"; break;
case 9: min_level = 50; spell = "tangleweed"; break;
default: min_level = 36; spell = "condemn"; 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 *player, int type, void *thing )
{
CHAR_DATA *victim;
int sn;
if( ch->position != POS_FIGHTING )
return FALSE;
if( IS_AFFECTED( ch, AFF_MUTE )
|| IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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;
if( ( sn = skill_lookup( "high explosive" ) ) < 0 )
return FALSE;
( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim );
return TRUE;
}
bool spec_cast_mage( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *spell;
int sn;
if( ch->position != POS_FIGHTING )
return FALSE;
if( IS_AFFECTED( ch, AFF_MUTE )
|| IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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( 5 ) )
{
case 0:
case 1: min_level = 0; spell = "magic missile"; break;
case 2: min_level = 5; spell = "freeze"; break;
case 3: min_level = 8; spell = "faerie fire"; break;
case 4: min_level = 8; spell = "blindness"; break;
case 5: min_level = 11; spell = "weakness"; break;
case 6: min_level = 14; spell = "hex"; break;
case 7: min_level = 15; spell = "burn"; break;
case 8: min_level = 19; spell = "shock"; break;
case 9: min_level = 25; spell = "colour spray"; break;
case 10:
case 11: min_level = 26; spell = "dispel magic"; break;
case 12:
case 13: min_level = 29; spell = "lightning bolt"; break;
case 14: min_level = 30; spell = "blizzard"; break;
case 15: min_level = 30; spell = "inferno"; break;
case 16: min_level = 35; spell = "web"; break;
case 17: min_level = 36; spell = "ice lance"; break;
case 18: case 19:
case 20: min_level = 37; spell = "fireball"; break;
case 21: min_level = 38; spell = "teleport"; break;
case 22: min_level = 150; spell = "disintegrate"; break;
default: min_level = 28; 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 *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *spell;
int sn;
if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MIND_MIST ) )
return FALSE;
if( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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 = "hex";
break;
case 1:
min_level = 3;
spell = "weaken";
break;
case 2:
min_level = 6;
spell = "freeze";
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:
case 9:
case 10:
if( !str_cmp( race_table[ch->race].name, "Vampire" ) )
{
min_level = 24;
spell = "vampiric bite";
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_executioner( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if( victim->deleted )
continue;
if( victim->level > LEVEL_HERO )
continue;
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_OUTLAW ) )
break;
}
if( !victim )
return FALSE;
sprintf( buf, "%s is an OUTLAW! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
victim->name );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
/* -- disabled, no need
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, CHAR_DATA *player, int type, void *thing )
{
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( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for( obj = corpse->contains; obj; obj = obj_next )
{
obj_next = obj->next_content;
if( obj->deleted )
continue;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room );
}
extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_guard( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
CHAR_DATA *ech;
char buf[MAX_STRING_LENGTH];
int max_evil;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
max_evil = 300;
ech = NULL;
for( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if( victim->deleted )
continue;
if( victim->level > LEVEL_HERO )
continue;
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_OUTLAW ) )
break;
if( victim->fighting
&& victim->fighting != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if( victim )
{
sprintf( buf, "%s is an OUTLAW! PROTECT THE INNOCENT!! BANZAI!!",
victim->name );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if( ech )
{
act( "$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, CHAR_DATA *player, int type, void *thing )
{
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 || !IS_SET( trash->wear_flags, ITEM_TAKE )
|| !can_see_obj( 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_poison( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
if( ch->position != POS_FIGHTING
|| !( victim = ch->fighting )
|| number_percent( ) > 2 * ch->level )
return FALSE;
act( "You bite $N!", ch, NULL, victim, TO_CHAR );
act( "$n bites you!", ch, NULL, victim, TO_VICT );
act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
spell_poison( gsn_poison, ch->level, ch, victim );
return TRUE;
}
bool spec_spider( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
if( ch->position != POS_FIGHTING
|| !( victim = ch->fighting )
|| number_percent( ) > 2 * ch->level )
return FALSE;
if( number_bits( 1 ) == 0 )
{
act( "You bite $N!", ch, NULL, victim, TO_CHAR );
act( "$n bites you!", ch, NULL, victim, TO_VICT );
act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
spell_poison( gsn_poison, ch->level, ch, victim );
}
else
{
act( "You spin a web around $N!", ch, NULL, victim, TO_CHAR );
act( "$n spins a web around you!", ch, NULL, victim, TO_VICT );
act( "$n spins a web around $N!", ch, NULL, victim, TO_NOTVICT );
spell_web( gsn_web, ch->level, ch, victim );
}
return TRUE;
}
bool spec_thief( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
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;
/* Thanks to Zeke from MudX for pointing the percent bug */
if( IS_AWAKE( victim ) && victim->level > 5
&& can_see( victim, ch )
&& number_percent( ) + victim->level - ch->level >= 33 )
{
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 += 3 * gold / 4;
victim->gold -= gold;
return TRUE;
}
}
return FALSE;
}
/*
* spec_thief with minor modifications
* these will always be annoying little b******s
*/
bool spec_weevil( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
ROOM_INDEX_DATA *room;
CHAR_DATA *victim;
int gold;
if( ch->position == POS_FIGHTING )
{
do_flee( ch, "" );
return TRUE;
}
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 ) && victim->level > 5
&& number_percent( ) < 33 && can_see( victim, ch ) )
{
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 += 3 * gold / 4;
victim->gold -= gold;
send_to_room( "You hear a chittering noise.", ch->in_room );
for( ;; )
{
room = get_room_index( number_range( 100, 65536 ) );
if( room && !IS_SET( room->room_flags, ROOM_NO_MOB )
&& !IS_SET( room->room_flags, ROOM_SOLITARY ) )
break;
}
char_from_room( ch );
char_to_room( ch, room );
return TRUE;
}
}
if( number_bits( 3 ) < 3 )
{
for( ;; )
{
room = get_room_index( number_range( 100, 65536 ) );
if( room && !IS_SET( room->room_flags, ROOM_NO_MOB )
&& !IS_SET( room->room_flags, ROOM_SOLITARY ) )
break;
}
char_from_room( ch );
char_to_room( ch, room );
return TRUE;
}
return FALSE;
}
/*
* Psionicist spec_fun by Thelonius for EnvyMud.
*/
bool spec_cast_psionicist( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *spell;
int sn;
if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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 *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *spell;
int sn;
if( ch->in_room->area->plane->weather.sunlight != SUN_DARK )
{
if( !ch->in_room )
{
bug( "Spec_cast_ghost: NULL in_room." );
return FALSE;
}
if( ch->fighting )
stop_fighting( ch, TRUE );
act( "A beam of sunlight strikes $n, destroying $m.",
ch, NULL, NULL, TO_ROOM );
extract_char( ch, TRUE );
return TRUE;
}
if( ch->position != POS_FIGHTING
|| IS_AFFECTED( ch, AFF_MUTE )
|| IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if( victim->deleted )
continue;
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 = "hex";
break;
case 1:
min_level = 3;
spell = "weaken";
break;
case 2:
min_level = 6;
spell = "freeze";
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;
}
/*
* spec_fun to repair bashed doors by Thelonius for EnvyMud.
*/
bool spec_repairman( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
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( "You repair the $d.", ch, NULL, pexit->keyword, TO_CHAR );
act( "$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( "The $d is set back on its hinges.",
rch, NULL, pexit_rev->keyword, TO_CHAR );
}
return TRUE;
}
return FALSE;
}
bool spec_cast_god( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *spell;
int sn;
if( ch->position != POS_FIGHTING
|| IS_AFFECTED( ch, AFF_MUTE )
|| IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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( 5 ) )
{
case 0: min_level = 0; spell = "blindness"; break;
case 1: min_level = 4; spell = "freeze"; break;
case 2: min_level = 7; spell = "weaken"; break;
case 3: min_level = 16; spell = "colour spray"; break;
case 4: min_level = 24; spell = "energy drain"; break;
case 7: case 8:
case 9: min_level = 30; spell = "fireball"; break;
case 10: min_level = 32; spell = "fire breath"; break;
case 11: min_level = 32; spell = "frost breath"; break;
case 12: min_level = 32; spell = "lightning breath"; break;
case 13: min_level = 20; spell = "flamestrike"; break;
case 14: min_level = 20; spell = "dispel magic"; break;
case 15: min_level = 20; spell = "acid blast"; break;
case 16: min_level = 37; spell = "detonate"; break;
case 17: min_level = 45; spell = "ultrablast"; break;
case 18: min_level = 90; spell = "disintegrate"; break;
case 19: min_level = 30; spell = "gas breath"; break;
case 20: min_level = 25; spell = "acid breath"; break;
default: min_level = 23; spell = "lightning bolt"; 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_peacemaker( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
ROOM_INDEX_DATA *room;
CHAR_DATA *victim;
if( !IS_AWAKE( ch ) || ch->fighting
|| IS_AFFECTED( ch, AFF_MUTE )
|| IS_AFFECTED( ch, AFF_MIND_MIST )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
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 ) )
{
if( number_bits( 3 ) < 3 )
{
do_say( ch, "I must keep the peace elsewhere." );
for( ;; )
{
room = get_room_index( number_range( 100, 65536 ) );
if( room && !IS_SET( room->room_flags, ROOM_NO_MOB )
&& !IS_SET( room->room_flags, ROOM_SOLITARY ) )
break;
}
char_from_room( ch );
char_to_room( ch, room );
act( "$n has arrived on a mission of peace.",
ch, NULL, NULL, TO_ROOM );
return TRUE;
}
return FALSE;
}
if( victim->fighting && number_bits( 1 ) == 0 )
{
do_say( ch, "There shall be no more fighting!" );
mp_peace( ch, "" );
return TRUE;
}
switch( number_bits( 3 ) )
{
default:
for( ;; )
{
room = get_room_index( number_range( 100, 65536 ) );
if( room && !IS_SET( room->room_flags, ROOM_NO_MOB )
&& !IS_SET( room->room_flags, ROOM_SOLITARY ) )
break;
}
act( "$n leaves on a mission of peace.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You leave to help someplace else.\n\r", ch );
char_from_room( ch );
char_to_room( ch, room );
act( "$n has arrived on a mission of peace.", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 0:
case 1:
case 2:
act( "$n utters the word 'ecaep'.", ch, NULL, NULL, TO_ROOM );
spell_armour( skill_lookup( "armour" ), ch->level, ch, victim );
return TRUE;
case 3:
case 4:
act( "$n utters the word 'ycrem'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 5:
act( "$n utters the words 'evol'.", ch, NULL, NULL, TO_ROOM );
spell_endurance( skill_lookup( "endurance" ), ch->level, ch, victim );
return TRUE;
}
}
bool spec_deaf( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
char buf[MAX_INPUT_LENGTH];
sprintf( buf, "%s, %s?",
( number_bits( 1 ) == 0 ) ? "WATCHA SAY" : "COME AGAIN",
( player->sex == SEX_MALE ) ? "SONNY"
: ( player->sex == SEX_FEMALE ) ? "LASS" : "MATE" );
do_say( ch, buf );
return TRUE;
}
bool spec_safe( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
do_say( ch, "You cannot hurt me weakling!" );
do_say( ch, "I am protected from your puny attacks." );
return TRUE;
}
bool spec_religion_recruit( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
char *argument = (char *)thing;
char buf[MAX_INPUT_LENGTH];
RELIGION_DATA * religion;
if( str_infix( argument, "recruit me" )
&& str_infix( argument, "would like to join" ) )
return FALSE;
one_argument( ch->name, buf );
if( !( religion = religion_lookup( buf ) ) )
{
bug( "Invalid name for mob %d: %s",
ch->pIndexData->vnum, ch->name );
return FALSE;
}
if( IS_NPC( player ) )
return FALSE;
if( player->pcdata->religion )
{
do_say( ch, "You cannot worship two masters." );
return TRUE;
}
if( player->alignment < religion->align_min
|| player->alignment > religion->align_max )
{
do_say( ch, "You are unsuitable for this religion." );
return TRUE;
}
sprintf( buf, "So you want to join the %s religion, %s?",
religion->name, player->name );
do_say( ch, buf );
do_say( ch, "Very well, welcome to the joys of religion!" );
player->pcdata->religion = religion;
sprintf( buf, "%s has recruited %s to the %s religion.",
ch->short_descr, player->name, religion->name );
wiznet( ch, WIZ_MISC, get_trust( player ), buf );
return TRUE;
}
/* 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_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
const char *mesg;
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 != CLASS_THIEF
&& get_first_class( victim ) != CLASS_THIEF
&& get_second_class( victim ) != CLASS_THIEF )
break;
}
if( victim == NULL || victim == ch || IS_IMMORTAL( victim ) )
return FALSE;
if( victim->level > ch->level + 7 )
return FALSE;
switch( number_bits( 3 ) )
{
case 0:
mesg = "Time to die..."; break;
case 1:
mesg = "Cabrone..."; break;
case 2:
mesg = "Welcome to your fate..."; break;
case 3:
mesg = "Ever dance with the devil..."; break;
case 4:
mesg = "On our turf eh..."; break;
default:
mesg = "Death to is the true end..."; break;
}
do_say( ch, mesg );
multi_hit( ch, victim, gsn_backstab );
return TRUE;
}
bool spec_drunk( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
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 ) )
{
default:
case 0:
act( "$n pukes", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 1:
act( "Oooohh noooo $n has begon to sing !!", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 2:
act( "$n sings 'Ole Ole Ole'.", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 3:
act( "*hic*", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 4:
act( "$n hiccups", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 5:
act( "$n tries to hit $N but falls to the ground.", ch, NULL, victim, TO_ROOM );
return TRUE;
case 6:
case 7:
act( "$n burps", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 8:
act( "$n orders another bottle of beer.", ch, NULL, NULL, TO_ROOM );
return TRUE;
case 9:
do_say( ch, "Ohh i feel so sick..." );
return TRUE;
case 10:
do_yell( ch, "I'm so drunk I'm sober" );
return TRUE;
case 11:
do_say( ch, "En we gaan nog niet naar huis..." );
return TRUE;
case 12:
act( "$n pukes all over $N.", ch, NULL, victim, TO_ROOM );
return TRUE;
case 13:
do_say( ch, "If you want a drink..." );
do_say( ch, "You'll need to order one... Hahaha" );
return TRUE;
case 14:
do_say( ch, "Hey guys... buy me a beer will you...*hic*" );
return TRUE;
case 15:
do_say( ch, "Hey you bar-dude gimme another beer will ya" );
return TRUE;
}
}
/*
* Admin note: since a necro mob is NASTY, make it a rare mob that has
* this spec.
* Be aware of the player corpse looting technique offered by a naromantic
* mob:
* Player dies.
* Evil player takes his necromancer charmie to the corpse.
* Corpse gets animated and Mr. Evil slays the zombie and grabs the
* stuff, disappears into the sunset in his hog...
* --Symposium
*/
bool spec_necro( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
OBJ_DATA *obj;
OBJ_DATA *corpse = NULL;
int count = 0;
for( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if( !obj->deleted
&& ( obj->item_type == ITEM_CORPSE_NPC
|| obj->item_type == ITEM_CORPSE_PC )
&& number_range( 0, count++ ) == 0 )
corpse = obj;
}
if( !corpse )
return FALSE;
animate_corpse( ch, corpse, -1, -1 );
return TRUE;
}
/*
* Admin note: changeling mobiles are supposed to be extremely difficult
* to kill, or at least quite tricky. So that players cannot abuse the
* changelings by having low level characters sit at them until they get
* very low stats, make every changeling aggressive.
* --Symposium
*/
bool spec_changeling( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim;
char buf[ MAX_STRING_LENGTH ];
for( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if( can_see( ch, victim ) && number_bits( 2 ) == 0 )
break;
}
if( !victim || IS_NPC( victim ) || IS_IMMORTAL( victim ) )
return FALSE;
act( "$n slowly morphs into a perfect semblance of $N.",
ch, NULL, victim, TO_ALL );
sprintf( buf, "%s %s", ch->name, victim->name );
free_string( ch->name );
ch->name = str_dup( buf );
free_string( ch->short_descr );
if( victim->short_descr && victim->short_descr[0] != '\0' )
ch->short_descr = str_dup( victim->short_descr );
else
ch->short_descr = str_dup( victim->name );
/* Everything that can be changed to match the victim is
* however we should do little about hitpoints etc
* as the changeling may have been hurt already and
* mobile hitpoints are good enough.
*/
ch->sex = victim->sex;
ch->class = victim->class;
ch->race = victim->race;
ch->hitroll = victim->hitroll;
ch->damroll = victim->damroll;
ch->speed = victim->speed;
ch->armour = victim->armour;
ch->body_parts = victim->body_parts;
ch->damaged_parts = victim->damaged_parts;
ch->spec_fun = 0;
return TRUE;
}
bool death_explode( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
CHAR_DATA *victim, *victim_next;
act( "$n reaches down to $s belt and presses a button.", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STANDING;
do_say( ch, "HAH! You wont take me alive!" );
act( "$n explodes violently!", ch, NULL, NULL, TO_ROOM );
for( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if( victim->deleted || victim == ch )
continue;
( *skill_table[gsn_explosive].spell_fun )
( gsn_explosive, ch->level, ch, ( void * )victim );
}
return FALSE; /* no corpse made here */
}
bool death_ghost( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing )
{
OBJ_DATA *obj, *obj_next;
act( "$n screams then swiftly dissipates.", ch, NULL, NULL, TO_ROOM );
for( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if( obj->deleted )
continue;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
return TRUE;
}