/***************************************************************************
* 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 originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#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"
#include "commands.h"
int guardian_riddle = 0;
/*
* 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_clan_demon );
DECLARE_SPEC_FUN( spec_clan_demons );
DECLARE_SPEC_FUN( spec_clan_lander );
DECLARE_SPEC_FUN( spec_clan_landers );
DECLARE_SPEC_FUN( spec_clan_mage );
DECLARE_SPEC_FUN( spec_kavir_guardian );
DECLARE_SPEC_FUN( spec_zombie_lord );
DECLARE_SPEC_FUN( spec_dog );
DECLARE_SPEC_FUN( spec_decap );
DECLARE_SPEC_FUN( spec_executioner );
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_fido", spec_fido },
{ "spec_guard", spec_guard },
{ "spec_janitor", spec_janitor },
{ "spec_mayor", spec_mayor },
{ "spec_poison", spec_poison },
{ "spec_thief", spec_thief },
{ "spec_eater", spec_eater },
{ "spec_gremlin_original", spec_gremlin_original },
{ "spec_gremlin_born", spec_gremlin_born },
{ "spec_rogue", spec_rogue },
{ "spec_clan_guardian", spec_clan_guardian },
{ "spec_clan_torcalta", spec_clan_torcalta },
{ "spec_clan_spiritknights", spec_clan_spiritknights },
{ "spec_clan_werewolf", spec_clan_werewolf },
{ "spec_clan_demon", spec_clan_demon },
{ "spec_clan_demons", spec_clan_demons },
{ "spec_clan_lander", spec_clan_lander },
{ "spec_clan_landers", spec_clan_landers },
{ "spec_clan_mage", spec_clan_mage },
{ "spec_kavir_guardian", spec_kavir_guardian },
{ "spec_zombie_lord", spec_zombie_lord },
{ "spec_dog", spec_dog },
{ "spec_decap", spec_decap },
{ "spec_executioner", spec_executioner },
{ "", 0 }
};
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
int x;
for( x=0; *spec_table[x].spec; x++ )
if( !str_cmp(name,spec_table[x].name) )
return spec_table[x].spec;
return NULL;
}
/*
* Given a special function, return the appropriate name
*/
char * spec_name( SPEC_FUN * spec )
{
int x;
for( x=0; *spec_table[x].spec; x++ )
if( spec == spec_table[x].spec)
return spec_table[x].name;
return "none";
}
/*
* 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;
if( number_percent() < 50 )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0:
act( "{w$n utters the word {b'{BrekcarT{b'{x ", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( "{w$n utters the word {b'{Breehsunj{b'{w.{x", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( "{w$n quotes, {b'{BI see Dead people!{b'{w.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( "{w$n says, {b'{BHey. Guess what? Im Cuthbert's bitch.{b'{w.{x", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act( "{w$n quotes, {b'{BOoga{b'{w.{x", ch, NULL, NULL, TO_ROOM);
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act( "{w$n bitchslaps you.{x", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
case 6:
act( "{w$n pisses on you.{x", ch, NULL, NULL, TO_ROOM );
spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_decap( CHAR_DATA *ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
int rnd_chat;
if ( ch->fighting != NULL )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if( !IS_NPC(victim) )
break;
}
if( !victim )
return FALSE;
if (victim->hit < -5)
{
rnd_chat = number_range (1, 10);
if ( rnd_chat <= 5)
sprintf( buf, "Die, Puny Mortal!\n\r");
else if ( rnd_chat <= 6)
sprintf( buf, "It's your time to die.\n\r");
else if ( rnd_chat <= 7)
sprintf( buf, "Annihilated....\n\r");
else if ( rnd_chat <= 8)
sprintf( buf, "Now you go to hell..\n\r");
else if ( rnd_chat <= 9)
sprintf(buf, "Don't cry, it's your time to die.\n\r");
else if ( rnd_chat <= 10)
sprintf( buf, "*AOL-Voice* Good-Bye\n\r");
do_say( ch, buf );
behead(victim,ch);
sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->long_descr);
do_info(ch,buf);
return TRUE;
}
if ( victim == NULL || victim == ch || victim->level > 7 )
return FALSE;
if ( IS_NPC(victim))
return FALSE;
multi_hit( ch, victim, gsn_backstab );
return TRUE;
}
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_executioner( 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];
CHAR_DATA *victim;
CHAR_DATA *v_next;
int rnd_chat;
if ( !IS_AWAKE( ch ) )
return FALSE;
if ( ch->position == POS_FIGHTING )
do_kick(ch,"victim");
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 ( !IS_CLASS(ch, CLASS_MAGE))
break;
}
if (victim->hit < -5)
{
rnd_chat = number_range (1, 10);
if ( rnd_chat <= 5)
sprintf( buf, "%s has been decapitated by Loki.\n\r", victim->name);
else if ( rnd_chat <= 6)
sprintf( buf, "%s has been decapitated by Loki.\n\r", victim->name);
else if ( rnd_chat <= 7)
sprintf( buf, "%s has been decapitated by Loki.\n\r", victim->name);
else if ( rnd_chat <= 8)
sprintf( buf, "%s has been decapitated by Loki.\n\r", victim->name);
else if ( rnd_chat <= 9)
sprintf(buf, "%s has been decapitated by Loki.\n\r", victim->name);
else if ( rnd_chat <= 10)
sprintf( buf, "%s has been decapitated by Loki.\n\r", victim->name);
behead(victim,ch);
// victim->level = 2;
do_fatality(ch,buf);
return TRUE;
}
if ( victim == NULL || victim == ch || victim->level > 7 )
return FALSE;
if ( IS_NPC(victim))
return FALSE;
for ( object = ch->in_room->contents; object; object = object_next )
{
object_next = object->next_content;
if ( object == NULL )
continue;
if ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
continue;
if ( object->item_type == ITEM_CORPSE_NPC )
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; 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);
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 );
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 );
break;*/
}
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;
}
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) && victim->race > 24 && 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 $N.",ch,NULL,victim,TO_NOTVICT);
}
return TRUE;
}
if ( ech != NULL )
{
if (!IS_NPC(ech) && ech->race >= 25)
{
sprintf( buf, "How DARE you attack %s? You shall DIE!",
ech->name);
do_say( ch, buf );
do_rescue( ch, ech->name );
return TRUE;
}
act( "$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 $n.", ch, NULL, NULL, TO_ROOM );
obj=create_object(get_obj_index(30008),0);
obj->value[0] = 30002;
obj->timer = 1;
obj_to_room(obj,ch->in_room);
extract_char(ch,TRUE,FALSE);
return TRUE;
}
}
return FALSE;
}
bool spec_gremlin_born( CHAR_DATA *ch )
{
OBJ_DATA *object;
OBJ_DATA *object_next;
OBJ_DATA *obj;
CHAR_DATA *victim;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
char buf [MAX_STRING_LENGTH];
/* When they first appear, they try to equip themselves as best they can */
if ( ch->max_move == 100 )
{
do_get(ch,"all");
do_wear(ch,"all");
do_drop(ch,"all");
}
ch->max_move = ch->max_move -1;
if ( ch->max_mana > 249 )
{
strcpy(buf,"I cannot go any further...my task is complete.");
do_say(ch,buf);
act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
extract_char(ch,TRUE,FALSE);
return TRUE;
}
if ( ch->max_move < 5 )
{
strcpy(buf,"Alas, there is not enough food to go around...");
do_say(ch,buf);
act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
extract_char(ch,TRUE,FALSE);
return TRUE;
}
else if (( ch->max_move < 35) && number_percent() > 95 )
act( "$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 $p.", ch, object, NULL, TO_ROOM );
if (object != NULL) extract_obj(object);
if (ch->max_move < 80) ch->max_move = ch->max_move + 20;
do_wear(ch,"all");
do_drop(ch,"all");
/* Increase the following if gremlins reproduce too fast, and
* reduce it if they reproduce too slowly. KaVir.
*/
if (ch->max_move > 75 && number_percent() > 25)
{
if (ch->pIndexData->vnum == 30004)
obj=create_object(get_obj_index(30009),0);
else
{
obj=create_object(get_obj_index(30008),0);
obj->value[0] = 30003;
if (ch->pIndexData->vnum == 30003)
obj->value[0] = 30004;
obj->timer = number_range(8,10);
}
act( "$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];
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 ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
continue;
if ( object->item_type == ITEM_CORPSE_NPC )
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; 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);
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 );
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 );
break;*/
}
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 $p.",ch,object,NULL,TO_CHAR);
do_drop(ch,object->name);
do_sacrifice(ch,object->name);
}
return TRUE;
}
}
return FALSE;
}
/*
* Rotains Clan Guardian Spec
* Original Code by Malice
*/
bool spec_clan_guardian(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
/*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
|| (victim->clan != NULL && !strcmp(victim->clan,"Manus
Nigrum") ))
{
continue;
}
if ((obj = get_obj_carry(victim, "dlwr5"))
&& obj->pIndexData->vnum==6641)
{
return FALSE;
}
else
{
if (ch->in_room != victim->in_room)
{
act("$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("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
}
act("$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);
/*
spell_curse( 24 , 100 , ch , victim );
*/
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 Manus Nigrum Headquarters! Attack!\n\r",
victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */
return TRUE;
}
}
return FALSE;
}
bool spec_clan_torcalta(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
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
|| (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
|| (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);
}
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the clan headquarters!",ch,NULL,victim,TO_CHAR);
spell_curse( 24 , 100 , ch , victim ); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
sprintf( buf,"%s Is in the Torc Alta Headquarters! Attack!\n\r", victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_clan_spiritknights(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
|| (victim->clan != NULL && !strcmp(victim->clan,"Spirit Knights") ))
{
continue;
}
if (ch->in_room!=victim->in_room)
{
act("$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("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
}
act("$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 headquarters!",ch,NULL,victim,TO_CHAR);
spell_curse( 24 , 100 , ch , victim ); /* No Recall */
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_punch);
return TRUE;
}
return FALSE;
}
bool spec_clan_werewolf(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
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_CLASS(victim,CLASS_WEREWOLF))
{
continue;
}
/* Stop Fenris jumping into his own stomach :) */
if (ch->in_room != victim->in_room
&& victim->in_room->vnum != 29732 )
{
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 (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_clan_demon(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
if ( ch->fighting != NULL )
{
if (number_range(1,2) == 1) return spec_breath_any( 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_CLASS(victim,CLASS_DEMON))
{
continue;
}
/* Stop Cerberus jumping into his own stomach :)
if (ch->in_room != victim->in_room
&& victim->in_room->vnum != 29732 ) */
{
act("$n is engulfed in flames and vanishes into the ground!",ch,NULL,NULL,TO_ROOM);
act("You are engulfed in flames and vanish into the ground!",ch,NULL,NULL,TO_CHAR);
char_from_room( ch );
char_to_room(ch, victim->in_room);
act("$n appears in a burst of flames!",ch,NULL,NULL,TO_ROOM);
act("You appear in a burst of flames!",ch,NULL,NULL,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;
}
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
return TRUE;
}
return FALSE;
}
bool spec_clan_demons(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
/*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/
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
|| IS_CLASS(victim,CLASS_DEMON))
{
continue;
}
if ((obj = get_obj_carry(victim, "dlwr5"))
&& obj->pIndexData->vnum==6641)
{
return FALSE;
}
else
{
if (ch->in_room != victim->in_room)
{
act("$n disappears in a blast of flames!",victim,NULL,NULL,TO_ROOM);
act("You disappear into a blast of flames!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
act("$n appears in a blast of flames!",victim,NULL,NULL,TO_ROOM);
act("You appear in a blast of flames!",victim,NULL,NULL,TO_CHAR);
}
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the realm!",ch,NULL,victim,TO_CHAR);
/*
spell_curse( 24 , 100 , ch , victim );
*/
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
sprintf( buf,"%s has invaded the Realm of Evil! Attack!\n\r",
victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */
return TRUE;
}
}
return FALSE;
}
bool spec_clan_lander(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
if ( ch->fighting != NULL )
{
if (number_range(1,2) == 1) return spec_breath_gas( ch );
}
if (ch->in_room == NULL) return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| IS_CLASS(victim,CLASS_HIGHLANDER))
{
continue;
}
/* Stop Cerberus jumping into his own stomach :)
if (ch->in_room != victim->in_room
&& victim->in_room->vnum != 29732 ) */
{
act("$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("$n appears in a swirl of smoke!",ch,NULL,NULL,TO_ROOM);
act("You appear in a swirl of smoke!",ch,NULL,NULL,TO_CHAR);
}
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
return TRUE;
}
return FALSE;
}
bool spec_clan_landers(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
/*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| IS_CLASS(victim,CLASS_HIGHLANDER))
{
continue;
}
if ((obj = get_obj_carry(victim, "dlwr5"))
&& obj->pIndexData->vnum==6641)
{
return FALSE;
}
else
{
if (ch->in_room != victim->in_room)
{
act("$n disappears into a swirl of smoke!",victim,NULL,NULL,TO_ROOM);
act("You disappear into a swirl of smoke!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
act("$n appears in a swirl of smoke!",victim,NULL,NULL,TO_ROOM);
act("You appear in a swirl of smoke!",victim,NULL,NULL,TO_CHAR);
}
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the realm!",ch,NULL,victim,TO_CHAR);
/*
spell_curse( 24 , 100 , ch , victim );
*/
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 has invaded the Realm of Good! Attack!\n\r",
victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */
return TRUE;
}
}
return FALSE;
}
bool spec_clan_mage(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
/*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/
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
|| IS_CLASS(victim,CLASS_MAGE))
{
continue;
}
if ((obj = get_obj_carry(victim, "dlwr5"))
&& obj->pIndexData->vnum==6641)
{
return FALSE;
}
else
{
if (ch->in_room != victim->in_room)
{
act("$n disappears in a haze of blue!!",victim,NULL,NULL,TO_ROOM);
act("You disappear into a haze of blue!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
act("$n appears in a haze of blue!!",victim,NULL,NULL,TO_ROOM);
act("You appear in a haze of blue!!",victim,NULL,NULL,TO_CHAR);
}
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 realm!",ch,NULL,victim,TO_CHAR);
/*
spell_curse( 24 , 100 , ch , victim );
*/
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 has invaded the Realm of Magic! Attack!\n\r",
victim->name);
do_shout( ch , buf);
multi_hit( ch, victim, gsn_backstab); /* Nice Backstab to start */
return TRUE;
}
}
return FALSE;
}
bool spec_kavir_guardian(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
/*
char buf[MAX_STRING_LENGTH];
*/
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
|| (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU))
|| (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 $m into the ground!",victim,NULL,NULL,TO_ROOM);
act("The hands grab you by the ankles and pull you into the ground!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
}
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
/*
act("$n tears $N's head from $S shoulders!",ch,NULL,victim,TO_NOTVICT);
act("You tear $N's head from $S shoulders!",ch,NULL,victim,TO_CHAR);
send_to_char("Your head is torn from your shoulders!\n\r",victim);
sprintf( buf,"%s has been beheaded for his crimes against clan DarkBlade.",victim->name);
do_info(ch, buf);
if (victim->level == 3) victim->level=victim->level-1;
victim->pdeath=victim->pdeath+1;
*/
char_from_room( victim );
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
/*
behead( victim );
*/
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED);
return TRUE;
}
return FALSE;
}
bool spec_zombie_lord( CHAR_DATA *ch )
{
char buf [MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
int consider = 4;
bool north_ok = TRUE;
bool east_ok = TRUE;
bool south_ok = TRUE;
bool west_ok = TRUE;
bool up_ok = TRUE;
bool down_ok = TRUE;
int countup = 6;
int option;
if ( ch->position <= POS_SITTING )
{
do_stand(ch,"");
return TRUE;
}
if ( (victim = ch->fighting) != NULL )
{
if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
{
act("$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);
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);
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);
/*
victim->spec_fun = ch->spec_fun;
*/
do_wear(victim,"all");
strcpy(buf,"I shall spread the corruption! The time of the Apocalypse is at hand!");
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 ( ; ; )
{
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: ch->specpower = DIR_SOUTH; break;
case DIR_SOUTH: ch->specpower = DIR_NORTH; break;
case DIR_EAST: ch->specpower = DIR_WEST; break;
case DIR_WEST: ch->specpower = DIR_EAST; break;
case DIR_UP: ch->specpower = DIR_DOWN; break;
case DIR_DOWN: ch->specpower = DIR_UP; break;
}
move_char(ch,option);
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("$n barks loudly at the door.",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL || IS_NPC(vch) )
continue;
if ( vch->in_room == ch->in_room )
continue;
if ( vch->in_room->area == ch->in_room->area )
send_to_char("You hear the sound of a dog barking nearby.\n\r",vch);
}
return TRUE;
}
switch (option)
{
default: break;
case DIR_NORTH: ch->specpower = DIR_SOUTH; break;
case DIR_SOUTH: ch->specpower = DIR_NORTH; break;
case DIR_EAST: ch->specpower = DIR_WEST; break;
case DIR_WEST: ch->specpower = DIR_EAST; break;
case DIR_UP: ch->specpower = DIR_DOWN; break;
case DIR_DOWN: ch->specpower = DIR_UP; break;
}
move_char(ch,option);
break;
}
}
for ( obj = ch->in_room->contents; obj != NULL; obj = o_next )
{
o_next = obj->next_content;
if (number_range(1,2) == 1) continue;
act( "$n sniffs $p.", ch, obj, NULL, TO_ROOM );
if ( obj->item_type == ITEM_FOOD )
{
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
extract_obj(obj);
}
return TRUE;
}
return TRUE;
}
void do_gsay( CHAR_DATA *ch, char *speaks )
{
char buf [ MAX_STRING_LENGTH ];
sprintf(buf,"{n$n says '{c$T{n'." );
act( buf, ch, NULL, speaks, TO_ROOM );
return;
}
bool bad_ans( CHAR_DATA *ch )
{
switch( number_range(0,2) )
{
case 0:
check_social(ch,"grin", "" );
break;
case 1:
check_social(ch,"shake", "" );
break;
case 2:
check_social(ch,"chuckle", "" );
break;
}
// do_gsay( ch, "I'm sorry.. Try again..");
return FALSE;
}
bool guardian_greet( CHAR_DATA *victim, CHAR_DATA *ch )
{
char buf [ MAX_STRING_LENGTH ];
if( IS_NPC(victim) )
return FALSE;
sprintf( buf, "Riddle me this %s.", PERS(victim,ch) );
do_gsay( ch, buf );
switch( guardian_riddle )
{
default: guardian_riddle = 0;
case 0:
do_gsay( ch, "We love it more than life." );
do_gsay( ch, "We fear it more than death." );
do_gsay( ch, "The wealthy want for it." );
do_gsay( ch, "The poor have it in plenty." );
break;
case 1:
do_gsay( ch, "The beginning of eternity.");
do_gsay( ch, "The end of space." );
do_gsay( ch, "The begining of every end,");
do_gsay( ch, "And the end of every place.");
break;
case 2:
do_gsay( ch, "There was a green house.");
do_gsay( ch, "Inside the green house there was a white house");
do_gsay( ch, "Inside the white house there was a red house.");
do_gsay( ch, "Inside the red house there were lots of babies.");
break;
case 3:
do_gsay( ch, "I am sometimes strong and sometimes weak,");
do_gsay( ch, "But I am nobody's fool.");
do_gsay( ch, "For there is no language that I cannot speak,");
do_gsay( ch, "Though I have never attended school.");
break;
case 4:
do_gsay( ch, "At night they come without being fetched," );
do_gsay( ch, "And at day, they are lost without being stolen." );
break;
case 5:
do_gsay( ch, "I never was, am always to be," );
do_gsay( ch, "No one ever saw me, nor ever will," );
do_gsay( ch, "And yet I am the confidence of all, " );
do_gsay( ch, "To live and breathe on this terrestrial ball." );
break;
case 6:
do_gsay( ch, "I pass before the sun, " );
do_gsay( ch, "But cast no shadow." );
break;
case 7:
do_gsay( ch, "Runs over fields and woods all day." );
do_gsay( ch, "Under a bed at night sits not alone." );
do_gsay( ch, "With a long tongue hanging out," );
do_gsay( ch, "A-waiting for a bone." );
break;
}
check_social( ch, "grin", "" );
do_gsay( ch, "Of what do I speak?");
return TRUE;
}
bool guardian_answer( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *portal;
char arg [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg );
switch( guardian_riddle )
{
case 0:
if( str_cmp( arg, "nothing" ) )
return bad_ans(ch);
break;
case 1:
if( !is_name( arg, "e" ) )
return bad_ans(ch);
break;
case 2:
if( str_cmp( arg, "watermelon" ) )
return bad_ans(ch);
break;
case 3:
if( str_cmp( arg, "echo" ) )
return bad_ans(ch);
break;
case 4:
if( str_cmp( arg, "stars" ) )
return bad_ans(ch);
break;
case 5:
if( str_cmp( arg, "tomorrow" ) )
return bad_ans(ch);
break;
case 6:
if( str_cmp( arg, "wind" ) )
return bad_ans(ch);
break;
case 7:
if( str_cmp( arg, "shoes" ) )
return bad_ans(ch);
break;
}
do_gsay( ch, "Correct! I shall think of a better riddle next time!" );
guardian_riddle = number_range( 0, 7 );
if( !get_obj_index( OBJ_VNUM_PORTAL ) )
return TRUE;
act( "A portal appears in front of $n", ch, NULL, NULL, TO_ROOM );
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
portal->timer = 3;
portal->value[0] = 30001; /* Machine is in this room */
portal->value[1] = 20;
obj_to_room(portal,ch->in_room);
if( !get_room_index( 30001 ) )
return TRUE;
portal = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
portal->timer = 25;
portal->value[0] = ch->in_room->vnum;
obj_to_room( portal, get_room_index( 30001 ) );
return TRUE;
}