/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN( spec_breath_any );
DECLARE_SPEC_FUN( spec_breath_acid );
DECLARE_SPEC_FUN( spec_breath_fire );
DECLARE_SPEC_FUN( spec_breath_frost );
DECLARE_SPEC_FUN( spec_breath_gas );
DECLARE_SPEC_FUN( spec_breath_lightning );
DECLARE_SPEC_FUN( spec_cast_adept );
DECLARE_SPEC_FUN( spec_cast_cleric );
DECLARE_SPEC_FUN( spec_cast_judge );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_undead );
DECLARE_SPEC_FUN( spec_executioner );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guard );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_mayor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_eater );
DECLARE_SPEC_FUN( spec_gremlin_original );
DECLARE_SPEC_FUN( spec_gremlin_born );
DECLARE_SPEC_FUN( spec_rogue );
DECLARE_SPEC_FUN( spec_librarian );
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
if ( !str_cmp( name, "spec_breath_any" ) ) return spec_breath_any;
if ( !str_cmp( name, "spec_breath_acid" ) ) return spec_breath_acid;
if ( !str_cmp( name, "spec_breath_fire" ) ) return spec_breath_fire;
if ( !str_cmp( name, "spec_breath_frost" ) ) return spec_breath_frost;
if ( !str_cmp( name, "spec_breath_gas" ) ) return spec_breath_gas;
if ( !str_cmp( name, "spec_breath_lightning" ) ) return
spec_breath_lightning;
if ( !str_cmp( name, "spec_cast_adept" ) ) return spec_cast_adept;
if ( !str_cmp( name, "spec_cast_cleric" ) ) return spec_cast_cleric;
if ( !str_cmp( name, "spec_cast_judge" ) ) return spec_cast_judge;
if ( !str_cmp( name, "spec_cast_mage" ) ) return spec_cast_mage;
if ( !str_cmp( name, "spec_cast_undead" ) ) return spec_cast_undead;
if ( !str_cmp( name, "spec_executioner" ) ) return spec_executioner;
if ( !str_cmp( name, "spec_fido" ) ) return spec_fido;
if ( !str_cmp( name, "spec_guard" ) ) return spec_guard;
if ( !str_cmp( name, "spec_janitor" ) ) return spec_janitor;
if ( !str_cmp( name, "spec_mayor" ) ) return spec_mayor;
if ( !str_cmp( name, "spec_poison" ) ) return spec_poison;
if ( !str_cmp( name, "spec_thief" ) ) return spec_thief;
if ( !str_cmp( name, "spec_eater" ) ) return spec_eater;
if ( !str_cmp( name, "spec_gremlin_original" ) ) return spec_gremlin_original;
if ( !str_cmp( name, "spec_gremlin_born" ) ) return spec_gremlin_born;
if ( !str_cmp( name, "spec_rogue" ) ) return spec_rogue;
if ( !str_cmp( name, "spec_librarian" ) ) return spec_librarian;
return 0;
}
/*
* Core procedure for dragons.
*/
bool dragon( CHAR_DATA *ch, char *spell_name )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
if ( ( sn = skill_lookup( spell_name ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
return TRUE;
}
/*
* Special procedures for mobiles.
*/
bool spec_breath_any( CHAR_DATA *ch )
{
if ( ch->position != POS_FIGHTING )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0: return spec_breath_fire ( ch );
case 1:
case 2: return spec_breath_lightning ( ch );
case 3: return spec_breath_gas ( ch );
case 4: return spec_breath_acid ( ch );
case 5:
case 6:
case 7: return spec_breath_frost ( ch );
}
return FALSE;
}
bool spec_breath_acid( CHAR_DATA *ch )
{
return dragon( ch, "acid breath" );
}
bool spec_breath_fire( CHAR_DATA *ch )
{
return dragon( ch, "fire breath" );
}
bool spec_breath_frost( CHAR_DATA *ch )
{
return dragon( ch, "frost breath" );
}
bool spec_breath_gas( CHAR_DATA *ch )
{
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( ( sn = skill_lookup( "gas breath" ) ) < 0 )
return FALSE;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL );
return TRUE;
}
bool spec_breath_lightning( CHAR_DATA *ch )
{
return dragon( ch, "lightning breath" );
}
bool spec_cast_adept( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0:
act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( "$n utters the word 'nhak'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
for ( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 0; spell = "blindness"; break;
case 1: min_level = 3; spell = "cause critical"; 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 = "harm"; break;
case 7: min_level = 13; spell = "flamestrike"; break;
case 8: min_level = 15; spell = "dispel magic"; break;
case 9: min_level = 16; spell = "heal"; break;
case 10: min_level = 15; spell = "harm"; break;
default: min_level = 16; spell = "heal"; break;
}
if ( ch->level >= min_level )
break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
if( str_cmp( spell, "heal") )
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
else
(*skill_table[sn].spell_fun) (sn, ch->level, ch, ch);
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 = 30; spell = "chill touch"; break;
case 2: min_level = 7; spell = "weaken"; break;
case 3: min_level = 50; spell = "teleport"; break;
case 4: min_level = 51; spell = "colour spray"; break;
case 5: min_level = 12; spell = "change sex"; break;
case 6: min_level = 13; spell = "energy drain"; break;
case 7: min_level = 50; spell = "fireball"; break;
case 8: min_level = 10; spell = "reveal"; break;
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 = "poison"; 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 buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *crime;
if ( !IS_AWAKE(ch) || ch->fighting != NULL )
return FALSE;
crime = "";
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) )
{ crime = "KILLER"; break; }
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) )
{ crime = "THIEF"; break; }
}
if ( victim == NULL )
return FALSE;
snprintf( buf, MAX_STRING_LENGTH, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
char_to_room( create_mobile( get_mob_index(MOB_VNUM_CITYGUARD) ),
ch->in_room );
char_to_room( create_mobile( get_mob_index(MOB_VNUM_CITYGUARD) ),
ch->in_room );
return TRUE;
}
bool spec_fido( CHAR_DATA *ch )
{
OBJ_DATA *corpse;
OBJ_DATA *c_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next )
{
c_next = corpse->next_content;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for ( obj = corpse->contains; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room );
}
if (corpse != NULL) extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_guard( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
int max_evil;
int rand;
if ( !IS_AWAKE(ch) || ch->fighting != NULL )
return FALSE;
max_evil = 300;
ech = NULL;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && 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)
{
snprintf( buf, MAX_STRING_LENGTH, "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);
snprintf( buf, MAX_STRING_LENGTH, "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);
snprintf( buf, MAX_STRING_LENGTH, "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 $N.",ch,NULL,victim,TO_NOTVICT);
}
return TRUE;
}
if ( ech != NULL )
{
if (!IS_NPC(ech) && ech->race >= 25)
{
snprintf( buf, MAX_STRING_LENGTH, "How DARE you attack %s? You shall DIE!",
ech->name);
do_say( ch, buf );
do_rescue( ch, ech->name );
return TRUE;
}
act( "$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_SEER
|| 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 $S wallet!",
ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
gold = victim->gold * number_range( 1, 20 ) / 100;
ch->gold += 7 * gold / 8;
victim->gold -= gold;
return TRUE;
}
}
return FALSE;
}
bool spec_eater( CHAR_DATA *ch )
{
/* The spec_eater is a hungry bugger who eats players. If they get
* eaten, they get transported to the room with the same vnum as the
* mob Example: A spec_eater dragon with the vnum 31305 would send
* anybody eaten to room 31305.
* KaVir.
*/
CHAR_DATA *victim;
ROOM_INDEX_DATA *pRoomIndex;
ROOM_INDEX_DATA *location;
location = get_room_index(ch->home);
if ( ch->position != POS_FIGHTING )
{
return FALSE;
}
if (number_percent() > 50 ) return FALSE;
victim=ch->fighting;
/* NPC check added to stop IO eating other dragons!!! */
if(IS_NPC(victim)) {
return FALSE;
}
act( "$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); */
char_to_room(victim, location);
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;
if ( !IS_AWAKE( ch ) )
return FALSE;
if (number_percent() > 25)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char buf [MAX_INPUT_LENGTH];
/* 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) do_say(ch,"Anyone got any food? I'm famished!");
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))
snprintf(buf, MAX_INPUT_LENGTH, "Excuse me %s, have you got any spare food?",victim->name);
else
snprintf(buf, MAX_INPUT_LENGTH, "I wonder if %s has got any spare food?",victim->short_descr);
do_say(ch,buf);
}
if (speech == 5) do_say(ch,"If you're not hungry, drop that pie for me!");
if (speech == 6)
{
if(!IS_NPC(victim))
snprintf(buf, MAX_INPUT_LENGTH, "Do you have any food, %s? Pleeeaaase?",victim->name);
else
snprintf(buf, MAX_INPUT_LENGTH, "I bet %s has lots of spare food!",victim->short_descr);
do_say(ch,buf);
}
if (speech == 7)
{
if(!IS_NPC(victim))
snprintf(buf, MAX_INPUT_LENGTH, "Why won't you give me any food, %s?",victim->name);
else
snprintf(buf, MAX_INPUT_LENGTH, "Why won't you give me any food, %s?",victim->short_descr);
do_say(ch,buf);
}
if (speech == 8)
{
if(!IS_NPC(victim))
snprintf(buf, MAX_INPUT_LENGTH, "I think i'll follow you around for a while, ok %s?",victim->name);
else
snprintf(buf, MAX_INPUT_LENGTH, "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 $p up.", ch, object, NULL, TO_ROOM );
obj_from_room( object );
obj_to_char( object, ch );
do_say(ch,"Ah....foooood....goooood!");
if (object->item_type == ITEM_CORPSE_NPC)
{
do_get(ch,"all corpse");
}
act( "$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 $n.", ch, NULL, NULL, TO_ROOM );
obj=create_object(get_obj_index(30008),0);
obj->value[0] = 30002;
obj->timer = 1;
obj_to_room(obj,ch->in_room);
extract_char(ch,TRUE);
return TRUE;
}
}
return FALSE;
}
bool spec_gremlin_born( CHAR_DATA *ch )
{
OBJ_DATA *object;
OBJ_DATA *object_next;
OBJ_DATA *obj;
CHAR_DATA *victim;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
/* When they first appear, they try to equip themselves as best they can */
if ( ch->max_move == 100 )
{
do_get(ch,"all");
do_wear(ch,"all");
do_drop(ch,"all");
}
ch->max_move = ch->max_move -1;
if ( ch->max_mana > 249 )
{
do_say(ch,"I cannot go any further...my task is complete.");
act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
extract_char(ch,TRUE);
return TRUE;
}
if ( ch->max_move < 5 )
{
do_say(ch,"Alas, there is not enough food to go around...");
act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM );
extract_char(ch,TRUE);
return TRUE;
}
else if (( ch->max_move < 35) && number_percent() > 95 )
act( "$n's stomach growls with hunger.", ch, NULL, NULL, TO_ROOM );
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( object = ch->in_room->contents; object; object = object_next )
{
object_next = object->next_content;
if ( !IS_SET(object->wear_flags, ITEM_TAKE) )
continue;
if (object == NULL) continue;
if ( object->item_type == ITEM_FOOD
|| object->item_type == ITEM_TRASH
|| object->item_type == ITEM_CORPSE_NPC )
{
act( "$n picks $p up.", ch, object, NULL, TO_ROOM );
obj_from_room( object );
obj_to_char( object, ch );
if (object->item_type == ITEM_CORPSE_NPC)
{
do_get(ch,"all corpse");
}
act( "$n eats $p.", ch, object, NULL, TO_ROOM );
if (object != NULL)
extract_obj(object);
if (ch->max_move < 80)
ch->max_move = ch->max_move + 20;
do_wear(ch,"all");
do_drop(ch,"all");
/* Increase the following if gremlins reproduce too fast, and
* reduce it if they reproduce too slowly. KaVir.
*/
if (ch->max_move > 75 && number_percent() > 25)
{
if (ch->pIndexData->vnum == 30004)
obj=create_object(get_obj_index(30009),0);
else
{
obj=create_object(get_obj_index(30008),0);
obj->value[0] = 30003;
if (ch->pIndexData->vnum == 30003)
obj->value[0] = 30004;
obj->timer = number_range(8,10);
}
act( "$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)
{
do_say(ch,"Sorry brother, but I must eat you or I'll starve.");
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;
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_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:
do_say(ch,"Hey, what a find!");
break;
case ITEM_FOOD:
do_say(ch, "This looks like a tasty morsel!");
do_eat(ch,object->name);
break;
case ITEM_WAND:
do_say(ch,"Wow, a magic wand!");
wear_obj(ch,object,FALSE);
break;
case ITEM_STAFF:
do_say(ch,"Kewl, a magic staff!");
wear_obj(ch,object,FALSE);
break;
case ITEM_WEAPON:
do_say(ch,"Hey, this looks like a nifty weapon!");
wear_obj(ch,object,FALSE);
break;
case ITEM_ARMOR:
do_say(ch,"Oooh...a nice piece of armor!");
wear_obj(ch,object,FALSE);
break;
case ITEM_POTION:
do_say(ch, "Great! I was feeling a little thirsty!");
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:
do_say(ch,"Hmmm I wonder what this says?");
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))
{
do_say(ch,"Now THIS looks like an improvement!");
remove_obj(ch,obj2->wear_loc,TRUE);
wear_obj(ch,object,FALSE);
}
else
{
do_say(ch,"I don't want this piece of junk!");
act("You don't like the look of $p.",ch,object,NULL,TO_CHAR);
do_drop(ch,object->name);
do_sacrifice(ch,object->name);
}
return TRUE;
}
}
return FALSE;
}
bool spec_librarian( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0:
act( "$n utters the word 'Ook'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( "$n utters the word 'Oook'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( "$n utters the words 'Oook ook'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( "$n utters the word 'Oook'.", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act( "$n utters the words 'Ook'.", 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 'oook'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}