/* ************************************************************************
* File: spec_procs.c Part of CircleMUD *
* Usage: implementation of special procedures for mobiles/objects/rooms *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "constants.h"
/* external vars */
extern struct time_info_data time_info;
extern struct spell_info_type spell_info[];
extern struct guild_info_type guild_info[];
/* extern functions */
ACMD(do_drop);
ACMD(do_gen_door);
ACMD(do_say);
ACMD(do_action);
/* local functions */
void sort_spells(void);
int compare_spells(const void *x, const void *y);
const char *how_good(int percent);
void list_skills(struct char_data *ch);
SPECIAL(guild);
SPECIAL(dump);
SPECIAL(mayor);
void npc_steal(struct char_data *ch, struct char_data *victim);
SPECIAL(snake);
SPECIAL(thief);
SPECIAL(magic_user);
SPECIAL(guild_guard);
SPECIAL(puff);
SPECIAL(fido);
SPECIAL(janitor);
SPECIAL(cityguard);
SPECIAL(pet_shops);
SPECIAL(bank);
/* ********************************************************************
* Special procedures for mobiles *
******************************************************************** */
SPECIAL(dump)
{
struct obj_data *k;
int value = 0;
for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) {
act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM);
extract_obj(k);
}
if (!CMD_IS("drop"))
return (FALSE);
do_drop(ch, argument, cmd, SCMD_DROP);
for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) {
act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM);
value += MAX(1, MIN(50, GET_OBJ_COST(k) / 10));
extract_obj(k);
}
if (value) {
send_to_char(ch, "You are awarded for outstanding performance.\r\n");
act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM);
if (GET_LEVEL(ch) < 3)
gain_exp(ch, value);
else
GET_GOLD(ch) += value;
}
return (TRUE);
}
SPECIAL(mayor)
{
char actbuf[MAX_INPUT_LENGTH];
const char open_path[] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
const char close_path[] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
static const char *path = NULL;
static int path_index;
static bool move = FALSE;
if (!move) {
if (time_info.hours == 6) {
move = TRUE;
path = open_path;
path_index = 0;
} else if (time_info.hours == 20) {
move = TRUE;
path = close_path;
path_index = 0;
}
}
if (cmd || !move || (GET_POS(ch) < POS_SLEEPING) ||
(GET_POS(ch) == POS_FIGHTING))
return (FALSE);
switch (path[path_index]) {
case '0':
case '1':
case '2':
case '3':
perform_move(ch, path[path_index] - '0', 1);
break;
case 'W':
GET_POS(ch) = POS_STANDING;
act("$n awakens and groans loudly.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'S':
GET_POS(ch) = POS_SLEEPING;
act("$n lies down and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'a':
act("$n says 'Hello Honey!'", FALSE, ch, 0, 0, TO_ROOM);
act("$n smirks.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'b':
act("$n says 'What a view! I must get something done about that dump!'",
FALSE, ch, 0, 0, TO_ROOM);
break;
case 'c':
act("$n says 'Vandals! Youngsters nowadays have no respect for anything!'",
FALSE, ch, 0, 0, TO_ROOM);
break;
case 'd':
act("$n says 'Good day, citizens!'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'e':
act("$n says 'I hereby declare the bazaar open!'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'E':
act("$n says 'I hereby declare Midgaard closed!'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'O':
do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_UNLOCK); /* strcpy: OK */
do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_OPEN); /* strcpy: OK */
break;
case 'C':
do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_CLOSE); /* strcpy: OK */
do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_LOCK); /* strcpy: OK */
break;
case '.':
move = FALSE;
break;
}
path_index++;
return (FALSE);
}
/* ********************************************************************
* General special procedures for mobiles *
******************************************************************** */
void npc_steal(struct char_data *ch, struct char_data *victim)
{
int gold;
if (IS_NPC(victim))
return;
if (GET_LEVEL(victim) >= LVL_IMMORT)
return;
if (!CAN_SEE(ch, victim))
return;
if (AWAKE(victim) && (rand_number(0, GET_LEVEL(ch)) == 0)) {
act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, victim, TO_VICT);
act("$n tries to steal gold from $N.", TRUE, ch, 0, victim, TO_NOTVICT);
} else {
/* Steal some gold coins */
gold = (GET_GOLD(victim) * rand_number(1, 10)) / 100;
if (gold > 0) {
GET_GOLD(ch) += gold;
GET_GOLD(victim) -= gold;
}
}
}
/*
* Quite lethal to low-level characters.
*/
SPECIAL(snake)
{
if (cmd || GET_POS(ch) != POS_FIGHTING || !FIGHTING(ch))
return (FALSE);
if (IN_ROOM(FIGHTING(ch)) != IN_ROOM(ch) || rand_number(0, GET_LEVEL(ch)) != 0)
return (FALSE);
act("$n bites $N!", 1, ch, 0, FIGHTING(ch), TO_NOTVICT);
act("$n bites you!", 1, ch, 0, FIGHTING(ch), TO_VICT);
call_magic(ch, FIGHTING(ch), 0, SPELL_POISON, GET_LEVEL(ch), CAST_SPELL);
return (TRUE);
}
SPECIAL(thief)
{
struct char_data *cons;
if (cmd || GET_POS(ch) != POS_STANDING)
return (FALSE);
for (cons = world[IN_ROOM(ch)].people; cons; cons = cons->next_in_room)
if (!IS_NPC(cons) && GET_LEVEL(cons) < LVL_IMMORT && !rand_number(0, 4)) {
npc_steal(ch, cons);
return (TRUE);
}
return (FALSE);
}
SPECIAL(magic_user_orig)
{
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return (FALSE);
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL && IN_ROOM(FIGHTING(ch)) == IN_ROOM(ch))
vict = FIGHTING(ch);
/* Hm...didn't pick anyone...I'll wait a round. */
if (vict == NULL)
return (TRUE);
if (GET_LEVEL(ch) > 13 && rand_number(0, 10) == 0)
cast_spell(ch, vict, NULL, SPELL_POISON);
if (GET_LEVEL(ch) > 7 && rand_number(0, 8) == 0)
cast_spell(ch, vict, NULL, SPELL_BLINDNESS);
if (GET_LEVEL(ch) > 12 && rand_number(0, 12) == 0) {
if (IS_EVIL(ch))
cast_spell(ch, vict, NULL, SPELL_ENERGY_DRAIN);
else if (IS_GOOD(ch))
cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL);
}
if (rand_number(0, 4))
return (TRUE);
switch (GET_LEVEL(ch)) {
case 4:
case 5:
cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
break;
case 6:
case 7:
cast_spell(ch, vict, NULL, SPELL_CHILL_TOUCH);
break;
case 8:
case 9:
cast_spell(ch, vict, NULL, SPELL_BURNING_HANDS);
break;
case 10:
case 11:
cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
break;
case 12:
case 13:
cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
break;
case 14:
case 15:
case 16:
case 17:
cast_spell(ch, vict, NULL, SPELL_COLOR_SPRAY);
break;
default:
cast_spell(ch, vict, NULL, SPELL_FIREBALL);
break;
}
return (TRUE);
}
/* ********************************************************************
* Special procedures for mobiles *
******************************************************************** */
SPECIAL(guild_guard)
{
int i;
struct char_data *guard = (struct char_data *)me;
const char *buf = "The guard humiliates you, and blocks your way.\r\n";
const char *buf2 = "The guard humiliates $n, and blocks $s way.";
if (!IS_MOVE(cmd) || AFF_FLAGGED(guard, AFF_BLIND))
return (FALSE);
if (GET_LEVEL(ch) >= LVL_IMMORT)
return (FALSE);
for (i = 0; guild_info[i].guild_room != NOWHERE; i++) {
/* Wrong guild or not trying to enter. */
if (GET_ROOM_VNUM(IN_ROOM(ch)) != guild_info[i].guild_room || cmd != guild_info[i].direction)
continue;
/* Allow the people of the guild through. */
if (!IS_NPC(ch) && GET_CLASS(ch) == guild_info[i].pc_class)
continue;
send_to_char(ch, "%s", buf);
act(buf2, FALSE, ch, 0, 0, TO_ROOM);
return (TRUE);
}
return (FALSE);
}
SPECIAL(puff)
{
char actbuf[MAX_INPUT_LENGTH];
if (cmd)
return (FALSE);
switch (rand_number(0, 60)) {
case 0:
do_say(ch, strcpy(actbuf, "My god! It's full of stars!"), 0, 0); /* strcpy: OK */
return (TRUE);
case 1:
do_say(ch, strcpy(actbuf, "How'd all those fish get up here?"), 0, 0); /* strcpy: OK */
return (TRUE);
case 2:
do_say(ch, strcpy(actbuf, "I'm a very female dragon."), 0, 0); /* strcpy: OK */
return (TRUE);
case 3:
do_say(ch, strcpy(actbuf, "I've got a peaceful, easy feeling."), 0, 0); /* strcpy: OK */
return (TRUE);
default:
return (FALSE);
}
}
SPECIAL(fido)
{
struct obj_data *i, *temp, *next_obj;
if (cmd || !AWAKE(ch))
return (FALSE);
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
if (!IS_CORPSE(i))
continue;
act("$n savagely devours a corpse.", FALSE, ch, 0, 0, TO_ROOM);
for (temp = i->contains; temp; temp = next_obj) {
next_obj = temp->next_content;
obj_from_obj(temp);
obj_to_room(temp, IN_ROOM(ch));
}
extract_obj(i);
return (TRUE);
}
return (FALSE);
}
SPECIAL(janitor)
{
struct obj_data *i;
if (cmd || !AWAKE(ch))
return (FALSE);
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
if (!CAN_WEAR(i, ITEM_WEAR_TAKE))
continue;
if (GET_OBJ_TYPE(i) != ITEM_DRINKCON && GET_OBJ_COST(i) >= 15)
continue;
act("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM);
obj_from_room(i);
obj_to_char(i, ch);
return (TRUE);
}
return (FALSE);
}
SPECIAL(cityguard)
{
struct char_data *tch, *evil, *spittle;
int max_evil, min_cha;
if (cmd || !AWAKE(ch) || FIGHTING(ch))
return (FALSE);
max_evil = 1000;
min_cha = 6;
spittle = evil = NULL;
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) {
if (!CAN_SEE(ch, tch))
continue;
if (!IS_NPC(tch) && PLR_FLAGGED(tch, PLR_KILLER)) {
act("$n screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'", FALSE, ch, 0, 0, TO_ROOM);
hit(ch, tch, TYPE_UNDEFINED);
return (TRUE);
}
if (!IS_NPC(tch) && PLR_FLAGGED(tch, PLR_THIEF)) {
act("$n screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'", FALSE, ch, 0, 0, TO_ROOM);
hit(ch, tch, TYPE_UNDEFINED);
return (TRUE);
}
if (FIGHTING(tch) && GET_ALIGNMENT(tch) < max_evil && (IS_NPC(tch) || IS_NPC(FIGHTING(tch)))) {
max_evil = GET_ALIGNMENT(tch);
evil = tch;
}
if (GET_CHA(tch) < min_cha) {
spittle = tch;
min_cha = GET_CHA(tch);
}
}
if (evil && GET_ALIGNMENT(FIGHTING(evil)) >= 0) {
act("$n screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM);
hit(ch, evil, TYPE_UNDEFINED);
return (TRUE);
}
/* Reward the socially inept. */
if (spittle && !rand_number(0, 9)) {
static int spit_social;
if (!spit_social)
spit_social = find_command("spit");
if (spit_social > 0) {
char spitbuf[MAX_NAME_LENGTH + 1];
strncpy(spitbuf, GET_NAME(spittle), sizeof(spitbuf)); /* strncpy: OK */
spitbuf[sizeof(spitbuf) - 1] = '\0';
do_action(ch, spitbuf, spit_social, 0);
return (TRUE);
}
}
return (FALSE);
}
#define PET_PRICE(pet) (GET_LEVEL(pet) * 300)
SPECIAL(pet_shops)
{
char buf[MAX_STRING_LENGTH], pet_name[256];
room_rnum pet_room;
struct char_data *pet;
/* Gross. */
pet_room = IN_ROOM(ch) + 1;
if (CMD_IS("list")) {
send_to_char(ch, "Available pets are:\r\n");
for (pet = world[pet_room].people; pet; pet = pet->next_in_room) {
/* No, you can't have the Implementor as a pet if he's in there. */
if (!IS_NPC(pet))
continue;
send_to_char(ch, "%8d - %s\r\n", PET_PRICE(pet), GET_NAME(pet));
}
return (TRUE);
} else if (CMD_IS("buy")) {
two_arguments(argument, buf, pet_name);
if (!(pet = get_char_room(buf, NULL, pet_room)) || !IS_NPC(pet)) {
send_to_char(ch, "There is no such pet!\r\n");
return (TRUE);
}
if (GET_GOLD(ch) < PET_PRICE(pet)) {
send_to_char(ch, "You don't have enough gold!\r\n");
return (TRUE);
}
GET_GOLD(ch) -= PET_PRICE(pet);
pet = read_mobile(GET_MOB_RNUM(pet), REAL);
GET_EXP(pet) = 0;
SET_BIT_AR(AFF_FLAGS(pet), AFF_CHARM);
if (*pet_name) {
snprintf(buf, sizeof(buf), "%s %s", pet->player.name, pet_name);
/* free(pet->player.name); don't free the prototype! */
pet->player.name = strdup(buf);
snprintf(buf, sizeof(buf), "%sA small sign on a chain around the neck says 'My name is %s'\r\n",
pet->player.description, pet_name);
/* free(pet->player.description); don't free the prototype! */
pet->player.description = strdup(buf);
}
char_to_room(pet, IN_ROOM(ch));
add_follower(pet, ch);
/* Be certain that pets can't get/carry/use/wield/wear items */
IS_CARRYING_W(pet) = 1000;
IS_CARRYING_N(pet) = 100;
send_to_char(ch, "May you enjoy your pet.\r\n");
act("$n buys $N as a pet.", FALSE, ch, 0, pet, TO_ROOM);
return (TRUE);
}
/* All commands except list and buy */
return (FALSE);
}
/* ********************************************************************
* Special procedures for objects *
******************************************************************** */
SPECIAL(bank)
{
int amount;
if (CMD_IS("balance")) {
if (GET_BANK_GOLD(ch) > 0)
send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_GOLD(ch));
else
send_to_char(ch, "You currently have no money deposited.\r\n");
return (TRUE);
} else if (CMD_IS("deposit")) {
if ((amount = atoi(argument)) <= 0) {
send_to_char(ch, "How much do you want to deposit?\r\n");
return (TRUE);
}
if (GET_GOLD(ch) < amount) {
send_to_char(ch, "You don't have that many coins!\r\n");
return (TRUE);
}
GET_GOLD(ch) -= amount;
GET_BANK_GOLD(ch) += amount;
send_to_char(ch, "You deposit %d coins.\r\n", amount);
act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM);
return (TRUE);
} else if (CMD_IS("withdraw")) {
if ((amount = atoi(argument)) <= 0) {
send_to_char(ch, "How much do you want to withdraw?\r\n");
return (TRUE);
}
if (GET_BANK_GOLD(ch) < amount) {
send_to_char(ch, "You don't have that many coins deposited!\r\n");
return (TRUE);
}
GET_GOLD(ch) += amount;
GET_BANK_GOLD(ch) -= amount;
send_to_char(ch, "You withdraw %d coins.\r\n", amount);
act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM);
return (TRUE);
} else
return (FALSE);
}
SPECIAL(cleric_marduk)
{
int tmp, num_used = 0;
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return FALSE;
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL)
vict = FIGHTING(ch);
num_used = 12;
tmp = rand_number(1, 10);
if ( (tmp == 7 ) || (tmp == 8) || (tmp == 9) || (tmp == 10)) {
tmp = rand_number(1, num_used);
if ((tmp == 1) && (GET_LEVEL(ch) > 13)) {
cast_spell(ch, vict, NULL, SPELL_EARTHQUAKE);
return TRUE;
}
if ((tmp == 2) && ( (GET_LEVEL(ch) > 8) && (IS_EVIL(vict)))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL);
return TRUE;
}
if ((tmp == 3) && (GET_LEVEL(ch) > 4 )) {
cast_spell(ch, vict, NULL, SPELL_CURSE);
return TRUE;
}
if ((tmp == 4) && ((GET_LEVEL(ch) > 8) && (IS_GOOD(vict)))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD);
return TRUE;
}
if ((tmp == 5) && (GET_LEVEL(ch) > 4 && affected_by_spell(ch, SPELL_CURSE))) {
cast_spell(ch, ch, NULL, SPELL_REMOVE_CURSE);
return TRUE;
}
if ((tmp == 6) && (GET_LEVEL(ch) > 6 && affected_by_spell(ch, SPELL_POISON))) {
cast_spell(ch, ch, NULL, SPELL_REMOVE_POISON);
return TRUE;
}
if (tmp == 7) {
cast_spell(ch, ch, NULL, SPELL_CURE_LIGHT);
return TRUE;
}
if ((tmp == 8) && (GET_LEVEL(ch) > 6 ) && (!IS_UNDEAD(vict))) {
cast_spell(ch, vict, NULL, SPELL_POISON);
return TRUE;
}
if (tmp == 9 && GET_LEVEL(ch) > 8) {
cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC);
return TRUE;
}
if ((tmp == 10) && (GET_LEVEL(ch) > 10)) {
cast_spell(ch, vict, NULL, SPELL_HARM);
return TRUE;
}
if (tmp == 11) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_LIGHT);
return TRUE;
}
if (tmp == 12 && GET_LEVEL(ch) > 8) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC);
return TRUE;
}
}
return FALSE;
}
SPECIAL(cleric_ao)
{
int tmp, num_used = 0;
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return FALSE;
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL)
vict = FIGHTING(ch);
num_used = 8;
tmp = rand_number(1, 10);
if ( (tmp == 7 ) || (tmp == 8) || (tmp == 9) || (tmp == 10)) {
tmp = rand_number(1, num_used);
if ((tmp == 1) && (GET_LEVEL(ch) > 13)) {
cast_spell(ch, vict, NULL, SPELL_EARTHQUAKE);
return TRUE;
}
if ((tmp == 2) && ( (GET_LEVEL(ch) > 8) && (IS_EVIL(vict)))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL);
return TRUE;
}
if ((tmp == 3) && ((GET_LEVEL(ch) > 8) && (IS_GOOD(vict)))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD);
return TRUE;
}
if ((tmp == 4) && (GET_LEVEL(ch) > 4 && affected_by_spell(ch, SPELL_CURSE))) {
cast_spell(ch, ch, NULL, SPELL_REMOVE_CURSE);
return TRUE;
}
if ((tmp == 5) && (GET_LEVEL(ch) > 6 && affected_by_spell(ch, SPELL_POISON))) {
cast_spell(ch, ch, NULL, SPELL_REMOVE_POISON);
return TRUE;
}
if (tmp == 6) {
cast_spell(ch, ch, NULL, SPELL_CURE_LIGHT);
return TRUE;
}
if (tmp == 7 && GET_LEVEL(ch) > 8) {
cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC);
return TRUE;
}
if (tmp == 8 && GET_LEVEL(ch) > 10) {
cast_spell(ch, ch, NULL, SPELL_HEAL);
return TRUE;
}
if (tmp == 9) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_LIGHT);
return TRUE;
}
if (tmp == 10 && GET_LEVEL(ch) > 8) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC);
return TRUE;
}
}
return FALSE;
}
SPECIAL(dziak)
{
int tmp, num_used = 0;
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return FALSE;
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL)
vict = FIGHTING(ch);
num_used = 9;
tmp = rand_number(3, 10);
if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) {
tmp = rand_number(1, num_used);
if (tmp == 2 || tmp == 1) {
cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
return TRUE;
}
if (tmp == 3) {
cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
return TRUE;
}
if (tmp == 4) {
cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
return TRUE;
}
if (tmp == 5) {
cast_spell(ch, vict, NULL, SPELL_FIREBALL);
return TRUE;
}
if (tmp == 6) {
cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC);
return TRUE;
}
if (tmp == 7) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC);
return TRUE;
}
if ((tmp == 8) && (IS_GOOD(vict))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD);
return TRUE;
}
if (tmp == 9) {
cast_spell(ch, ch, NULL, SPELL_HEAL);
return TRUE;
}
}
return FALSE;
}
SPECIAL(azimer)
{
int tmp, num_used = 0;
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return FALSE;
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL)
vict = FIGHTING(ch);
num_used = 8;
tmp = rand_number(3, 10);
if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) {
tmp = rand_number(1, num_used);
if (tmp == 2 || tmp == 1) {
cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
return TRUE;
}
if (tmp == 3) {
cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
return TRUE;
}
if (tmp == 4) {
cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
return TRUE;
}
if (tmp == 5) {
cast_spell(ch, vict, NULL, SPELL_FIREBALL);
return TRUE;
}
if (tmp == 6) {
cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC);
return TRUE;
}
if (tmp == 7) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC);
return TRUE;
}
if ((tmp == 8) && (IS_GOOD(vict))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD);
return TRUE;
}
}
return FALSE;
}
SPECIAL(lyrzaxyn)
{
int tmp, num_used = 0;
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return FALSE;
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL)
vict = FIGHTING(ch);
num_used = 8;
tmp = rand_number(3, 10);
if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) {
tmp = rand_number(1, num_used);
if (tmp == 2 || tmp == 1) {
cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
return TRUE;
}
if (tmp == 3) {
cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
return TRUE;
}
if (tmp == 4) {
cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
return TRUE;
}
if (tmp == 5) {
cast_spell(ch, vict, NULL, SPELL_FIREBALL);
return TRUE;
}
if (tmp == 6) {
cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC);
return TRUE;
}
if (tmp == 7) {
cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC);
return TRUE;
}
if ((tmp == 8) && (IS_GOOD(vict))) {
cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD);
return TRUE;
}
}
return FALSE;
}
SPECIAL(magic_user)
{
int tmp, num_used = 0;
struct char_data *vict;
if (IS_NPC(ch) && GET_POS(ch) > POS_SITTING && GET_CLASS(ch) == CLASS_MAGIC_USER) {
if (!affected_by_spell(ch, SPELL_ARMOR)) {
cast_spell(ch, ch, NULL, SPELL_ARMOR);
return TRUE;
}
}
if (cmd || GET_POS(ch) != POS_FIGHTING)
return FALSE;
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !rand_number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL)
vict = FIGHTING(ch);
num_used = 6;
tmp = rand_number(2, 10);
if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) {
tmp = rand_number(1, num_used);
if ((tmp == 1) && GET_LEVEL(ch) > 1) {
cast_spell(ch, vict, NULL, SPELL_CHILL_TOUCH);
return TRUE;
}
if ((tmp == 2) && !affected_by_spell(ch, SPELL_ARMOR)) {
cast_spell(ch, ch, NULL, SPELL_ARMOR);
return TRUE;
}
if ((tmp == 3) && GET_LEVEL(ch) > 1) {
cast_spell(ch, vict, NULL, SPELL_BURNING_HANDS);
return TRUE;
}
if ((tmp == 4) && GET_LEVEL(ch) > 1) {
cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
return TRUE;
}
if ((tmp == 5) && GET_LEVEL(ch) > 5) {
cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
return TRUE;
}
if ((tmp == 6) && GET_LEVEL(ch) > 9) {
cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
return TRUE;
}
}
return FALSE;
}