/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "magic.h" /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN ( spec_boaz ); 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_antihero_evil ); DECLARE_SPEC_FUN ( spec_cast_undead ); DECLARE_SPEC_FUN ( spec_executioner ); DECLARE_SPEC_FUN ( spec_fido ); DECLARE_SPEC_FUN ( spec_guard ); DECLARE_SPEC_FUN ( spec_janitor ); DECLARE_SPEC_FUN ( spec_mayor ); DECLARE_SPEC_FUN ( spec_poison ); DECLARE_SPEC_FUN ( spec_thief ); DECLARE_SPEC_FUN ( spec_nasty ); DECLARE_SPEC_FUN ( spec_troll_member ); DECLARE_SPEC_FUN ( spec_ogre_member ); DECLARE_SPEC_FUN ( spec_patrolman ); DECLARE_SPEC_FUN ( spec_dog_pee ); DECLARE_SPEC_FUN ( spec_cast_clan_adept ); DECLARE_SPEC_FUN ( spec_questmaster ); DECLARE_SPEC_FUN ( spec_registar ); /* the function table */ const struct spec_type spec_table[] = { {"spec_boaz", spec_boaz}, {"spec_breath_any", spec_breath_any}, {"spec_breath_acid", spec_breath_acid}, {"spec_breath_fire", spec_breath_fire}, {"spec_breath_frost", spec_breath_frost}, {"spec_breath_gas", spec_breath_gas}, {"spec_breath_lightning", spec_breath_lightning}, {"spec_cast_adept", spec_cast_adept}, {"spec_cast_cleric", spec_cast_cleric}, {"spec_cast_judge", spec_cast_judge}, {"spec_cast_mage", spec_cast_mage}, {"spec_cast_undead", spec_cast_undead}, {"spec_executioner", spec_executioner}, {"spec_fido", spec_fido}, {"spec_guard", spec_guard}, {"spec_janitor", spec_janitor}, {"spec_mayor", spec_mayor}, {"spec_poison", spec_poison}, {"spec_thief", spec_thief}, {"spec_nasty", spec_nasty}, {"spec_troll_member", spec_troll_member}, {"spec_ogre_member", spec_ogre_member}, {"spec_patrolman", spec_patrolman}, {"spec_dog_pee", spec_dog_pee}, {"spec_cast_clan_adept", spec_cast_clan_adept}, {"spec_questmaster", spec_questmaster}, /* Vassago */ {"spec_registar", spec_registar}, {"spec_antihero_evil", spec_antihero_evil}, {NULL, NULL} }; /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup ( const char *name ) { int i; for ( i = 0; spec_table[i].name != NULL; i++ ) { if ( LOWER ( name[0] ) == LOWER ( spec_table[i].name[0] ) && !str_prefix ( name, spec_table[i].name ) ) return spec_table[i].function; } return 0; } char *spec_name ( SPEC_FUN * function ) { int i; for ( i = 0; spec_table[i].function != NULL; i++ ) { if ( function == spec_table[i].function ) return spec_table[i].name; } return NULL; } bool spec_troll_member ( CHAR_DATA * ch ) { CHAR_DATA *vch, *victim = NULL; int count = 0; char *message; if ( !IS_AWAKE ( ch ) || IS_AFFECTED ( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED ( ch, AFF_CHARM ) || ch->fighting != NULL ) return FALSE; /* find an ogre to beat up */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !IS_NPC ( vch ) || ch == vch ) continue; if ( vch->pIndexData->vnum == MOB_VNUM_PATROLMAN ) return FALSE; if ( vch->pIndexData->group == GROUP_VNUM_OGRES && ch->level > vch->level - 2 && !is_safe ( ch, vch ) ) { if ( number_range ( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) return FALSE; /* say something, then raise hell */ switch ( number_range ( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$n yells '{aI've been looking for you, punk!{x'"; break; case 1: message = "With a scream of rage, $n attacks $N."; break; case 2: message = "$n says '{aWhat's slimy Ogre trash like you doing around here?{x'"; break; case 3: message = "$n cracks his knuckles and says '{SDo ya feel lucky?{x'"; break; case 4: message = "$n says '{aThere's no cops to save you this time!{x'"; break; case 5: message = "$n says '{aTime to join your brother, spud.{x'"; break; case 6: message = "$n says '{aLet's rock.{x'"; break; } if ( message != NULL ) act ( message, ch, NULL, victim, TO_ALL ); multi_hit ( ch, victim, TYPE_UNDEFINED ); return TRUE; } bool spec_ogre_member ( CHAR_DATA * ch ) { CHAR_DATA *vch, *victim = NULL; int count = 0; char *message; if ( !IS_AWAKE ( ch ) || IS_AFFECTED ( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED ( ch, AFF_CHARM ) || ch->fighting != NULL ) return FALSE; /* find an troll to beat up */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !IS_NPC ( vch ) || ch == vch ) continue; if ( vch->pIndexData->vnum == MOB_VNUM_PATROLMAN ) return FALSE; if ( vch->pIndexData->group == GROUP_VNUM_TROLLS && ch->level > vch->level - 2 && !is_safe ( ch, vch ) ) { if ( number_range ( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) return FALSE; /* say something, then raise hell */ switch ( number_range ( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$n yells '{aI've been looking for you, punk!{x'"; break; case 1: message = "With a scream of rage, $n attacks $N.'"; break; case 2: message = "$n says '{aWhat's Troll filth like you doing around here?{x'"; break; case 3: message = "$n cracks his knuckles and says '{SDo ya feel lucky?{x'"; break; case 4: message = "$n says '{aThere's no cops to save you this time!{x'"; break; case 5: message = "$n says '{aTime to join your brother, spud.{x'"; break; case 6: message = "$n says '{aLet's rock.{x'"; break; } if ( message != NULL ) act ( message, ch, NULL, victim, TO_ALL ); multi_hit ( ch, victim, TYPE_UNDEFINED ); return TRUE; } bool spec_boaz ( CHAR_DATA * ch ) { CHAR_DATA *vch, *victim = NULL; int count = 0; char *message; bool found = FALSE; if ( !IS_AWAKE ( ch ) || IS_AFFECTED ( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED ( ch, AFF_CHARM ) || ch->fighting != NULL ) return FALSE; /* find clayton */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !IS_NPC ( vch ) ) found = TRUE; if ( !IS_NPC ( vch ) || ch == vch ) continue; if ( vch->pIndexData->vnum == MOB_VNUM_CLAYTON ) { if ( number_range ( 0, count ) == 0 ) victim = vch; count++; } } if ( !found ) return FALSE; if ( victim == NULL ) return FALSE; switch ( number_range ( 0, 9 ) ) { default: message = NULL; break; case 0: message = NULL; break; case 1: message = NULL; break; case 2: message = "blank"; break; case 3: message = NULL; break; case 4: message = NULL; break; case 5: message = "blank"; break; case 6: message = NULL; break; case 7: message = NULL; break; case 8: message = NULL; break; case 9: message = NULL; break; } if ( message == NULL ) return FALSE; /* say something, then raise hell */ switch ( number_range ( 0, 9 ) ) { default: message = NULL; break; case 0: message = "$n yells '{aLeave me alone!{x'"; break; case 1: message = "With a scream of rage, $n attacks $N."; break; case 2: message = "$n shouts '{aStop that! Stop that!{x' and attacks."; break; case 3: message = NULL; break; case 4: message = "$n snorts a line of cocaine."; break; case 5: message = "$n yells '{aGet out!{x'"; break; case 6: message = "$n shouts '{aLeave mommy alone, you little shit!{x'"; break; case 7: message = "$n lights up another cigarette."; break; case 8: message = NULL; break; case 9: message = NULL; break; } if ( message != NULL ) { act ( message, ch, NULL, victim, TO_ALL ); switch ( number_range ( 0, 8 ) ) { default: message = NULL; break; case 0: message = "$n yanks $N up by the arm and throws him through the door."; break; case 1: message = "$n slaps $N across the face."; break; case 2: message = NULL; break; case 3: message = "$n throws $N onto the couch."; break; case 4: message = NULL; break; case 5: message = "$n spanks $N."; break; case 6: message = "$n sits down and ignores $N."; break; case 7: message = NULL; break; case 8: message = NULL; break; } if ( message != NULL ) { act ( message, ch, NULL, victim, TO_ALL ); } } switch ( number_range ( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$N screams at $n."; break; case 1: message = "$N screams in pain."; break; case 2: message = "$N lies down and cries."; break; case 3: message = "$N steals his mommy's cigarettes."; break; case 4: message = "$N screams in agony!"; break; case 5: message = "$N starts wailing at the top of his lungs."; break; case 6: message = "$N runs to you to get away from his mommy."; break; } if ( message != NULL ) { act ( message, ch, NULL, victim, TO_ALL ); } return TRUE; } bool spec_patrolman ( CHAR_DATA * ch ) { CHAR_DATA *vch, *victim = NULL; OBJ_DATA *obj; char *message; int count = 0; if ( !IS_AWAKE ( ch ) || IS_AFFECTED ( ch, AFF_CALM ) || ch->in_room == NULL || IS_AFFECTED ( ch, AFF_CHARM ) || ch->fighting != NULL ) return FALSE; /* look for a fight in the room */ for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( vch == ch ) continue; if ( vch->fighting != NULL ) /* break it up! */ { if ( number_range ( 0, count ) == 0 ) victim = ( vch->level > vch->fighting->level ) ? vch : vch->fighting; count++; } } if ( victim == NULL || ( IS_NPC ( victim ) && victim->spec_fun == ch->spec_fun ) ) return FALSE; if ( ( ( obj = get_eq_char ( ch, WEAR_NECK_1 ) ) != NULL && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE ) || ( ( obj = get_eq_char ( ch, WEAR_NECK_2 ) ) != NULL && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE ) ) { act ( "You blow down hard on $p.", ch, obj, NULL, TO_CHAR ); act ( "$n blows on $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch->next ) { if ( vch->in_room == NULL ) continue; if ( vch->in_room != ch->in_room && vch->in_room->area == ch->in_room->area ) send_to_char ( "You hear a shrill whistling sound.\n\r", vch ); } } switch ( number_range ( 0, 6 ) ) { default: message = NULL; break; case 0: message = "$n yells '{aAll roit! All roit! break it up!{x'"; break; case 1: message = "$n says '{aSociety's to blame, but what's a bloke to do?{x'"; break; case 2: message = "$n mumbles '{abloody kids will be the death of us all.{x'"; break; case 3: message = "$n shouts '{aStop that! Stop that!{T' and attacks."; break; case 4: message = "$n pulls out his billy and goes to work."; break; case 5: message = "$n sighs in resignation and proceeds to break up the fight."; break; case 6: message = "$n says '{aSettle down, you hooligans!{x'"; break; } if ( message != NULL ) act ( message, ch, NULL, NULL, TO_ALL ); multi_hit ( ch, victim, TYPE_UNDEFINED ); return TRUE; } bool spec_dog_pee ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE ( ch ) ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim != ch && can_see ( ch, victim ) && number_bits ( 1 ) == 0 && !IS_NPC ( victim ) ) break; } if ( victim == NULL ) return FALSE; switch ( number_bits ( 3 ) ) { case 0: return FALSE; case 1: return FALSE; case 2: act ( "$n lifts $s hind leg, and pees on $N's feet.", ch, NULL, victim, TO_NOTVICT ); act ( "$n lifts $s hind leg, and pees on your feet.", ch, NULL, victim, TO_VICT ); return TRUE; } return FALSE; } bool spec_nasty ( CHAR_DATA * ch ) { CHAR_DATA *victim, *v_next; long gold; if ( !IS_AWAKE ( ch ) ) { return FALSE; } if ( ch->position != POS_FIGHTING ) { for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC ( victim ) && ( victim->level > ch->level ) && ( victim->level < ch->level + 10 ) ) { do_backstab ( ch, victim->name ); if ( ch->position != POS_FIGHTING ) do_murder ( ch, victim->name ); /* should steal some coins right away? :) */ return TRUE; } } return FALSE; /* No one to attack */ } /* okay, we must be fighting.... steal some coins and flee */ if ( ( victim = ch->fighting ) == NULL ) return FALSE; /* let's be paranoid.... */ switch ( number_bits ( 2 ) ) { case 0: act ( "$n rips apart your coin purse, spilling your gold!", ch, NULL, victim, TO_VICT ); act ( "You slash apart $N's coin purse and gather his gold.", ch, NULL, victim, TO_CHAR ); act ( "$N's coin purse is ripped apart!", ch, NULL, victim, TO_NOTVICT ); gold = victim->gold / 10; /* steal 10% of his gold */ victim->gold -= gold; ch->gold += gold; return TRUE; case 1: do_flee ( ch, "" ); return TRUE; default: return FALSE; } } /* * Core procedure for dragons. */ bool dragon ( CHAR_DATA * ch, char *spell_name ) { CHAR_DATA *victim; CHAR_DATA *v_next; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits ( 3 ) == 0 ) break; } if ( victim == NULL ) return FALSE; if ( ch->stunned ) return FALSE; if ( ( sn = skill_lookup ( spell_name ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } /* * Special procedures for mobiles. */ bool spec_breath_any ( CHAR_DATA * ch ) { if ( ch->position != POS_FIGHTING ) return FALSE; switch ( number_bits ( 3 ) ) { case 0: return spec_breath_fire ( ch ); case 1: case 2: return spec_breath_lightning ( ch ); case 3: return spec_breath_gas ( ch ); case 4: return spec_breath_acid ( ch ); case 5: case 6: case 7: return spec_breath_frost ( ch ); } return FALSE; } bool spec_breath_acid ( CHAR_DATA * ch ) { return dragon ( ch, "acid breath" ); } bool spec_breath_fire ( CHAR_DATA * ch ) { return dragon ( ch, "fire breath" ); } bool spec_breath_frost ( CHAR_DATA * ch ) { return dragon ( ch, "frost breath" ); } bool spec_breath_gas ( CHAR_DATA * ch ) { int sn; if ( ch->position != POS_FIGHTING ) return FALSE; if ( ch->stunned ) return FALSE; if ( ( sn = skill_lookup ( "gas breath" ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, NULL, TARGET_CHAR ); return TRUE; } bool spec_breath_lightning ( CHAR_DATA * ch ) { return dragon ( ch, "lightning breath" ); } bool spec_cast_adept ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE ( ch ) ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim != ch && can_see ( ch, victim ) && number_bits ( 1 ) == 0 && !IS_NPC ( victim ) && victim->level < 31 ) break; } if ( victim == NULL ) return FALSE; switch ( number_bits ( 4 ) ) { case 0: act ( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM ); spell_armor ( skill_lookup ( "armor" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 1: act ( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM ); spell_bless ( skill_lookup ( "bless" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 2: act ( "$n utters the words 'judicandus noselacri'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness ( skill_lookup ( "cure blindness" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 3: act ( "$n utters the words 'judicandus dies'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light ( skill_lookup ( "cure light" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 4: act ( "$n utters the words 'judicandus sausabru'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison ( skill_lookup ( "cure poison" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 5: act ( "$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM ); spell_refresh ( skill_lookup ( "refresh" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 6: act ( "$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL, TO_ROOM ); spell_cure_disease ( skill_lookup ( "cure disease" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 7: act ( "$n utters the words 'judicandus eqtuyp'.", ch, NULL, NULL, TO_ROOM ); spell_sanctuary ( skill_lookup ( "sanctuary" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 8: act ( "$n utters the words 'qwerty'.", ch, NULL, NULL, TO_ROOM ); spell_shield ( skill_lookup ( "shield" ), ch->level, ch, victim, TARGET_CHAR ); return TRUE; case 9: act ( "$n utters the words 'saspell'.", ch, NULL, NULL, TO_ROOM ); spell_heal ( skill_lookup ( "heal" ), ch->level, ch, victim, TARGET_CHAR ); } return FALSE; } bool spec_cast_clan_adept ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE ( ch ) ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim != ch && can_see ( ch, victim ) && number_bits ( 1 ) == 0 && !IS_NPC ( victim ) && ( victim->level < 51 ) && ( victim->clan == ch->in_room->clan ) ) break; } if ( victim == NULL ) return FALSE; switch ( number_bits ( 4 ) ) { case 0: act ( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM ); spell_armor ( skill_lookup ( "armor" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 1: act ( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM ); spell_bless ( skill_lookup ( "bless" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 2: act ( "$n utters the words 'judicandus noselacri'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness ( skill_lookup ( "cure blindness" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 3: act ( "$n utters the words 'judicandus dies'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light ( skill_lookup ( "cure light" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 4: act ( "$n utters the words 'judicandus sausabru'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison ( skill_lookup ( "cure poison" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 5: act ( "$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM ); spell_refresh ( skill_lookup ( "refresh" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 6: act ( "$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL, TO_ROOM ); spell_cure_disease ( skill_lookup ( "cure disease" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 7: act ( "$n utters the words 'judicandus eqtuyp'.", ch, NULL, NULL, TO_ROOM ); spell_sanctuary ( skill_lookup ( "sanctuary" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 8: act ( "$n utters the words 'qwerty'.", ch, NULL, NULL, TO_ROOM ); spell_shield ( skill_lookup ( "shield" ), ch->level / 2, ch, victim, TARGET_CHAR ); return TRUE; case 9: act ( "$n utters the words 'saspell'.", ch, NULL, NULL, TO_ROOM ); spell_heal ( skill_lookup ( "heal" ), ch->level / 2, ch, victim, TARGET_CHAR ); } return FALSE; } bool spec_cast_cleric ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits ( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits ( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "cause serious"; break; case 2: min_level = 7; spell = "earthquake"; break; case 3: min_level = 9; spell = "cause critical"; break; case 4: min_level = 10; spell = "dispel evil"; break; case 5: min_level = 12; spell = "curse"; break; case 6: min_level = 12; spell = "change sex"; break; case 7: min_level = 13; spell = "flamestrike"; break; case 8: case 9: case 10: min_level = 15; spell = "harm"; break; case 11: min_level = 15; spell = "plague"; break; default: min_level = 16; spell = "dispel magic"; break; } if ( ch->level >= min_level ) break; } if ( ch->stunned ) return FALSE; if ( ( sn = skill_lookup ( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } bool spec_cast_judge ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits ( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; if ( ch->stunned ) return FALSE; spell = "high explosive"; if ( ( sn = skill_lookup ( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } bool spec_cast_mage ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits ( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits ( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "change sex"; break; case 2: min_level = 7; spell = "fireball"; 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; case 10: min_level = 20; spell = "plague"; break; default: min_level = 20; spell = "acid blast"; break; } if ( ch->level >= min_level ) break; } if ( ch->stunned ) return FALSE; if ( ( sn = skill_lookup ( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } bool spec_antihero_evil ( 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 = "meteor storm"; break; case 1: min_level = 3; spell = "call darkness"; break; case 2: min_level = 7; spell = "vampire blast"; break; case 3: min_level = 8; spell = "blood blast"; break; case 4: min_level = 11; spell = "leech"; break; case 5: min_level = 12; spell = "firestorm"; break; case 6: min_level = 13; spell = "meteor storm"; break; case 7: min_level = 14; spell = "acid rain"; break; case 8: min_level = 15; spell = "call darkness"; break; case 9: min_level = 16; spell = "meteor storm"; break; case 10: min_level = 18; spell = "acid rain"; break; default: min_level = 20; spell = "fire rain"; break; } if ( ch->level >= min_level ) break; } if ( ch->stunned ) return FALSE; if ( ( sn = skill_lookup ( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } bool spec_cast_undead ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits ( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits ( 4 ) ) { case 0: min_level = 0; spell = "curse"; break; case 1: min_level = 3; spell = "curse"; break; case 2: min_level = 6; spell = "curse"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; case 8: min_level = 20; spell = "plague"; break; default: min_level = 18; spell = "harm"; break; } if ( ch->level >= min_level ) break; } if ( ch->stunned ) return FALSE; if ( ( sn = skill_lookup ( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } bool spec_executioner ( CHAR_DATA * ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE ( ch ) || ch->fighting != NULL ) return FALSE; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_TWIT ) && can_see ( ch, victim ) ) { crime = "TWIT"; break; } } if ( victim == NULL ) return FALSE; sprintf ( buf, "{a%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!{x", victim->name, crime ); REMOVE_BIT ( ch->comm, COMM_NOSHOUT ); do_yell ( ch, buf ); multi_hit ( ch, victim, TYPE_UNDEFINED ); return TRUE; } bool spec_fido ( CHAR_DATA * ch ) { OBJ_DATA *corpse; OBJ_DATA *c_next; OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !IS_AWAKE ( ch ) ) return FALSE; for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next ) { c_next = corpse->next_content; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act ( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->contains; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj ( obj ); obj_to_room ( obj, ch->in_room ); } extract_obj ( corpse ); return TRUE; } return FALSE; } bool spec_guard ( CHAR_DATA * ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE ( ch ) || ch->fighting != NULL ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_TWIT ) && can_see ( ch, victim ) ) { crime = "TWIT"; break; } if ( victim->fighting != NULL && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim != NULL ) { sprintf ( buf, "{a%s is a %s! PROTECT THE INNOCENT!! BANZAI!!{x", victim->name, crime ); REMOVE_BIT ( ch->comm, COMM_NOSHOUT ); do_yell ( ch, buf ); multi_hit ( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech != NULL ) { act ( "$n screams '{aPROTECT THE INNOCENT!! BANZAI!!{x", ch, NULL, NULL, TO_ROOM ); multi_hit ( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_janitor ( CHAR_DATA * ch ) { OBJ_DATA *trash; OBJ_DATA *trash_next; if ( !IS_AWAKE ( ch ) ) return FALSE; for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next ) { trash_next = trash->next_content; if ( !IS_SET ( trash->wear_flags, ITEM_TAKE ) || !can_loot ( ch, trash ) ) continue; if ( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10 ) { act ( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM ); obj_from_room ( trash ); obj_to_char ( trash, ch ); return TRUE; } } return FALSE; } bool spec_mayor ( CHAR_DATA * ch ) { static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path; static int pos; static bool move; if ( !move ) { if ( time_info.hour == 6 ) { path = open_path; move = TRUE; pos = 0; } if ( time_info.hour == 20 ) { path = close_path; move = TRUE; pos = 0; } } if ( ch->fighting != NULL ) return spec_cast_mage ( ch ); if ( !move || ch->position < POS_SLEEPING ) return FALSE; switch ( path[pos] ) { case '0': case '1': case '2': case '3': move_char ( ch, path[pos] - '0', FALSE, FALSE ); break; case 'W': ch->position = POS_STANDING; act ( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM ); break; case 'S': ch->position = POS_SLEEPING; act ( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM ); break; case 'a': act ( "{x$n says '{aHello Honey!{x'", ch, NULL, NULL, TO_ROOM ); break; case 'b': act ( "{x$n says '{aWhat a view! I must do something about that dump!{x'", ch, NULL, NULL, TO_ROOM ); break; case 'c': act ( "{x$n says '{aVandals! Youngsters have no respect for anything!{x'", ch, NULL, NULL, TO_ROOM ); break; case 'd': act ( "{x$n says '{aGood day, citizens!{x'", ch, NULL, NULL, TO_ROOM ); break; case 'e': act ( "{x$n says '{aI hereby declare the city of Midgaard open!{x'", ch, NULL, NULL, TO_ROOM ); break; case 'E': act ( "{x$n says '{aI hereby declare the city of Midgaard closed!{x'", 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; if ( ch->stunned ) return FALSE; act ( "You bite $N!", ch, NULL, victim, TO_CHAR ); act ( "$n bites $N!", ch, NULL, victim, TO_NOTVICT ); act ( "$n bites you!", ch, NULL, victim, TO_VICT ); spell_poison ( gsn_poison, ch->level, ch, victim, TARGET_CHAR ); return TRUE; } bool spec_thief ( CHAR_DATA * ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; long gold, silver; if ( ch->position != POS_STANDING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC ( victim ) || victim->level >= LEVEL_IMMORTAL || number_bits ( 5 ) != 0 || !can_see ( ch, victim ) ) continue; if ( IS_AWAKE ( victim ) && number_range ( 0, ch->level ) == 0 ) { act ( "You discover $n's hands in your {zwallet!{x", ch, NULL, victim, TO_VICT ); act ( "$N discovers $n's hands in $S {zwallet!{x", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * UMIN ( number_range ( 1, 20 ), ch->level / 2 ) / 100; gold = UMIN ( gold, ch->level * ch->level * 10 ); ch->gold += gold; victim->gold -= gold; silver = victim->silver * UMIN ( number_range ( 1, 20 ), ch->level / 2 ) / 100; silver = UMIN ( silver, ch->level * ch->level * 25 ); ch->silver += silver; victim->silver -= silver; return TRUE; } } return FALSE; } bool spec_questmaster ( CHAR_DATA * ch ) { if ( ch->fighting != NULL ) return spec_cast_mage ( ch ); return FALSE; } bool spec_registar ( CHAR_DATA * ch ) { if ( ch->fighting != NULL ) return spec_cast_mage ( ch ); return FALSE; }