/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* "Special procedure" module *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/* jails for wanted flags */
#define ROOM_JAIL_MON_CALAMARI_1 21148
#define ROOM_JAIL_MON_CALAMARI_2 21149
#define ROOM_JAIL_CORUSCANT 0
#define ROOM_JAIL_ADARI 29108
#define ROOM_JAIL_RODIA 0
#define ROOM_JAIL_RYLOTH 0
#define ROOM_JAIL_GAMORR 0
#define ROOM_JAIL_TATOOINE 0
#define ROOM_JAIL_BYSS 0
#define ROOM_JAIL_NAL_HUTTA 0
#define ROOM_JAIL_KASHYYYK 0
#define ROOM_JAIL_HONOGHR 0
#define ROOM_JAIL_ENDOR 0
#define ROOM_JAIL_ROCHE 0
#define ROOM_JAIL_AF_EL 0
#define ROOM_JAIL_TRANDOSH 0
#define ROOM_JAIL_CHAD 0
#define ROOM_JAIL_QUARREN_1 6931
#define ROOM_JAIL_QUARREN_2 6932
#define ROOM_JAIL_NEIMOIDIAN 10646
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN( spec_jedi );
DECLARE_SPEC_FUN( spec_dark_jedi );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guardian );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_auth );
DECLARE_SPEC_FUN( spec_stormtrooper );
DECLARE_SPEC_FUN( spec_shadow_trooper );
DECLARE_SPEC_FUN( spec_new_republic_trooper );
DECLARE_SPEC_FUN( spec_customs_smut );
DECLARE_SPEC_FUN( spec_customs_alcohol );
DECLARE_SPEC_FUN( spec_customs_weapons );
DECLARE_SPEC_FUN( spec_customs_spice );
DECLARE_SPEC_FUN( spec_police_attack );
DECLARE_SPEC_FUN( spec_police_jail );
DECLARE_SPEC_FUN( spec_police_fine );
DECLARE_SPEC_FUN( spec_police );
DECLARE_SPEC_FUN( spec_clan_guard );
DECLARE_SPEC_FUN( spec_chiss_guard );
DECLARE_SPEC_FUN( spec_newbie_pilot );
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
if ( !str_cmp( name, "spec_jedi" ) ) return spec_jedi;
if ( !str_cmp( name, "spec_dark_jedi" ) ) return spec_dark_jedi;
if ( !str_cmp( name, "spec_fido" ) ) return spec_fido;
if ( !str_cmp( name, "spec_guardian" ) ) return spec_guardian;
if ( !str_cmp( name, "spec_janitor" ) ) return spec_janitor;
if ( !str_cmp( name, "spec_poison" ) ) return spec_poison;
if ( !str_cmp( name, "spec_thief" ) ) return spec_thief;
if ( !str_cmp( name, "spec_auth" ) ) return spec_auth;
if ( !str_cmp( name, "spec_stormtrooper" ) ) return spec_stormtrooper;
if ( !str_cmp( name, "spec_shadow_trooper" ) ) return spec_shadow_trooper;
if ( !str_cmp( name, "spec_new_republic_trooper" ) ) return spec_new_republic_trooper;
if ( !str_cmp( name, "spec_customs_smut" ) ) return spec_customs_smut;
if ( !str_cmp( name, "spec_customs_alcohol" ) ) return spec_customs_alcohol;
if ( !str_cmp( name, "spec_customs_weapons" ) ) return spec_customs_weapons;
if ( !str_cmp( name, "spec_customs_spice" ) ) return spec_customs_spice;
if ( !str_cmp( name, "spec_police_attack" ) ) return spec_police_attack;
if ( !str_cmp( name, "spec_police_jail" ) ) return spec_police_jail;
if ( !str_cmp( name, "spec_police_fine" ) ) return spec_police_fine;
if ( !str_cmp( name, "spec_police" ) ) return spec_police;
if ( !str_cmp( name, "spec_clan_guard" ) ) return spec_clan_guard;
if ( !str_cmp( name, "spec_chiss_guard" ) ) return spec_chiss_guard;
if ( !str_cmp( name, "spec_newbie_pilot" ) ) return spec_newbie_pilot;
return 0;
}
/*
* Given a pointer, return the appropriate spec fun text.
*/
char *lookup_spec( SPEC_FUN *special )
{
if ( special == spec_jedi ) return "spec_jedi";
if ( special == spec_dark_jedi ) return "spec_dark_jedi";
if ( special == spec_fido ) return "spec_fido";
if ( special == spec_guardian ) return "spec_guardian";
if ( special == spec_janitor ) return "spec_janitor";
if ( special == spec_poison ) return "spec_poison";
if ( special == spec_thief ) return "spec_thief";
if ( special == spec_auth ) return "spec_auth";
if ( special == spec_stormtrooper ) return "spec_stormtrooper";
if ( special == spec_shadow_trooper ) return "spec_shadow_trooper";
if ( special == spec_new_republic_trooper ) return "spec_new_republic_trooper";
if ( special == spec_customs_smut ) return "spec_customs_smut";
if ( special == spec_customs_weapons ) return "spec_customs_weapons";
if ( special == spec_customs_alcohol ) return "spec_customs_alcohol";
if ( special == spec_customs_spice ) return "spec_customs_spice";
if ( special == spec_police_attack ) return "spec_police_attack";
if ( special == spec_police_jail ) return "spec_police_jail";
if ( special == spec_police_fine ) return "spec_police_fine";
if ( special == spec_police ) return "spec_police";
if ( special == spec_clan_guard ) return "spec_clan_guard";
if ( special == spec_chiss_guard ) return "spec_chiss_guard";
if ( special == spec_newbie_pilot ) return "spec_newbie_pilot";
return "";
}
bool spec_newbie_pilot( CHAR_DATA *ch )
{
int home = 32149;
CHAR_DATA * victim;
CHAR_DATA * v_next;
OBJ_DATA * obj;
char buf[MAX_STRING_LENGTH];
bool diploma = FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) || victim->position == POS_FIGHTING )
continue;
for ( obj = victim->last_carrying; obj; obj = obj->prev_content )
if ( obj->pIndexData->vnum == OBJ_VNUM_SCHOOL_DIPLOMA )
diploma = TRUE;
if ( !diploma )
continue;
switch ( victim->race )
{
case RACE_MON_CALAMARI:
home = 21100;
strcpy ( buf , "After a brief journey you arrive on Mon Calamari.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_QUARREN:
home = 6904;
strcpy ( buf , "After a brief journey you arrive on Mon Calamari.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_GAMORREAN:
home = 28038;
strcpy ( buf , "After a brief journey you arrive on Gamorr.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_ADARIAN:
home = 29006;
strcpy ( buf , "After a brief journey you arrive on Adari.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_JAWA:
home = 31821;
strcpy ( buf , "After a brief journey you arrive on Tatooine.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_WOOKIEE:
home = 28600;
strcpy ( buf , "After a brief journey you arrive on Kashyyyk.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_HUMAN:
home = 201;
strcpy ( buf , "After a brief journey you arrive at Coruscants Menari Spaceport.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_NOGHRI:
home = 1001;
strcpy ( buf , "After a brief journey you arrive at Honoghr's Nystao Spaceport.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
case RACE_VERPINE:
home = 8500;
strcpy ( buf , "After a brief journey you arrive at Verpine's Spaceport.\n\r\n\r" );
echo_to_room( AT_ACTION , ch->in_room, buf );
break;
default:
sprintf ( buf , "Hmm, a %s." , race_table[victim->race].race_name );
do_look ( ch, victim->name );
do_say ( ch, buf );
do_say ( ch, "You're home planet is a little hard to get to right now." );
do_say ( ch, "I'll take you to the Pluogus instead." );
echo_to_room( AT_ACTION , ch->in_room, "After a brief journey the shuttle docks with the Serin Pluogus.\n\r\n\r" );
break;
}
char_from_room ( victim );
char_to_room ( victim , get_room_index ( home ) );
do_look ( victim , "" );
sprintf ( buf , "%s steps out and the shuttle quickly returns to the academy.\n\r" , victim->name );
echo_to_room( AT_ACTION , ch->in_room, buf );
}
return FALSE;
}
bool spec_jedi( CHAR_DATA *ch )
{
return FALSE;
}
bool spec_clan_guard( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !can_see( ch, victim ) )
continue;
if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 )
continue;
if ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim)
&& str_cmp( ch->name , victim->pcdata->clan->name ) )
{
do_yell( ch, "Hey your not allowed in here!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_chiss_guard( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !can_see( ch, victim ) )
continue;
if ( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim)
&& str_cmp( "Chiss Union" , victim->pcdata->clan->name ) )
{
do_yell( ch, "Hey your not allowed in here!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
else if ( !IS_NPC(victim) && victim->pcdata && !victim->pcdata->clan )
{
do_yell( ch, "Hey your not allowed in here!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_customs_smut( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
long ch_exp;
if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) || victim->position == POS_FIGHTING )
continue;
for ( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if (obj->pIndexData->item_type == ITEM_SMUT)
{
if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) )
{
sprintf( buf , "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
do_say( ch , buf );
if ( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You lose %ld experience.\n\r " , ch_exp );
gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY);
return TRUE;
}
else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , obj->short_descr );
gain_exp( victim, ch_exp , SMUGGLING_ABILITY );
separate_obj(obj);
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp, obj->short_descr );
gain_exp( victim, ch_exp , SMUGGLING_ABILITY );
separate_obj(obj);
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
else if ( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for ( content = obj->first_content; content; content = content->next_content )
{
if (content->pIndexData->item_type == ITEM_SMUT
&& !IS_SET( content->extra_flags , ITEM_CONTRABAND ) )
{
ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , content->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
separate_obj(content);
SET_BIT( content->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_customs_weapons( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
long ch_exp;
//dilandau added returnVal 6-11-03
//replaced some return true statements with returnVal=true and then made return returnVal at end
bool returnVal=FALSE;
//end dilandau returnVal addition, but changes follow 6-11-03
// Arcturus later laughed at the attempt, and fixed the problem, which was that the obj wasn't separated.
if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) || victim->position == POS_FIGHTING )
continue;
if ( victim->pcdata && victim->pcdata->clan && !str_cmp(victim->pcdata->clan->name , ch->mob_clan) )
continue;
for ( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if (obj->pIndexData->item_type == ITEM_WEAPON)
{
if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) )
{
sprintf( buf , "Weapons are banned from non-military usage. I'm going to have to confiscate %s.", obj->short_descr );
do_say( ch , buf );
if ( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You lose %ld experience.\n\r " , ch_exp );
gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY);
return TRUE;
}
else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r " , ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
separate_obj(obj);
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
returnVal=TRUE;
return returnVal;
}
else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , obj->short_descr);
gain_exp( victim, ch_exp , SMUGGLING_ABILITY);
separate_obj(obj);
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
returnVal=TRUE;
return returnVal;
}
}
else if ( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for ( content = obj->last_content; content; content = content->prev_content )
{
if (content->pIndexData->item_type == ITEM_WEAPON
&& !IS_SET( content->extra_flags , ITEM_CONTRABAND ) )
{
ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , content->short_descr);
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
separate_obj(content);
SET_BIT( content->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
}
}
}
return returnVal;
}
bool spec_customs_alcohol( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int liquid;
long ch_exp;
if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) || victim->position == POS_FIGHTING )
continue;
for ( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if (obj->pIndexData->item_type == ITEM_DRINK_CON)
{
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
liquid = obj->value[2] = 0;
if ( liq_table[ liquid ].liq_affect[COND_DRUNK] > 0 )
{
if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) )
{
sprintf( buf , "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
do_say( ch , buf );
if ( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You lose %ld experience. \n\r" , ch_exp );
gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY);
return TRUE;
}
else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );}
else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r" , ch_exp , obj->short_descr);
gain_exp( victim, ch_exp , SMUGGLING_ABILITY);
separate_obj(obj);
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r" , ch_exp , obj->short_descr);
gain_exp( victim, ch_exp , SMUGGLING_ABILITY);
separate_obj(obj);
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
}
else if ( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for ( content = obj->first_content; content; content = content->next_content )
{
if (content->pIndexData->item_type == ITEM_DRINK_CON
&& !IS_SET( content->extra_flags , ITEM_CONTRABAND ) )
{
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
liquid = obj->value[2] = 0;
if ( liq_table[ liquid ].liq_affect[COND_DRUNK] <= 0 )
continue;
ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r " , ch_exp , content->short_descr);
gain_exp( victim, ch_exp , SMUGGLING_ABILITY);
separate_obj(content);
SET_BIT( content->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_customs_spice( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
long ch_exp;
if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) || victim->position == POS_FIGHTING )
continue;
for ( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if (obj->pIndexData->item_type == ITEM_SPICE || obj->pIndexData->item_type == ITEM_RAWSPICE)
{
if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) )
{
sprintf( buf , "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
do_say( ch , buf );
if ( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
obj = obj_to_char( obj, ch );
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You lose %ld experience. \n\r" , ch_exp );
gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY);
return TRUE;
}
else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r" , ch_exp , obj->short_descr);
gain_exp( victim, ch_exp , SMUGGLING_ABILITY );
separate_obj(obj);
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) )
{
ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r" , ch_exp , obj->short_descr);
gain_exp( victim, ch_exp , SMUGGLING_ABILITY);
separate_obj(obj);
SET_BIT( obj->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
else if ( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for ( content = obj->first_content; content; content = content->next_content )
{
if (content->pIndexData->item_type == ITEM_SPICE
&& !IS_SET( content->extra_flags , ITEM_CONTRABAND ) )
{
ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , content->short_descr);
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
separate_obj(content);
SET_BIT( content->extra_flags , ITEM_CONTRABAND);
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_police( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) )
continue;
if ( !can_see( ch, victim ) )
continue;
if ( number_bits ( 1 ) == 0 )
continue;
for ( vip = 0 ; vip < 32 ; vip++ )
if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) )
{
ROOM_INDEX_DATA *jail = NULL;
sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch , buf );
REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip );
if ( ch->top_level >= victim->top_level )
multi_hit( ch, victim, TYPE_UNDEFINED );
else if( 1 << vip == VIP_ADARI )
jail = get_room_index( ROOM_JAIL_ADARI );
else if( 1 << vip == VIP_MON_CALAMARI )
switch ( number_range(1,4) )
{
case 1:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 );
break;
case 2:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 );
break;
case 3:
jail = get_room_index( ROOM_JAIL_QUARREN_2 );
break;
case 4:
jail = get_room_index( ROOM_JAIL_QUARREN_1 );
break;
}
else if( 1 << vip == VIP_NEIMOIDIA )
jail = get_room_index( ROOM_JAIL_NEIMOIDIAN );
else
{
act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT );
victim->gold /= 2;
}
if ( jail )
{
REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip );
act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT );
char_from_room( victim );
char_to_room( victim , jail );
}
return TRUE;
}
}
return FALSE;
}
bool spec_police_attack( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) )
continue;
if ( !can_see( ch, victim ) )
continue;
if ( number_bits ( 1 ) == 0 )
continue;
for ( vip = 0 ; vip < 32 ; vip++ )
if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) )
{
sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch , buf );
REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_police_fine( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) )
continue;
if ( !can_see( ch, victim ) )
continue;
if ( number_bits ( 1 ) == 0 )
continue;
for ( vip = 0 ; vip <= 31 ; vip++ )
if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) )
{
sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch , buf );
act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT );
victim->gold /= 2;
REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip );
return TRUE;
}
}
return FALSE;
}
bool spec_police_jail( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *jail = NULL;
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim) )
continue;
if ( !can_see( ch, victim ) )
continue;
if ( number_bits ( 1 ) == 0 )
continue;
for ( vip = 0 ; vip <= 31 ; vip++ )
if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) )
{
sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch , buf );
if( 1 << vip == VIP_ADARI )
jail = get_room_index( ROOM_JAIL_ADARI );
else if( 1 << vip == VIP_MON_CALAMARI )
switch ( number_range(1,4) )
{
case 1:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 );
break;
case 2:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 );
break;
case 3:
jail = get_room_index( ROOM_JAIL_QUARREN_1 );
break;
case 4:
jail = get_room_index( ROOM_JAIL_QUARREN_2 );
break;
}
else if ( 1 << vip == VIP_NEIMOIDIA )
jail = get_room_index(ROOM_JAIL_NEIMOIDIAN);
if ( jail )
{
REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip );
act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT );
char_from_room( victim );
char_to_room( victim , jail );
}
return TRUE;
}
}
return FALSE;
/*
VIP_CORUSCANT BV00
VIP_KASHYYYK BV01
VIP_RYLOTH BV02
VIP_RODIA BV03
VIP_NAL_HUTTA BV04
VIP_MON_CALAMARI BV05
VIP_HONOGHR BV06
VIP_GAMORR BV07
VIP_TATOOINE BV08
VIP_ADARI BV09
VIP_BYSS BV10
VIP_ENDOR BV11
VIP_ROCHE BV12
VIP_AF_EL BV13
VIP_TRANDOSH BV14
VIP_CHAD BV15
*/
jail = get_room_index( ROOM_JAIL_CORUSCANT );
}
bool spec_jedi_healer( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( !victim )
return FALSE;
switch ( number_bits( 12 ) )
{
case 0:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "armor" ), ch->top_level, ch, victim );
return TRUE;
case 1:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "good fortune" ), ch->top_level, ch, victim );
return TRUE;
case 2:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->top_level, ch, victim );
return TRUE;
case 3:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure light" ),
ch->top_level, ch, victim );
return TRUE;
case 4:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->top_level, ch, victim );
return TRUE;
case 5:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "refresh" ), ch->top_level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_dark_jedi( 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->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( who_fighting( victim ) && number_bits( 2 ) == 0 )
break;
}
if ( !victim || victim == ch )
return FALSE;
for ( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 5; spell = "blindness"; break;
case 1: min_level = 5; spell = "fingers of the force"; break;
case 2: min_level = 9; spell = "choke"; break;
case 3: min_level = 8; spell = "invade essence"; break;
case 4: min_level = 11; spell = "force projectile"; break;
case 6: min_level = 13; spell = "drain essence"; break;
case 7: min_level = 4; spell = "force whip"; break;
case 8: min_level = 13; spell = "harm"; break;
case 9: min_level = 9; spell = "force bolt"; break;
case 10: min_level = 1; spell = "force spray"; break;
default: return FALSE;
}
if ( ch->top_level >= min_level )
break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn]->spell_fun) ( sn, ch->top_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->first_content; corpse; corpse = c_next )
{
c_next = corpse->next_content;
if ( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for ( obj = corpse->first_content; 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_stormtrooper( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !can_see( ch, victim ) )
continue;
if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 )
continue;
if ( ( IS_NPC( victim ) && nifty_is_name( "republic" , victim->name )
&& victim->fighting && who_fighting( victim ) != ch ) ||
( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim)
&& nifty_is_name( "republic" , victim->pcdata->clan->name ) ) )
{
do_yell( ch, "Die Rebel Scum!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_new_republic_trooper( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if ( !IS_AWAKE(ch) || ch->fighting )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !can_see( ch, victim ) )
continue;
if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 )
continue;
if ( ( IS_NPC( victim ) && nifty_is_name( "imperial" , victim->name )
&& victim->fighting && who_fighting( victim ) != ch ) ||
( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim)
&& nifty_is_name( "empire" , victim->pcdata->clan->name ) ) )
{
do_yell( ch, "Long live the New Republic!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_guardian( 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 )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting
&& who_fighting( victim ) != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "%s is a %s! As well as a COWARD!",
victim->name, crime );
do_yell( ch, buf );
return TRUE;
}
if ( victim )
{
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech )
{
act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!!",
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->first_content; trash; trash = trash_next )
{
trash_next = trash->next_content;
if ( !IS_SET( trash->wear_flags, ITEM_TAKE )
|| IS_OBJ_STAT( trash, ITEM_BURRIED ) )
continue;
if ( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->cost < 10
|| (trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG
&& !trash->first_content) )
{
act( AT_ACTION, "$n picks up some trash.", ch, NULL, NULL, TO_ROOM );
obj_from_room( trash );
obj_to_char( trash, ch );
return TRUE;
}
}
return FALSE;
}
bool spec_poison( CHAR_DATA *ch )
{
CHAR_DATA *victim;
if ( ch->position != POS_FIGHTING
|| ( victim = who_fighting( ch ) ) == NULL
|| number_percent( ) > 2 * ch->top_level )
return FALSE;
act( AT_HIT, "You attempt to poison $N!", ch, NULL, victim, TO_CHAR );
act( AT_ACTION, "$n attempts to poison $N!", ch, NULL, victim, TO_NOTVICT );
act( AT_POISON, "$n attempts to poison you!", ch, NULL, victim, TO_VICT );
spell_poison( gsn_poison, ch->top_level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int gold, maxgold;
if ( ch->position != POS_STANDING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( IS_NPC(victim)
|| get_trust(victim) >= LEVEL_IMMORTAL
|| number_bits( 2 ) != 0
|| !can_see( ch, victim ) ) /* Thx Glop */
continue;
if ( IS_AWAKE(victim) && number_range( 0, ch->top_level ) == 0 )
{
act( AT_ACTION, "You discover $n's hands in your wallet!",
ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$N discovers $n's hands in $S wallet!",
ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
maxgold = ch->top_level * ch->top_level * 1000;
gold = victim->gold
* number_range( 1, URANGE(2, ch->top_level/4, 10) ) / 100;
ch->gold += 9 * gold / 10;
victim->gold -= gold;
if ( ch->gold > maxgold )
{
boost_economy( ch->in_room->area, ch->gold - maxgold/2 );
ch->gold = maxgold/2;
}
return TRUE;
}
}
return FALSE;
}
bool spec_auth( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char buf[MAX_STRING_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
bool hasdiploma;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC(victim) && ( pObjIndex = get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) ) != NULL )
{
hasdiploma = FALSE;
for ( obj = victim->last_carrying; obj; obj = obj->prev_content )
if (obj->pIndexData == get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) )
hasdiploma = TRUE;
if ( !hasdiploma )
{
obj = create_object( pObjIndex, 1 );
obj = obj_to_char( obj, victim );
send_to_char( "&cThe schoolmaster gives you a diploma, and shakes your hand.\n\r&w",victim);
}
}
if ( IS_NPC(victim)
|| !IS_SET(victim->pcdata->flags, PCFLAG_UNAUTHED) )
continue;
victim->pcdata->auth_state = 3;
REMOVE_BIT(victim->pcdata->flags, PCFLAG_UNAUTHED);
if ( victim->pcdata->authed_by )
STRFREE( victim->pcdata->authed_by );
victim->pcdata->authed_by = QUICKLINK( ch->name );
sprintf( buf, "%s authorized %s", ch->name,
victim->name );
to_channel( buf, CHANNEL_MONITOR, "Monitor", ch->top_level );
}
return FALSE;
}
bool spec_shadow_trooper( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( !can_see( ch, victim ) )
continue;
if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 )
continue;
if ( ( IS_NPC( victim ) && nifty_is_name( "New Republic" , victim->name )
&& victim->fighting && who_fighting( victim ) != ch ) ||
( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE(victim)
&& nifty_is_name( "New Republic" , victim->pcdata->clan->name ) ) )
{
do_yell( ch, "Die Rebel Scum!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if ( who_fighting( victim ) && number_bits( 2 ) == 0 )
break;
}
if ( !victim || victim == ch )
return FALSE;
for ( ;; )
{
int min_level;
switch ( number_bits( 4 ) ){
case 1: min_level = 5; spell = "force lightning"; break;
case 2: min_level = 9; spell = "choke"; break;
case 3: min_level = 8; spell = "invade essence"; break;
case 4: min_level = 11; spell = "scorching surge"; break;
case 6: min_level = 13; spell = "hand of darkness"; break;
case 7: min_level = 4; spell = "shocking grasp"; break;
case 8: min_level = 13; spell = "fatigue"; break;
case 9: min_level = 9; spell = "scorching surge"; break;
case 10: min_level = 1; spell = "force lightning"; break;
default: return FALSE;
}
if ( ch->top_level >= min_level )
break;
}
if ( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
(*skill_table[sn]->spell_fun) ( sn, ch->top_level, ch, victim );
return TRUE;
}