/****************************************************************************
* Eldhamud Codebase V2.2 *
* ------------------------------------------------------------------------ *
* EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi) *
* ------------------------------------------------------------------------ *
* Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag, *
* Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard, *
* Grishnakh, Fireblade, and Nivek. *
* *
* Original MERC 2.1 code by Hatchet, Furey, and Kahn. *
* *
* Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, *
* Michael Seifert, and Sebastian Hammer. *
* ------------------------------------------------------------------------ *
* "Special procedure" module *
****************************************************************************/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN( spec_cast_adept );
DECLARE_SPEC_FUN( spec_cast_cleric );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_undead );
DECLARE_SPEC_FUN( spec_executioner );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guard );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
if( !str_cmp( name, "spec_cast_adept" ) )
return spec_cast_adept;
if( !str_cmp( name, "spec_cast_cleric" ) )
return spec_cast_cleric;
if( !str_cmp( name, "spec_cast_mage" ) )
return spec_cast_mage;
if( !str_cmp( name, "spec_cast_undead" ) )
return spec_cast_undead;
if( !str_cmp( name, "spec_executioner" ) )
return spec_executioner;
if( !str_cmp( name, "spec_fido" ) )
return spec_fido;
if( !str_cmp( name, "spec_guard" ) )
return spec_guard;
if( !str_cmp( name, "spec_janitor" ) )
return spec_janitor;
if( !str_cmp( name, "spec_poison" ) )
return spec_poison;
if( !str_cmp( name, "spec_thief" ) )
return spec_thief;
return 0;
}
/*
* Given a pointer, return the appropriate spec fun text.
*/
char *lookup_spec( SPEC_FUN * special )
{
if( special == spec_cast_adept )
return "spec_cast_adept";
if( special == spec_cast_cleric )
return "spec_cast_cleric";
if( special == spec_cast_mage )
return "spec_cast_mage";
if( special == spec_cast_undead )
return "spec_cast_undead";
if( special == spec_executioner )
return "spec_executioner";
if( special == spec_fido )
return "spec_fido";
if( special == spec_guard )
return "spec_guard";
if( special == spec_janitor )
return "spec_janitor";
if( special == spec_poison )
return "spec_poison";
if( special == spec_thief )
return "spec_thief";
return "";
}
/* if a spell casting mob is hating someone... try and summon them */
void summon_if_hating( CHAR_DATA * ch )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
char name[MAX_INPUT_LENGTH];
bool found = FALSE;
if( ch->position <= POS_SLEEPING )
return;
if( ch->fighting || ch->fearing || !ch->hating || xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
return;
/*
* if player is close enough to hunt... don't summon
*/
if( ch->hunting )
return;
one_argument( ch->hating->name, name );
/*
* make sure the char exists - works even if player quits
*/
for( victim = first_char; victim; victim = victim->next )
{
if( !str_cmp( ch->hating->name, victim->name ) )
{
found = TRUE;
break;
}
}
if( !found )
return;
if( ch->in_room == victim->in_room )
return;
if( !IS_NPC( victim ) )
sprintf( buf, "summon 0.%s", name );
else
sprintf( buf, "summon %s", name );
do_cast( ch, buf );
return;
}
bool spec_cast_adept( 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( victim != ch && can_see( ch, victim, FALSE ) && number_bits( 1 ) == 0 )
break;
}
if( !victim )
return FALSE;
switch ( number_bits( 3 ) )
{
case 0:
act( AT_MAGIC, "$n utters the word 'ciroht'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( AT_MAGIC, "$n utters the word 'sunimod'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( AT_MAGIC, "$n utters the word 'suah'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim );
return TRUE;
case 3:
act( AT_MAGIC, "$n utters the word 'nran'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure light" ), ch->level, ch, victim );
return TRUE;
case 4:
act( AT_MAGIC, "$n utters the word 'nyrcs'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim );
return TRUE;
case 5:
act( AT_MAGIC, "$n utters the word 'gartla'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
case 6:
act( AT_MAGIC, "$n utters the word 'naimad'.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim );
return TRUE;
case 7:
act( AT_MAGIC, "$n utters the word 'gorog'.", ch, NULL, NULL, TO_ROOM );
spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA * ch )
{
return FALSE;
}
bool spec_cast_mage( CHAR_DATA * ch )
{
return FALSE;
}
bool spec_cast_undead( CHAR_DATA * ch )
{
return FALSE;
}
bool spec_executioner( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
MOB_INDEX_DATA *cityguard;
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *crime;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
crime = "";
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_KILLER ) )
{
crime = "KILLER";
break;
}
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_THIEF ) )
{
crime = "THIEF";
break;
}
}
if( !victim )
return FALSE;
if( xIS_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;
}
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime );
do_yell( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
if( char_died( ch ) )
return TRUE;
/*
* Added log in case of missing cityguard -- Tri
*/
cityguard = get_mob_index( MOB_VNUM_CITYGUARD );
if( !cityguard )
{
sprintf( buf, "Missing Cityguard - Vnum:[%d]", MOB_VNUM_CITYGUARD );
bug( buf, 0 );
return TRUE;
}
char_to_room( create_mobile( cityguard ), ch->in_room );
char_to_room( create_mobile( cityguard ), ch->in_room );
return TRUE;
}
bool spec_fido( CHAR_DATA * ch )
{
OBJ_DATA *corpse;
OBJ_DATA *c_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if( !IS_AWAKE( ch ) )
return FALSE;
for( corpse = ch->in_room->first_content; corpse; corpse = c_next )
{
c_next = corpse->next_content;
if( corpse->item_type != ITEM_CORPSE_NPC )
continue;
if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
{
if( ch->map != corpse->map || ch->x != corpse->x || ch->y != corpse->y )
continue;
}
act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for( obj = corpse->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room, ch );
}
extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_guard( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
char *crime;
int max_evil;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
if( IS_ACT_FLAG( ch, ACT_ONMAP ) || IS_PLR_FLAG( ch, PLR_ONMAP ) )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_KILLER ) )
{
crime = "KILLER";
break;
}
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_THIEF ) )
{
crime = "THIEF";
break;
}
if( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if( victim && xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "%s is a %s! As well as a COWARD!", victim->name, crime );
do_yell( ch, buf );
return TRUE;
}
if( victim )
{
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime );
do_yell( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if( ech )
{
act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor( CHAR_DATA * ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if( !IS_AWAKE( ch ) )
return FALSE;
for( trash = ch->in_room->first_content; trash; trash = trash_next )
{
trash_next = trash->next_content;
if( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURIED ) )
continue;
if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
{
if( ch->map != trash->map || ch->x != trash->x || ch->y != trash->y )
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 && ch->position != POS_EVASIVE && ch->position != POS_DEFENSIVE && ch->position != POS_AGGRESSIVE && ch->position != POS_BERSERK )
return FALSE;
if( ( victim = who_fighting( ch ) ) == NULL || number_percent( ) > 2 * ch->level )
return FALSE;
act( AT_HIT, "You bite $N!", ch, NULL, victim, TO_CHAR );
act( AT_ACTION, "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
act( AT_POISON, "$n bites you!", ch, NULL, victim, TO_VICT );
spell_poison( gsn_poison, ch->level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int gold, 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 ) || victim->level >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim, FALSE ) ) /* Thx Glop */
continue;
if( IS_AWAKE( victim ) && number_range( 0, ch->level ) == 0 )
{
act( AT_ACTION, "You discover $n's hands in your sack of gold!", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$N discovers $n's hands in $S sack of gold!", ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
maxgold = ch->level * ch->level * 1000;
gold = victim->gold * number_range( 1, URANGE( 2, ch->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;
}