/***************************************************************************
* 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 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.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 "utils.h"
#include "magic.h"
/* command procedures needed */
DECLARE_DO_FUN(do_yell);
DECLARE_DO_FUN(do_open);
DECLARE_DO_FUN(do_close);
DECLARE_DO_FUN(do_say);
DECLARE_DO_FUN(do_backstab);
DECLARE_DO_FUN(do_flee);
DECLARE_DO_FUN(do_murder);
DECLARE_DO_FUN(do_get);
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN(spec_assassin);
DECLARE_SPEC_FUN(spec_breath_any);
DECLARE_SPEC_FUN(spec_breath_acid);
DECLARE_SPEC_FUN(spec_breath_fire);
DECLARE_SPEC_FUN(spec_breath_frost);
DECLARE_SPEC_FUN(spec_breath_gas);
DECLARE_SPEC_FUN(spec_breath_lightning);
DECLARE_SPEC_FUN(spec_cast_adept);
DECLARE_SPEC_FUN(spec_cast_cleric);
DECLARE_SPEC_FUN(spec_cast_judge);
DECLARE_SPEC_FUN(spec_cast_mage);
DECLARE_SPEC_FUN(spec_cast_undead);
DECLARE_SPEC_FUN(spec_executioner);
DECLARE_SPEC_FUN(spec_fido);
DECLARE_SPEC_FUN(spec_guard);
DECLARE_SPEC_FUN(spec_janitor);
DECLARE_SPEC_FUN(spec_mayor);
DECLARE_SPEC_FUN(spec_poison);
DECLARE_SPEC_FUN(spec_thief);
DECLARE_SPEC_FUN(spec_nasty);
DECLARE_SPEC_FUN(spec_troll_member);
DECLARE_SPEC_FUN(spec_ogre_member);
DECLARE_SPEC_FUN(spec_patrolman);
DECLARE_SPEC_FUN(spec_verbose_thief);
/* the function table */
const struct spec_type spec_table[] = {
{"spec_assassin", spec_assassin},
{"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_verbose_thief", spec_verbose_thief},
{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 'I've been looking for you, punk!'";
break;
case 1:
message = "With a scream of rage, $n attacks $N.";
break;
case 2:
message =
"$n says 'What's slimy Ogre trash like you doing around here?'";
break;
case 3:
message = "$n cracks his knuckles and says 'Do ya feel lucky?'";
break;
case 4:
message = "$n says 'There's no cops to save you this time!'";
break;
case 5:
message = "$n says 'Time to join your brother, spud.'";
break;
case 6:
message = "$n says 'Let's rock.'";
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 'I've been looking for you, punk!'";
break;
case 1:
message = "With a scream of rage, $n attacks $N.'";
break;
case 2:
message =
"$n says 'What's Troll filth like you doing around here?'";
break;
case 3:
message = "$n cracks his knuckles and says 'Do ya feel lucky?'";
break;
case 4:
message = "$n says 'There's no cops to save you this time!'";
break;
case 5:
message = "$n says 'Time to join your brother, spud.'";
break;
case 6:
message = "$n says 'Let's rock.'";
break;
}
if (message != NULL)
act(message, ch, NULL, victim, TO_ALL);
multi_hit(ch, victim, TYPE_UNDEFINED);
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 'All roit! All roit! break it up!'";
break;
case 1:
message =
"$n says 'Society's to blame, but what's a bloke to do?'";
break;
case 2:
message = "$n mumbles 'bloody kids will be the death of us all.'";
break;
case 3:
message = "$n shouts 'Stop that! Stop that!' and attacks.";
break;
case 4:
message = "$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 'Settle down, you hooligans!'";
break;
}
if (message != NULL)
act(message, ch, NULL, NULL, TO_ALL);
multi_hit(ch, victim, TYPE_UNDEFINED);
return TRUE;
}
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;
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 || ch->daze > 0)
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 ((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 ((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 < 11)
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 FALSE;
}
bool spec_cast_cleric(CHAR_DATA * ch)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if (ch->position != POS_FIGHTING || ch->daze > 0)
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 ((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;
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 || ch->daze > 0)
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 = "chill touch";
break;
case 2:
min_level = 7;
spell = "weaken";
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 ((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 || ch->daze > 0)
return FALSE;
for (victim = ch->in_room->people; victim != NULL; victim = v_next) {
v_next = victim->next_in_room;
if (victim->fighting == ch && number_bits(2) == 0)
break;
}
if (victim == NULL)
return FALSE;
for (;;) {
int min_level;
switch (number_bits(4)) {
case 0:
min_level = 0;
spell = "curse";
break;
case 1:
min_level = 3;
spell = "weaken";
break;
case 2:
min_level = 6;
spell = "chill touch";
break;
case 3:
min_level = 9;
spell = "blindness";
break;
case 4:
min_level = 12;
spell = "poison";
break;
case 5:
min_level = 15;
spell = "energy drain";
break;
case 6:
min_level = 18;
spell = "harm";
break;
case 8:
min_level = 20;
spell = "plague";
break;
default:
min_level = 18;
spell = "harm";
break;
}
if (ch->level >= min_level)
break;
}
if ((sn = skill_lookup(spell)) < 0)
return FALSE;
(*skill_table[sn].spell_fun) (sn, ch->level, ch, victim, 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_THIEF)
&& can_see(ch, victim)) {
crime = "THIEF";
break;
}
}
if (victim == NULL)
return FALSE;
sprintf(buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
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;
int seed;
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;
}
seed = number_range(1, 100);
switch (seed) {
case 10:
act("$n scuffs $s foot on the floor.", ch, NULL, NULL, TO_ROOM);
break;
}
return FALSE;
}
bool spec_guard(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
char *crime;
int max_evil, seed;
if (!IS_AWAKE(ch) || ch->fighting != NULL)
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for (victim = ch->in_room->people; victim != NULL; victim = v_next) {
v_next = victim->next_in_room;
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF)
&& can_see(ch, victim)) {
crime = "THIEF";
break;
}
if (victim->fighting != NULL
&& victim->fighting != ch && victim->alignment < max_evil) {
max_evil = victim->alignment;
ech = victim;
}
}
if (victim != NULL) {
sprintf(buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!",
victim->name, crime);
REMOVE_BIT(ch->comm, COMM_NOSHOUT);
do_yell(ch, buf);
multi_hit(ch, victim, TYPE_UNDEFINED);
return TRUE;
}
if (ech != NULL) {
act("$n screams 'PROTECT THE INNOCENT!! BANZAI!!",
ch, NULL, NULL, TO_ROOM);
multi_hit(ch, ech, TYPE_UNDEFINED);
return TRUE;
}
seed = number_range(1, 100);
switch (seed) {
case 10:
act("$n rummages around in $s pouch.", ch, NULL, NULL, TO_ROOM);
break;
case 50:
act("$n shifts from foot to foot.", ch, NULL, NULL, TO_ROOM);
break;
}
return FALSE;
}
bool spec_janitor(CHAR_DATA * ch)
{
if (!IS_AWAKE(ch))
return FALSE;
do_get( ch, "all" );
return TRUE;
}
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("$n says 'My name is Alex, and I know Kung Fu!'", ch, NULL,
NULL, TO_ROOM);
break;
case 'b':
act("$n says 'Daywalker! Call me the Daywalker!!!!'",
ch, NULL, NULL, TO_ROOM);
break;
case 'c':
act("$n looks you up and down and says, 'Don't start any trouble.'",
ch, NULL, NULL, TO_ROOM);
break;
case 'd':
act("$n says 'Some days, I don't even like getting out of bed.'", ch, NULL, NULL,
TO_ROOM);
break;
case 'E':
act
("$n says 'What do you folks think of the weather?'",
ch, NULL, NULL, TO_ROOM);
break;
case 'O':
do_open(ch, "gate");
break;
case 'C':
do_close(ch, "gate");
break;
case '.':
move = FALSE;
break;
}
pos++;
return FALSE;
}
bool spec_poison(CHAR_DATA * ch)
{
CHAR_DATA *victim;
if (ch->position != POS_FIGHTING
|| (victim = ch->fighting) == NULL
|| number_percent() > 2 * ch->level) return FALSE;
act("You bite $N!", ch, NULL, victim, TO_CHAR);
act("$n bites $N!", ch, NULL, victim, TO_NOTVICT);
act("$n bites you!", ch, NULL, victim, TO_VICT);
spell_poison(gsn_poison, ch->level, ch, victim, TARGET_CHAR);
return TRUE;
}
bool spec_verbose_thief(CHAR_DATA * ch)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
long gold;
char buf[MAX_STRING_LENGTH];
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 (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 $n's hands in your wallet!",
ch, NULL, victim, TO_VICT);
act("$N discovers $n's hands in $S wallet!",
ch, NULL, victim, TO_NOTVICT);
return TRUE;
} else {
gold =
victim->gold * UMIN(number_range(1, 20),
ch->level / 2) / 100;
gold = UMIN(gold, ch->level * ch->level * 25);
ch->gold += gold;
victim->gold -= gold;
if (gold) {
sprintf(buf, "$n says, 'I stole %ld gold from %s!'", gold,
IS_NPC(victim) ? victim->short_descr : victim->
name);
act(buf, ch, NULL, NULL, TO_ROOM);
do_murder(victim, ch->name);
}
return TRUE;
}
}
return FALSE;
}
bool spec_thief(CHAR_DATA * ch)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
long gold;
if (ch->position != POS_STANDING)
return FALSE;
for (victim = ch->in_room->people; victim != NULL; victim = v_next) {
v_next = victim->next_in_room;
if (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 $n's hands in your wallet!",
ch, NULL, victim, TO_VICT);
act("$N discovers $n's hands in $S wallet!",
ch, NULL, victim, TO_NOTVICT);
return TRUE;
} else {
gold =
victim->gold * UMIN(number_range(1, 20),
ch->level / 2) / 100;
gold = UMIN(gold, ch->level * ch->level * 25);
ch->gold += gold;
victim->gold -= gold;
return TRUE;
}
}
return FALSE;
}
/* This function was written by Rox of Farside, Permission to
* use is granted provided this header is retained
*/
bool spec_assassin(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
int rnd_say;
if (ch->fighting != NULL)
return FALSE;
for (victim = ch->in_room->people; victim != NULL; victim = v_next) {
v_next = victim->next_in_room;
/* this should kill mobs as well as players */
if (victim->class != 2) /* thieves */
break;
}
if (victim == NULL || victim == ch || IS_IMMORTAL(victim))
return FALSE;
if (victim->level > ch->level + 7 || IS_NPC(victim))
return FALSE;
rnd_say = number_range(1, 10);
if (rnd_say <= 5)
sprintf(buf, "Death is the true end...");
else if (rnd_say <= 6)
sprintf(buf, "Time to die...");
else if (rnd_say <= 7)
sprintf(buf, "Cabrone...");
else if (rnd_say <= 8)
sprintf(buf, "Welcome to your fate....");
else if (rnd_say <= 9)
sprintf(buf, "Welcome the end of your journey...");
else if (rnd_say <= 10)
sprintf(buf, "Ever dance with the devil...");
do_say(ch, buf);
multi_hit(ch, victim, gsn_backstab);
return TRUE;
}