/*************************************************************************** * 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; }