#include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); /* * The following special functions are available for mobiles. */ 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_clan_guard ); DECLARE_SPEC_FUN( spec_ship_guard ); /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup( const char *name ) { 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_clan_guard" ) ) return spec_clan_guard; if ( !str_cmp( name, "spec_ship_guard" ) ) return spec_ship_guard; return 0; } /* * Given a pointer, return the appropriate spec fun text. */ char *lookup_spec( SPEC_FUN *special ) { 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_clan_guard ) return "spec_clan_guard"; if ( special == spec_ship_guard ) return "spec_ship_guard"; return ""; } bool spec_clan_guard( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) || ch->fighting || !ch->mob_clan ) 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) && victim->pcdata->clan != ch->mob_clan && nifty_is_name(victim->pcdata->clan->name , ch->mob_clan->atwar ) ) { do_yell( ch, "Hey your not allowed in here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_ship_guard( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) || ch->fighting || !ch->mob_clan ) 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) && victim->pcdata->clan != ch->mob_clan && nifty_is_name(victim->pcdata->clan->name , ch->mob_clan->atwar ) ) { do_yell( ch, "Hey your not allowed in here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } 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, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guardian( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { sprintf( buf, "%s is a %s! As well as a COWARD!", victim->name, crime ); do_yell( ch, buf ); return TRUE; } if ( victim ) { sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!!", victim->name, crime ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech ) { act( AT_YELL, "$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 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->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) || IS_IMMORTAL(victim) || 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 ) { 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]; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; 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 has graduated the academy.", victim->name ); to_channel( buf, CHANNEL_MONITOR, "Monitor", ch->top_level ); if ( victim->pcdata->clan) victim->pcdata->clan->members++; } return FALSE; }