#include <stdio.h> #include <string.h> #include "mud.h" bool remove_obj( 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 ); typedef struct spec_fun_entry { const char *fun_name; SPEC_FUN *fun_ptr; } SPEC_FUN_ENTRY; static const SPEC_FUN_ENTRY spec_fun_table[] = { { "spec_fido", spec_fido }, { "spec_guardian", spec_guardian }, { "spec_janitor", spec_janitor }, { "spec_poison", spec_poison }, { "spec_thief", spec_thief }, { "spec_auth", spec_auth }, { "spec_clan_guard", spec_clan_guard }, { "spec_ship_guard", spec_ship_guard } }; static size_t spec_fun_table_size( void ) { return sizeof( spec_fun_table ) / sizeof( *spec_fun_table ); } /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup( const char *name ) { SPEC_FUN *fun_ptr = NULL; size_t i = 0; for( i = 0; i < spec_fun_table_size(); ++i ) { if( !str_cmp( name, spec_fun_table[i].fun_name ) ) { fun_ptr = spec_fun_table[i].fun_ptr; break; } } return fun_ptr; } /* * Given a pointer, return the appropriate spec fun text. */ const char *lookup_spec( SPEC_FUN *special ) { size_t i = 0; for( i = 0; i < spec_fun_table_size(); ++i ) { if( spec_fun_table[i].fun_ptr == special ) { return spec_fun_table[i].fun_name; } } return ""; } bool spec_clan_guard( CHAR_DATA * ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; 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 ) ) { char buf[MAX_STRING_LENGTH]; snprintf( buf, MAX_STRING_LENGTH, "%s", "Hey you're not allowed in here!" ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_ship_guard( CHAR_DATA * ch ) { CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; 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 ) ) { char buf[MAX_STRING_LENGTH]; snprintf( buf, MAX_STRING_LENGTH, "%s", "Hey you're not allowed in here!" ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_fido( CHAR_DATA * ch ) { OBJ_DATA *corpse = NULL; OBJ_DATA *c_next = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; 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, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for( obj = corpse->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guardian( CHAR_DATA * ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim = NULL; CHAR_DATA *v_next = NULL; CHAR_DATA *ech = NULL; const char *crime = ""; int max_evil = 300; if( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; for( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { snprintf( buf, MAX_STRING_LENGTH, "%s is a %s! As well as a COWARD!", victim->name, crime ); do_yell( ch, buf ); return TRUE; } if( victim ) { snprintf( buf, MAX_STRING_LENGTH, "%s is a %s! PROTECT THE INNOCENT!!", victim->name, crime ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if( ech ) { act( AT_YELL, "$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 = NULL; OBJ_DATA *trash_next = NULL; 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( IS_OBJ_STAT( trash, ITEM_PROTOTYPE ) && !IS_SET( ch->act, ACT_PROTOTYPE ) ) { 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 = NULL; 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 = NULL; CHAR_DATA *v_next = NULL; int gold = 0, maxgold = 0; 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 = NULL; CHAR_DATA *v_next = NULL; 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 ); snprintf( buf, MAX_STRING_LENGTH, "%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; }