/* ************************************************************************
* File: spec_procs.c Part of CircleMUD *
* Usage: implementation of special procedures for mobiles/objects/rooms *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "constants.h"
/* external vars */
extern struct time_info_data time_info;
extern struct spell_info_type spell_info[];
extern int guild_info[][3];
/* extern functions */
void add_follower(struct char_data *ch, struct char_data *leader);
ACMD(do_drop);
ACMD(do_gen_door);
ACMD(do_say);
/* local functions */
void sort_spells(void);
int compare_spells(const void *x, const void *y);
const char *how_good(int percent);
void list_skills(struct char_data *ch);
SPECIAL(guild);
SPECIAL(dump);
SPECIAL(mayor);
void npc_steal(struct char_data *ch, struct char_data *victim);
SPECIAL(snake);
SPECIAL(thief);
SPECIAL(magic_user);
SPECIAL(guild_guard);
SPECIAL(puff);
SPECIAL(fido);
SPECIAL(janitor);
SPECIAL(cityguard);
SPECIAL(pet_shops);
SPECIAL(bank);
/* ********************************************************************
* Special procedures for mobiles *
******************************************************************** */
int spell_sort_info[MAX_SKILLS + 1];
int compare_spells(const void *x, const void *y)
{
int a = *(const int *)x,
b = *(const int *)y;
return strcmp(spell_info[a].name, spell_info[b].name);
}
void sort_spells(void)
{
int a;
/* initialize array, avoiding reserved. */
for (a = 1; a <= MAX_SKILLS; a++)
spell_sort_info[a] = a;
qsort(&spell_sort_info[1], MAX_SKILLS, sizeof(int), compare_spells);
}
const char *how_good(int percent)
{
if (percent < 0)
return " error)";
if (percent == 0)
return " (not learned)";
if (percent <= 10)
return " (awful)";
if (percent <= 20)
return " (bad)";
if (percent <= 40)
return " (poor)";
if (percent <= 55)
return " (average)";
if (percent <= 70)
return " (fair)";
if (percent <= 80)
return " (good)";
if (percent <= 85)
return " (very good)";
return " (superb)";
}
const char *prac_types[] = {
"spell",
"skill"
};
#define LEARNED_LEVEL 0 /* % known which is considered "learned" */
#define MAX_PER_PRAC 1 /* max percent gain in skill per practice */
#define MIN_PER_PRAC 2 /* min percent gain in skill per practice */
#define PRAC_TYPE 3 /* should it say 'spell' or 'skill'? */
/* actual prac_params are in class.c */
extern int prac_params[4][NUM_CLASSES];
#define LEARNED(ch) (prac_params[LEARNED_LEVEL][(int)GET_CLASS(ch)])
#define MINGAIN(ch) (prac_params[MIN_PER_PRAC][(int)GET_CLASS(ch)])
#define MAXGAIN(ch) (prac_params[MAX_PER_PRAC][(int)GET_CLASS(ch)])
#define SPLSKL(ch) (prac_types[prac_params[PRAC_TYPE][(int)GET_CLASS(ch)]])
void list_skills(struct char_data *ch)
{
int i, sortpos;
if (!GET_PRACTICES(ch))
strcpy(buf, "You have no practice sessions remaining.\r\n");
else
sprintf(buf, "You have %d practice session%s remaining.\r\n",
GET_PRACTICES(ch), (GET_PRACTICES(ch) == 1 ? "" : "s"));
sprintf(buf + strlen(buf), "You know of the following %ss:\r\n", SPLSKL(ch));
strcpy(buf2, buf);
for (sortpos = 1; sortpos <= MAX_SKILLS; sortpos++) {
i = spell_sort_info[sortpos];
if (strlen(buf2) >= MAX_STRING_LENGTH - 32) {
strcat(buf2, "**OVERFLOW**\r\n");
break;
}
if (GET_LEVEL(ch) >= spell_info[i].min_level[(int) GET_CLASS(ch)]) {
sprintf(buf, "%-20s %s\r\n", spell_info[i].name, how_good(GET_SKILL(ch, i)));
strcat(buf2, buf); /* The above, ^ should always be safe to do. */
}
}
page_string(ch->desc, buf2, 1);
}
SPECIAL(guild)
{
int skill_num, percent;
if (IS_NPC(ch) || !CMD_IS("practice"))
return (0);
skip_spaces(&argument);
if (!*argument) {
list_skills(ch);
return (1);
}
if (GET_PRACTICES(ch) <= 0) {
send_to_char("You do not seem to be able to practice now.\r\n", ch);
return (1);
}
skill_num = find_skill_num(argument);
if (skill_num < 1 ||
GET_LEVEL(ch) < spell_info[skill_num].min_level[(int) GET_CLASS(ch)]) {
sprintf(buf, "You do not know of that %s.\r\n", SPLSKL(ch));
send_to_char(buf, ch);
return (1);
}
if (GET_SKILL(ch, skill_num) >= LEARNED(ch)) {
send_to_char("You are already learned in that area.\r\n", ch);
return (1);
}
send_to_char("You practice for a while...\r\n", ch);
GET_PRACTICES(ch)--;
percent = GET_SKILL(ch, skill_num);
percent += MIN(MAXGAIN(ch), MAX(MINGAIN(ch), int_app[GET_INT(ch)].learn));
SET_SKILL(ch, skill_num, MIN(LEARNED(ch), percent));
if (GET_SKILL(ch, skill_num) >= LEARNED(ch))
send_to_char("You are now learned in that area.\r\n", ch);
return (1);
}
SPECIAL(dump)
{
struct obj_data *k;
int value = 0;
for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM);
extract_obj(k);
}
if (!CMD_IS("drop"))
return (0);
do_drop(ch, argument, cmd, 0);
for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM);
value += MAX(1, MIN(50, GET_OBJ_COST(k) / 10));
extract_obj(k);
}
if (value) {
send_to_char("You are awarded for outstanding performance.\r\n", ch);
act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM);
if (GET_LEVEL(ch) < 3)
gain_exp(ch, value);
else
GET_GOLD(ch) += value;
}
return (1);
}
SPECIAL(mayor)
{
const char open_path[] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
const char close_path[] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
static const char *path = NULL;
static int index;
static bool move = FALSE;
if (!move) {
if (time_info.hours == 6) {
move = TRUE;
path = open_path;
index = 0;
} else if (time_info.hours == 20) {
move = TRUE;
path = close_path;
index = 0;
}
}
if (cmd || !move || (GET_POS(ch) < POS_SLEEPING) ||
(GET_POS(ch) == POS_FIGHTING))
return (FALSE);
switch (path[index]) {
case '0':
case '1':
case '2':
case '3':
perform_move(ch, path[index] - '0', 1);
break;
case 'W':
GET_POS(ch) = POS_STANDING;
act("$n awakens and groans loudly.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'S':
GET_POS(ch) = POS_SLEEPING;
act("$n lies down and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'a':
act("$n says 'Hello Honey!'", FALSE, ch, 0, 0, TO_ROOM);
act("$n smirks.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'b':
act("$n says 'What a view! I must get something done about that dump!'",
FALSE, ch, 0, 0, TO_ROOM);
break;
case 'c':
act("$n says 'Vandals! Youngsters nowadays have no respect for anything!'",
FALSE, ch, 0, 0, TO_ROOM);
break;
case 'd':
act("$n says 'Good day, citizens!'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'e':
act("$n says 'I hereby declare the bazaar open!'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'E':
act("$n says 'I hereby declare Midgaard closed!'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'O':
do_gen_door(ch, "gate", 0, SCMD_UNLOCK);
do_gen_door(ch, "gate", 0, SCMD_OPEN);
break;
case 'C':
do_gen_door(ch, "gate", 0, SCMD_CLOSE);
do_gen_door(ch, "gate", 0, SCMD_LOCK);
break;
case '.':
move = FALSE;
break;
}
index++;
return (FALSE);
}
/* ********************************************************************
* General special procedures for mobiles *
******************************************************************** */
void npc_steal(struct char_data *ch, struct char_data *victim)
{
int gold;
if (IS_NPC(victim))
return;
if (GET_LEVEL(victim) >= LVL_IMMORT)
return;
if (!CAN_SEE(ch, victim))
return;
if (AWAKE(victim) && (number(0, GET_LEVEL(ch)) == 0)) {
act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, victim, TO_VICT);
act("$n tries to steal gold from $N.", TRUE, ch, 0, victim, TO_NOTVICT);
} else {
/* Steal some gold coins */
gold = (int) ((GET_GOLD(victim) * number(1, 10)) / 100);
if (gold > 0) {
GET_GOLD(ch) += gold;
GET_GOLD(victim) -= gold;
}
}
}
SPECIAL(snake)
{
if (cmd)
return (FALSE);
if (GET_POS(ch) != POS_FIGHTING)
return (FALSE);
if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) &&
(number(0, 42 - GET_LEVEL(ch)) == 0)) {
act("$n bites $N!", 1, ch, 0, FIGHTING(ch), TO_NOTVICT);
act("$n bites you!", 1, ch, 0, FIGHTING(ch), TO_VICT);
call_magic(ch, FIGHTING(ch), 0, SPELL_POISON, GET_LEVEL(ch), CAST_SPELL);
return (TRUE);
}
return (FALSE);
}
SPECIAL(thief)
{
struct char_data *cons;
if (cmd)
return (FALSE);
if (GET_POS(ch) != POS_STANDING)
return (FALSE);
for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room)
if (!IS_NPC(cons) && (GET_LEVEL(cons) < LVL_IMMORT) && (!number(0, 4))) {
npc_steal(ch, cons);
return (TRUE);
}
return (FALSE);
}
SPECIAL(magic_user)
{
struct char_data *vict;
if (cmd || GET_POS(ch) != POS_FIGHTING)
return (FALSE);
/* pseudo-randomly choose someone in the room who is fighting me */
for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
if (FIGHTING(vict) == ch && !number(0, 4))
break;
/* if I didn't pick any of those, then just slam the guy I'm fighting */
if (vict == NULL && IN_ROOM(FIGHTING(ch)) == IN_ROOM(ch))
vict = FIGHTING(ch);
/* Hm...didn't pick anyone...I'll wait a round. */
if (vict == NULL)
return (TRUE);
if ((GET_LEVEL(ch) > 13) && (number(0, 10) == 0))
cast_spell(ch, vict, NULL, SPELL_SLEEP);
if ((GET_LEVEL(ch) > 7) && (number(0, 8) == 0))
cast_spell(ch, vict, NULL, SPELL_BLINDNESS);
if ((GET_LEVEL(ch) > 12) && (number(0, 12) == 0)) {
if (IS_EVIL(ch))
cast_spell(ch, vict, NULL, SPELL_ENERGY_DRAIN);
else if (IS_GOOD(ch))
cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL);
}
if (number(0, 4))
return (TRUE);
switch (GET_LEVEL(ch)) {
case 4:
case 5:
cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
break;
case 6:
case 7:
cast_spell(ch, vict, NULL, SPELL_CHILL_TOUCH);
break;
case 8:
case 9:
cast_spell(ch, vict, NULL, SPELL_BURNING_HANDS);
break;
case 10:
case 11:
cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
break;
case 12:
case 13:
cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
break;
case 14:
case 15:
case 16:
case 17:
cast_spell(ch, vict, NULL, SPELL_COLOR_SPRAY);
break;
default:
cast_spell(ch, vict, NULL, SPELL_FIREBALL);
break;
}
return (TRUE);
}
/* ********************************************************************
* Special procedures for mobiles *
******************************************************************** */
SPECIAL(guild_guard)
{
int i;
struct char_data *guard = (struct char_data *) me;
const char *buf = "The guard humiliates you, and blocks your way.\r\n";
const char *buf2 = "The guard humiliates $n, and blocks $s way.";
if (!IS_MOVE(cmd) || AFF_FLAGGED(guard, AFF_BLIND))
return (FALSE);
if (GET_LEVEL(ch) >= LVL_IMMORT)
return (FALSE);
for (i = 0; guild_info[i][0] != -1; i++) {
if ((IS_NPC(ch) || GET_CLASS(ch) != guild_info[i][0]) &&
GET_ROOM_VNUM(IN_ROOM(ch)) == guild_info[i][1] &&
cmd == guild_info[i][2]) {
send_to_char(buf, ch);
act(buf2, FALSE, ch, 0, 0, TO_ROOM);
return (TRUE);
}
}
return (FALSE);
}
SPECIAL(puff)
{
if (cmd)
return (0);
switch (number(0, 60)) {
case 0:
do_say(ch, "My god! It's full of stars!", 0, 0);
return (1);
case 1:
do_say(ch, "How'd all those fish get up here?", 0, 0);
return (1);
case 2:
do_say(ch, "I'm a very female dragon.", 0, 0);
return (1);
case 3:
do_say(ch, "I've got a peaceful, easy feeling.", 0, 0);
return (1);
default:
return (0);
}
}
SPECIAL(fido)
{
struct obj_data *i, *temp, *next_obj;
if (cmd || !AWAKE(ch))
return (FALSE);
for (i = world[ch->in_room].contents; i; i = i->next_content) {
if (IS_CORPSE(i)) {
act("$n savagely devours a corpse.", FALSE, ch, 0, 0, TO_ROOM);
for (temp = i->contains; temp; temp = next_obj) {
next_obj = temp->next_content;
obj_from_obj(temp);
obj_to_room(temp, ch->in_room);
}
extract_obj(i);
return (TRUE);
}
}
return (FALSE);
}
SPECIAL(janitor)
{
struct obj_data *i;
if (cmd || !AWAKE(ch))
return (FALSE);
for (i = world[ch->in_room].contents; i; i = i->next_content) {
if (!CAN_WEAR(i, ITEM_WEAR_TAKE))
continue;
if (GET_OBJ_TYPE(i) != ITEM_DRINKCON && GET_OBJ_COST(i) >= 15)
continue;
act("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM);
obj_from_room(i);
obj_to_char(i, ch);
return (TRUE);
}
return (FALSE);
}
SPECIAL(cityguard)
{
struct char_data *tch, *evil;
int max_evil;
if (cmd || !AWAKE(ch) || FIGHTING(ch))
return (FALSE);
max_evil = 1000;
evil = 0;
for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
if (!IS_NPC(tch) && CAN_SEE(ch, tch) && PLR_FLAGGED(tch, PLR_KILLER)) {
act("$n screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'", FALSE, ch, 0, 0, TO_ROOM);
hit(ch, tch, TYPE_UNDEFINED);
return (TRUE);
}
}
for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
if (!IS_NPC(tch) && CAN_SEE(ch, tch) && PLR_FLAGGED(tch, PLR_THIEF)){
act("$n screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'", FALSE, ch, 0, 0, TO_ROOM);
hit(ch, tch, TYPE_UNDEFINED);
return (TRUE);
}
}
for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
if (CAN_SEE(ch, tch) && FIGHTING(tch)) {
if ((GET_ALIGNMENT(tch) < max_evil) &&
(IS_NPC(tch) || IS_NPC(FIGHTING(tch)))) {
max_evil = GET_ALIGNMENT(tch);
evil = tch;
}
}
}
if (evil && (GET_ALIGNMENT(FIGHTING(evil)) >= 0)) {
act("$n screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM);
hit(ch, evil, TYPE_UNDEFINED);
return (TRUE);
}
return (FALSE);
}
#define PET_PRICE(pet) (GET_LEVEL(pet) * 300)
SPECIAL(pet_shops)
{
char buf[MAX_STRING_LENGTH], pet_name[256];
room_rnum pet_room;
struct char_data *pet;
pet_room = ch->in_room + 1;
if (CMD_IS("list")) {
send_to_char("Available pets are:\r\n", ch);
for (pet = world[pet_room].people; pet; pet = pet->next_in_room) {
if (!IS_NPC(pet))
continue;
sprintf(buf, "%8d - %s\r\n", PET_PRICE(pet), GET_NAME(pet));
send_to_char(buf, ch);
}
return (TRUE);
} else if (CMD_IS("buy")) {
two_arguments(argument, buf, pet_name);
if (!(pet = get_char_room(buf, NULL, pet_room)) || !IS_NPC(pet)) {
send_to_char("There is no such pet!\r\n", ch);
return (TRUE);
}
if (GET_GOLD(ch) < PET_PRICE(pet)) {
send_to_char("You don't have enough gold!\r\n", ch);
return (TRUE);
}
GET_GOLD(ch) -= PET_PRICE(pet);
pet = read_mobile(GET_MOB_RNUM(pet), REAL);
GET_EXP(pet) = 0;
SET_BIT(AFF_FLAGS(pet), AFF_CHARM);
if (*pet_name) {
sprintf(buf, "%s %s", pet->player.name, pet_name);
/* free(pet->player.name); don't free the prototype! */
pet->player.name = str_dup(buf);
sprintf(buf, "%sA small sign on a chain around the neck says 'My name is %s'\r\n",
pet->player.description, pet_name);
/* free(pet->player.description); don't free the prototype! */
pet->player.description = str_dup(buf);
}
char_to_room(pet, ch->in_room);
add_follower(pet, ch);
/* Be certain that pets can't get/carry/use/wield/wear items */
IS_CARRYING_W(pet) = 1000;
IS_CARRYING_N(pet) = 100;
send_to_char("May you enjoy your pet.\r\n", ch);
act("$n buys $N as a pet.", FALSE, ch, 0, pet, TO_ROOM);
return (1);
}
/* All commands except list and buy */
return (0);
}
/* ********************************************************************
* Special procedures for objects *
******************************************************************** */
SPECIAL(bank)
{
int amount;
if (CMD_IS("balance")) {
if (GET_BANK_GOLD(ch) > 0)
sprintf(buf, "Your current balance is %d coins.\r\n",
GET_BANK_GOLD(ch));
else
sprintf(buf, "You currently have no money deposited.\r\n");
send_to_char(buf, ch);
return (1);
} else if (CMD_IS("deposit")) {
if ((amount = atoi(argument)) <= 0) {
send_to_char("How much do you want to deposit?\r\n", ch);
return (1);
}
if (GET_GOLD(ch) < amount) {
send_to_char("You don't have that many coins!\r\n", ch);
return (1);
}
GET_GOLD(ch) -= amount;
GET_BANK_GOLD(ch) += amount;
sprintf(buf, "You deposit %d coins.\r\n", amount);
send_to_char(buf, ch);
act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM);
return (1);
} else if (CMD_IS("withdraw")) {
if ((amount = atoi(argument)) <= 0) {
send_to_char("How much do you want to withdraw?\r\n", ch);
return (1);
}
if (GET_BANK_GOLD(ch) < amount) {
send_to_char("You don't have that many coins deposited!\r\n", ch);
return (1);
}
GET_GOLD(ch) += amount;
GET_BANK_GOLD(ch) -= amount;
sprintf(buf, "You withdraw %d coins.\r\n", amount);
send_to_char(buf, ch);
act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM);
return (1);
} else
return (0);
}