/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN(spec_executioner);
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_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_eater);
DECLARE_SPEC_FUN(spec_gremlin_original);
DECLARE_SPEC_FUN(spec_gremlin_born);
DECLARE_SPEC_FUN(spec_rogue);
DECLARE_SPEC_FUN(spec_zombie_lord);
DECLARE_SPEC_FUN(spec_dog);
DECLARE_SPEC_FUN(spec_guard_guardone);
DECLARE_SPEC_FUN(spec_guard_guardtwo);
DECLARE_SPEC_FUN(spec_guard_guardthree);
DECLARE_SPEC_FUN(spec_guard_guardfour);
DECLARE_SPEC_FUN(spec_guard_guardfive);
DECLARE_SPEC_FUN(spec_guard_guardsix);
DECLARE_SPEC_FUN(spec_guard_demon);
DECLARE_SPEC_FUN(spec_guard_vampire);
DECLARE_SPEC_FUN(spec_guard_werewolf);
DECLARE_SPEC_FUN(spec_guard_dragon);
DECLARE_SPEC_FUN(spec_guard_mage);
DECLARE_SPEC_FUN(spec_guard_drow);
DECLARE_SPEC_FUN(spec_guard_ninja);
DECLARE_SPEC_FUN(spec_guard_monk);
DECLARE_SPEC_FUN(spec_guard_highlander);
DECLARE_SPEC_FUN(spec_assassin);
DECLARE_SPEC_FUN(spec_guard_cyborg);
DECLARE_SPEC_FUN(spec_vladd_decap);
DECLARE_SPEC_FUN(spec_warlord);
DECLARE_SPEC_FUN(spec_tax_man);
DECLARE_SPEC_FUN(spec_fairy);
bool spec_vladd_decap(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim = NULL;
CHAR_DATA *v_next = NULL;
int rnd_chat;
if (ch->fighting != NULL)
return FALSE;
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
/*
* this should kill mobs as well as players
*/
if (!IS_CLASS(ch, CLASS_MAGE))
break;
}
if (victim->hit < -5)
{
rnd_chat = number_range(1, 10);
if (rnd_chat <= 5)
xprintf(buf, "Death to is the true end...\n\r");
else if (rnd_chat <= 6)
xprintf(buf, "Time to die....\n\r");
else if (rnd_chat <= 7)
xprintf(buf, "Cabrone....\n\r");
else if (rnd_chat <= 8)
xprintf(buf, "Welcome to your fate....\n\r");
else if (rnd_chat <= 9)
xprintf(buf,
"We have never met, but now is time for you to die....\n\r");
else if (rnd_chat <= 10)
xprintf(buf, "Ever dance with the devil....\n\r");
do_chat(ch, buf);
behead(victim);
xprintf(buf, "%s has been decapitated by %s.",
victim->pcdata->switchname, ch->long_descr);
do_info(ch, buf);
return TRUE;
}
if (victim == NULL || victim == ch || victim->level > 7)
return FALSE;
if (IS_NPC(victim))
return FALSE;
multi_hit(ch, victim, gsn_backstab);
return TRUE;
}
bool spec_assassin(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next = NULL;
int rnd_say;
if (ch->fighting != NULL)
return FALSE;
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
/*
* this should kill mobs as well as players
*/
if (!IS_CLASS(ch, CLASS_MAGE))
break;
}
if (victim == NULL || victim == ch || victim->level > 7)
return FALSE;
if (IS_NPC(victim))
return FALSE;
rnd_say = number_range(1, 10);
if (rnd_say <= 5)
xprintf(buf, "Death to is the true end...");
else if (rnd_say <= 6)
xprintf(buf, "Time to die....");
else if (rnd_say <= 7)
xprintf(buf, "Cabrone....");
else if (rnd_say <= 8)
xprintf(buf, "Welcome to your fate....");
else if (rnd_say <= 9)
xprintf(buf,
"We have never met, but now is time for you to die....");
else if (rnd_say <= 10)
xprintf(buf, "Ever dance with the devil....");
do_say(ch, buf);
multi_hit(ch, victim, gsn_backstab);
return TRUE;
}
/*
* Warlord spec by Jobo
*/
bool spec_warlord(CHAR_DATA * ch)
{
CHAR_DATA *victim;
char buf[200]; // just for chats and stuff
int i = 0;
if (!ch->in_room)
return FALSE;
if (ch->position <= POS_RESTING && ch->position >= POS_SLEEPING)
do_stand(ch, "");
else if (ch->position < POS_SLEEPING)
return FALSE;
if (IS_SET(ch->affected_by, AFF_SHADOWPLANE))
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
if ((victim = ch->fighting) != NULL)
{
/*
* First we spell up or perhaps clone ourself :)
*/
if (ch->hit < ch->max_hit * 0.1 && number_range(1, 3) != 2) // 30K hps and 66% chance
{
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *gch;
for (gch = ch->in_room->people; gch;
gch = gch->next_in_room)
{
if (!IS_NPC(gch))
i++;
}
if (i > 2)
{
if ((pMobIndex =
get_mob_index(MOB_VNUM_WARLORD)) == NULL)
{
bug("Spec_warlord : Bad vnum %d",
MOB_VNUM_WARLORD);
return FALSE;
}
gch = create_mobile(pMobIndex);
char_to_room(gch, ch->in_room);
act("$n has created another $N!", ch, NULL,
gch, TO_ROOM);
}
}
else if (ch->hit < ch->max_hit * 0.5)
{
do_say(ch,
"Time to heal up boys, let's see what daddy got in his bag'o'tricks.");
spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
}
if (ch->affected && number_range(1, 3) == 2)
spell_dispel_magic(skill_lookup("dispel magic"),
ch->level, ch, ch);
/*
* Desanct, web and curse
*/
if (IS_SET(victim->affected_by, AFF_SANCTUARY)
&& number_range(1, 3) == 2)
spell_desanct(skill_lookup("desanct"), ch->level, ch,
victim);
if (!IS_SET(victim->affected_by, AFF_WEBBED)
&& number_range(1, 3) == 2)
spell_web(skill_lookup("web"), ch->level, ch, victim);
if (!IS_SET(victim->affected_by, AFF_CURSE)
&& number_range(1, 3) == 2)
spell_curse(skill_lookup("curse"), ch->level, ch,
victim);
/*
* Don't let them desanct you Mr. Warlord
*/
if (!IS_SET(ch->affected_by, AFF_SANCTUARY))
SET_BIT(ch->affected_by, AFF_SANCTUARY);
/*
* Then we deal some serious damage
*/
if (victim->hit < victim->max_hit * 0.25 && !IS_NPC(victim))
{
xprintf(buf, "Today is a good day to die %s",
victim->name);
do_chat(ch, buf);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
}
else if (victim->hit < victim->max_hit * 0.5
&& !IS_NPC(victim))
{
xprintf(buf,
"*KapaW* *BooM* *BanG*, how did that feel %s",
victim->name);
do_chat(ch, buf);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
}
else if (number_range(1, 3) == 2 && !IS_NPC(victim))
{
xprintf(buf, "Death becomes you %s.", victim->name);
do_say(ch, buf);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
one_hit(ch, victim, gsn_supreme, 0);
}
//if (!IS_NPC(victim) && is_upgrade(victim))
//{
// one_hit(ch, victim, gsn_supreme, 0);
// one_hit(ch, victim, gsn_supreme, 0);
//}
/*
* did the player die from these attacks? Then behead the bastard!
*/
if (victim->hit < -5 && !IS_NPC(victim))
{
behead(victim);
powerdown(victim);
victim->level = 2;
xprintf(buf,
"#R%s #owas executed by #0T#7he #0W#7arlord#n",
victim->name);
do_info(ch, buf);
}
}
else
{
if (ch->hit < ch->max_hit * 0.95)
{
spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
spell_heal2(skill_lookup("heal2"), ch->level, ch, ch);
}
else
{
for (victim = ch->in_room->people; victim;
victim = victim->next_in_room)
{
if (IS_NPC(victim))
continue;
if (victim->level < 3 || victim->level > 6)
continue;
if (victim->hit < -5)
{
behead(victim);
powerdown(victim);
victim->level = 2;
xprintf(buf,
"#R%s #owas executed by #0T#7he #0W#7arlord#n",
victim->name);
do_info(ch, buf);
return TRUE;
}
else if (victim->hit < 1)
continue;
xprintf(buf,
"Think your something special %s??",
victim->name);
do_say(ch, buf);
multi_hit(ch, victim, TYPE_UNDEFINED);
return TRUE;
}
}
}
return TRUE;
}
bool spec_guard_guardone(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
if (ch->position != POS_STANDING)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| victim->pcdata->kingdom == 1)
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
if (is_safe(ch, victim))
return FALSE;
xprintf(buf, "%s is invading the Kingdom of %s!.",
victim->name, kingdom_table[1].whoname);
do_info(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_guardtwo(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
if (ch->position != POS_STANDING)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| victim->pcdata->kingdom == 2)
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
if (is_safe(ch, victim))
return FALSE;
xprintf(buf, "%s is invading the castle of %s", victim->name,
kingdom_table[2].whoname);
do_info(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_guardfour(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
if (ch->position != POS_STANDING)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| victim->pcdata->kingdom == 4)
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
if (is_safe(ch, victim))
return FALSE;
xprintf(buf, "%s is invading the castle of %s", victim->name,
kingdom_table[4].whoname);
do_info(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_guardfive(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
if (ch->position != POS_STANDING)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| victim->pcdata->kingdom == 5)
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
if (is_safe(ch, victim))
return FALSE;
xprintf(buf, "%s is invading the castle of %s", victim->name,
kingdom_table[5].whoname);
do_info(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_guardthree(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
if (ch->position != POS_STANDING)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| victim->pcdata->kingdom == 3)
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
if (is_safe(ch, victim))
return FALSE;
xprintf(buf, "%s is invading the kingdom of %s", victim->name,
kingdom_table[3].whoname);
do_info(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_werewolf(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_WEREWOLF))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading the sacred Caern!\n\r",
victim->name);
do_howl(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_dragon(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_SHAPESHIFTER))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading the Sanctuary!\n\r",
victim->name);
do_howl(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_mage(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_MAGE))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading the Sanctuary!\n\r",
victim->name);
do_howl(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_highlander(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_SAMURAI))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading the sacred Temple!\n\r",
victim->name);
do_howl(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_vampire(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_VAMPIRE))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading the Kindred's Grounds!\n\r",
victim->name);
do_vamptalk(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_demon(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_DEMON))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading Hell!\n\r", victim->name);
do_pray(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_drow(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_DROW))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is invading Drow Headquarters!\n\r",
victim->name);
do_sign(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_monk(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_MONK))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is imposing upon the Holy Grounds!\n\r",
victim->name);
do_yell(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
return FALSE;
}
bool spec_guard_ninja(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_NINJA))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s is violating our Sanctuary!\n\r",
victim->name);
do_miktalk(ch, buf);
multi_hit(ch, victim, gsn_punch);
return TRUE;
}
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)
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;
if ((sn = skill_lookup(spell_name)) < 0)
return FALSE;
(*skill_table[sn].spell_fun) (sn, ch->level, ch, victim);
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);
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)
break;
}
if (victim == NULL)
return FALSE;
switch (number_bits(3))
{
case 0:
act("", ch, NULL, NULL, TO_ROOM);
spell_armor(skill_lookup("armor"), ch->level, ch, victim);
return TRUE;
case 1:
act("", ch, NULL, NULL, TO_ROOM);
spell_darkblessing(skill_lookup("darkblessing"), ch->level,
ch, victim);
return TRUE;
case 2:
act("", ch, NULL, NULL, TO_ROOM);
spell_mana(skill_lookup("mana"), ch->level, ch, victim);
return TRUE;
case 3:
act("", ch, NULL, NULL, TO_ROOM);
spell_clot(skill_lookup("clot"), ch->level, ch, victim);
return TRUE;
case 4:
act("", ch, NULL, NULL, TO_ROOM);
spell_mend(skill_lookup("mend"), ch->level, ch, victim);
return TRUE;
case 5:
act("", ch, NULL, NULL, TO_ROOM);
spell_fly(skill_lookup("fly"), ch->level, ch, victim);
return TRUE;
}
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)
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;
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);
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);
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)
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 3:
min_level = 8;
spell = "teleport";
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;
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);
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)
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 7:
min_level = 21;
spell = "teleport";
break;
default:
min_level = 24;
spell = "gate";
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);
return TRUE;
}
bool spec_fido(CHAR_DATA * ch)
{
OBJ_DATA *corpse;
OBJ_DATA *c_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
return FALSE; // no need for this spec -Akurei
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);
}
if (corpse != NULL)
extract_obj(corpse);
return TRUE;
}
return FALSE;
}
bool spec_guard(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
int max_evil;
int randnum;
if (!IS_AWAKE(ch) || ch->fighting != NULL)
return FALSE;
max_evil = 300;
ech = NULL;
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (victim->fighting != NULL
&& victim->fighting != ch && victim->alignment < max_evil)
{
max_evil = victim->alignment;
ech = victim;
}
}
if (victim != NULL)
{
randnum = number_range(1, 5);
if (randnum == 1)
{
xprintf(buf, "It is an honour to meet you, %s!",
victim->name);
do_say(ch, buf);
}
else if (randnum == 2)
{
act("You bow deeply before $N.", ch, NULL, victim,
TO_CHAR);
act("$n bows deeply before you.", ch, NULL, victim,
TO_VICT);
act("$n bows deeply before $N.", ch, NULL, victim,
TO_NOTVICT);
}
else if (randnum == 3)
{
act("You shake $N's hand.", ch, NULL, victim,
TO_CHAR);
act("$n shakes your hand.", ch, NULL, victim,
TO_VICT);
act("$n shakes $N's hand.", ch, NULL, victim,
TO_NOTVICT);
xprintf(buf, "It's a pleasure to see you again, %s!",
victim->name);
do_say(ch, buf);
}
else if (randnum == 4)
{
act("You pat $N on the back.", ch, NULL, victim,
TO_CHAR);
act("$n pats you on the back.", ch, NULL, victim,
TO_VICT);
act("$n pats $N on the back.", ch, NULL, victim,
TO_NOTVICT);
xprintf(buf,
"Greetings %s! If you need anything, just say!",
victim->name);
do_say(ch, buf);
}
else
{
act("You beam a smile at $N.", ch, NULL, victim,
TO_CHAR);
act("$n beams a smile at you.", ch, NULL, victim,
TO_VICT);
act("$n beams a smile at $N.", ch, NULL, victim,
TO_NOTVICT);
}
return TRUE;
}
if (ech != NULL)
{
act("$n screams 'PROTECT THE INNOCENT!! BANZAI!!",
ch, NULL, NULL, TO_ROOM);
multi_hit(ch, ech, TYPE_UNDEFINED);
return TRUE;
}
return FALSE;
}
bool spec_janitor(CHAR_DATA * ch)
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
return FALSE; // no need for this spec -Akurei
if (!IS_AWAKE(ch))
return FALSE;
for (trash = ch->in_room->contents; trash != NULL; trash = trash_next)
{
trash_next = trash->next_content;
if (!IS_SET(trash->wear_flags, ITEM_TAKE))
continue;
if (trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH || trash->cost < 10)
{
act("$n picks up some trash.", ch, NULL, NULL,
TO_ROOM);
obj_from_room(trash);
obj_to_char(trash, ch);
return TRUE;
}
}
return FALSE;
}
bool spec_mayor(CHAR_DATA * ch)
{
static const char open_path[] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
static const char close_path[] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
static const char *path;
static int pos;
static bool move;
if (!move)
{
if (time_info.hour == 6)
{
path = open_path;
move = TRUE;
pos = 0;
}
if (time_info.hour == 20)
{
path = close_path;
move = TRUE;
pos = 0;
}
}
if (ch->fighting != NULL)
return spec_cast_cleric(ch);
if (!move || ch->position < POS_SLEEPING)
return FALSE;
switch (path[pos])
{
case '0':
case '1':
case '2':
case '3':
move_char(ch, path[pos] - '0');
break;
case 'W':
ch->position = POS_STANDING;
act("$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 'Hello Honey!'", ch, NULL, NULL, TO_ROOM);
break;
case 'b':
act("$n says 'What a view! I must do something about that dump!'", ch, NULL, NULL, TO_ROOM);
break;
case 'c':
act("$n says 'Vandals! Youngsters have no respect for anything!'", ch, NULL, NULL, TO_ROOM);
break;
case 'd':
act("$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM);
break;
case 'e':
act("$n says 'I hereby declare the city of Midgaard open!'",
ch, NULL, NULL, TO_ROOM);
break;
case 'E':
act("$n says 'I hereby declare the city of Midgaard closed!'",
ch, NULL, NULL, TO_ROOM);
break;
case 'O':
do_unlock(ch, "gate");
do_open(ch, "gate");
break;
case 'C':
do_close(ch, "gate");
do_lock(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);
return TRUE;
}
bool spec_thief(CHAR_DATA * ch)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int bones;
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 (IS_NPC(victim) || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || victim->level >= LEVEL_IMMORTAL || number_bits(2) != 0 || !can_see(ch, victim)) /* Thx Glop */
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 $S wallet!",
ch, NULL, victim, TO_NOTVICT);
return TRUE;
}
else
{
if (victim->bones > 0)
{
bones = number_range(1, victim->bones);
if (bones > victim->bones)
bones = victim->bones;
ch->bones += bones;
victim->bones -= bones;
if (victim->bones < 0)
victim->bones = 0;
}
else
{
victim->bones = 0;
}
return TRUE;
}
}
return FALSE;
}
bool spec_eater(CHAR_DATA * ch)
{
/*
* The spec_eater is a hungry bugger who eats players. If they get
* * eaten, they get transported to the room with the same vnum as the
* * mob Example: A spec_eater dragon with the vnum 31305 would send
* * anybody eaten to room 31305.
* * KaVir.
*/
CHAR_DATA *victim;
ROOM_INDEX_DATA *pRoomIndex;
if (ch->position != POS_FIGHTING)
{
return FALSE;
}
if (in_fortress(ch))
return FALSE;
if (number_percent() > 50)
return FALSE;
victim = ch->fighting;
act("$n stares at $N hungrily and licks $s lips!", ch, NULL, victim,
TO_NOTVICT);
act("$n stares at you hungrily and licks $s lips!", ch, NULL, victim,
TO_VICT);
if (number_percent() > 25)
return FALSE;
pRoomIndex = get_room_index(ch->pIndexData->vnum);
act("$n opens $s mouth wide and lunges at you!", ch, NULL, victim,
TO_VICT);
act("$n swallows you whole!", ch, NULL, victim, TO_VICT);
act("$n opens $s mouth wide and lunges at $N!", ch, NULL, victim,
TO_NOTVICT);
act("$n swallows $N whole!", ch, NULL, victim, TO_NOTVICT);
char_from_room(victim);
char_to_room(victim, pRoomIndex);
do_emote(ch, "burps loudly.");
do_look(victim, "auto");
return TRUE;
}
bool spec_gremlin_original(CHAR_DATA * ch)
{
OBJ_DATA *object;
OBJ_DATA *object_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
if (!IS_AWAKE(ch))
return FALSE;
if (number_percent() > 25)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
/*
* Lets make this mob DO things! KaVir
*/
int speech;
speech = number_range(1, 8);
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)
break;
}
if (victim != NULL)
{
if (speech == 1)
{
xprintf(buf,
"Anyone got any food? I'm famished!");
do_say(ch, buf);
}
if (speech == 2)
do_emote(ch, "rubs his tummy hungrily.");
if (speech == 3)
do_emote(ch,
"looks around for any scraps of food.");
if (speech == 4)
{
if (!IS_NPC(victim))
xprintf(buf,
"Excuse me %s, have you got any spare food?",
victim->name);
else
xprintf(buf,
"I wonder if %s has got any spare food?",
victim->short_descr);
do_say(ch, buf);
}
if (speech == 5)
{
xprintf(buf,
"If you're not hungry, drop that pie for me!");
do_say(ch, buf);
}
if (speech == 6)
{
if (!IS_NPC(victim))
xprintf(buf,
"Do you have any food, %s? Pleeeaaase?",
victim->name);
else
xprintf(buf,
"I bet %s has lots of spare food!",
victim->short_descr);
do_say(ch, buf);
}
if (speech == 7)
{
if (!IS_NPC(victim))
xprintf(buf,
"Why won't you give me any food, %s?",
victim->name);
else
xprintf(buf,
"Why won't you give me any food, %s?",
victim->short_descr);
do_say(ch, buf);
}
if (speech == 8)
{
if (!IS_NPC(victim))
xprintf(buf,
"I think i'll follow you around for a while, ok %s?",
victim->name);
else
xprintf(buf,
"I bet %s has lots of food.",
victim->short_descr);
do_say(ch, buf);
do_follow(ch, victim->name);
}
}
/*
* return TRUE;
*/
}
do_drop(ch, "all");
for (object = ch->in_room->contents; object; object = object_next)
{
object_next = object->next_content;
if (!IS_SET(object->wear_flags, ITEM_TAKE))
continue;
if (object == NULL)
continue;
if (object->item_type == ITEM_FOOD
|| object->item_type == ITEM_TRASH
|| object->item_type == ITEM_CORPSE_NPC)
{
act("$n picks $p up.", ch, object, NULL, TO_ROOM);
obj_from_room(object);
obj_to_char(object, ch);
xprintf(buf, "Ah....foooood....goooood!");
do_say(ch, buf);
if (object->item_type == ITEM_CORPSE_NPC)
do_get(ch, "all corpse");
act("$n eats $p.", ch, object, NULL, TO_ROOM);
if (object != NULL)
extract_obj(object);
if (number_percent() > 25)
return TRUE;
act("$n sits down and curls up into a ball.", ch,
NULL, NULL, TO_ROOM);
act("You watch in amazement as a cocoon forms around $n.", ch, NULL, NULL, TO_ROOM);
obj = create_object(get_obj_index(30008), 0);
obj->value[0] = 30002;
obj->timer = 1;
obj_to_room(obj, ch->in_room);
extract_char(ch, TRUE);
return TRUE;
}
}
return FALSE;
}
bool spec_gremlin_born(CHAR_DATA * ch)
{
OBJ_DATA *object;
OBJ_DATA *object_next;
OBJ_DATA *obj;
CHAR_DATA *victim;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
char buf[MAX_STRING_LENGTH];
/*
* When they first appear, they try to equip themselves as best they can
*/
if (ch->max_move == 100)
{
do_get(ch, "all");
do_wear(ch, "all");
do_drop(ch, "all");
}
ch->max_move = ch->max_move - 1;
if (ch->max_move < 5)
{
xprintf(buf,
"Alas, there is not enough food to go around...");
do_say(ch, buf);
act("$n falls to the floor and crumbles into dust.", ch, NULL,
NULL, TO_ROOM);
extract_char(ch, TRUE);
return TRUE;
}
else if ((ch->max_move < 35) && number_percent() > 95)
act("$n's stomach growls with hunger.", ch, NULL, NULL,
TO_ROOM);
if (!IS_AWAKE(ch))
return FALSE;
for (object = ch->in_room->contents; object; object = object_next)
{
object_next = object->next_content;
if (!IS_SET(object->wear_flags, ITEM_TAKE))
continue;
if (object == NULL)
continue;
if (object->item_type == ITEM_FOOD
|| object->item_type == ITEM_TRASH
|| object->item_type == ITEM_CORPSE_NPC)
{
act("$n picks $p up.", ch, object, NULL, TO_ROOM);
obj_from_room(object);
obj_to_char(object, ch);
if (object->item_type == ITEM_CORPSE_NPC)
do_get(ch, "all corpse");
act("$n eats $p.", ch, object, NULL, TO_ROOM);
if (object != NULL)
extract_obj(object);
if (ch->max_move < 80)
ch->max_move = ch->max_move + 20;
do_wear(ch, "all");
do_drop(ch, "all");
/*
* Increase the following if gremlins reproduce too fast, and
* * reduce it if they reproduce too slowly. KaVir.
*/
if (ch->max_move > 25 && number_percent() > 2)
{
if (ch->pIndexData->vnum == 30004)
obj = create_object(get_obj_index
(30009), 0);
else
{
obj = create_object(get_obj_index
(30008), 0);
obj->value[0] = 30003;
if (ch->pIndexData->vnum == 30003)
obj->value[0] = 30004;
obj->timer = number_range(8, 10);
}
act("$n squats down and lays $p!", ch, obj,
NULL, TO_ROOM);
obj_to_room(obj, ch->in_room);
if (number_percent() > 25)
ch->max_mana = ch->max_mana + 50;
}
return TRUE;
}
}
if (ch->fighting != NULL)
return spec_poison(ch);
/*
* We'll give him 3 chances to find an open door
*/
door = number_range(0, 5);
if (((pexit = ch->in_room->exit[door]) == NULL)
|| (to_room = pexit->to_room) == NULL)
door = number_range(0, 5);
if (((pexit = ch->in_room->exit[door]) == NULL)
|| (to_room = pexit->to_room) == NULL)
door = number_range(0, 5);
if (!
(((pexit = ch->in_room->exit[door]) == NULL)
|| (to_room = pexit->to_room) == NULL))
{
/*
* If the door is closed they'll have to open it
*/
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
if (door == 0)
do_open(ch, "north");
if (door == 1)
do_open(ch, "east");
if (door == 2)
do_open(ch, "south");
if (door == 3)
do_open(ch, "west");
if (door == 4)
do_open(ch, "up");
if (door == 5)
do_open(ch, "down");
}
/*
* Now they know where they are going, they have to move
*/
move_char(ch, door);
/* return FALSE; */
}
/*
* Now we check the room for someone to kill
*/
for (victim = char_list; victim; victim = victim->next)
{
if (victim->in_room != ch->in_room
|| !victim->in_room
|| victim == ch
|| (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0)
|| ((victim->name == ch->name) && (ch->max_move > 30))
|| ((victim->level > ch->level) && (ch->level < 12))
|| IS_IMMORTAL(victim))
continue;
if (victim->in_room == ch->in_room)
{
if (victim->name == ch->name)
{
xprintf(buf,
"Sorry brother, but I must eat you or I'll starve.");
do_say(ch, buf);
do_kill(ch, "gremlin");
do_kill(ch, "2.gremlin");
return TRUE;
}
else
{
do_kill(ch, victim->name);
return TRUE;
}
return TRUE;
}
continue;
}
return FALSE;
}
/* Spec_executioner, coded by Vladd. */
bool spec_executioner( CHAR_DATA *ch )
{
/* To add to the life of mobs... they pickup and wear equipment */
OBJ_DATA *object;
OBJ_DATA *obj2;
OBJ_DATA *object_next;
char buf [MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
int rnd_chat;
if ( !IS_AWAKE( ch ) )
return FALSE;
if ( ch->position == POS_FIGHTING )
do_kick(ch,"victim");
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if (victim->hit < -5)
{
rnd_chat = number_range (1, 25);
if ( rnd_chat == 1)
sprintf( buf, "Pain is only weakness leaving the body, prepare to get cleansed.");
else if ( rnd_chat == 2)
sprintf( buf, "There can only be one, and your not it pansy!");
else if ( rnd_chat == 3)
sprintf( buf, "Time to die....");
else if ( rnd_chat == 4)
sprintf( buf, "DIE!");
else if ( rnd_chat == 5)
sprintf( buf, "Welcome to your fate....");
else if ( rnd_chat == 6)
sprintf(buf, "Knock knock....");
else if ( rnd_chat == 7)
sprintf( buf, "DIE FREAK!....");
else if ( rnd_chat == 8)
sprintf( buf, "Death to is the true end...\n\r");
else if ( rnd_chat == 9)
sprintf( buf, "Time to die....\n\r");
else if ( rnd_chat == 10)
sprintf( buf, "Cabrone....\n\r");
else if ( rnd_chat == 11)
sprintf( buf, "Welcome to your fate....\n\r");
else if ( rnd_chat == 12)
sprintf(buf, "We have never met, but now is time for you to die....\n\r");
else if ( rnd_chat == 13)
sprintf( buf, "Ever dance with the devil....\n\r");
else if ( rnd_chat == 14)
sprintf( buf, "When will you ever learn not to face me.\n\r");
else if ( rnd_chat == 15)
sprintf( buf, "Trap number %d has been activated.\n\r", number_range(1,10000));
else if ( rnd_chat == 16)
sprintf( buf, "Never go against pain, you will never win.\n\r");
else if ( rnd_chat == 17)
sprintf( buf, "When faced with death, look in the opposite direction.\n\r");
else if ( rnd_chat == 18)
sprintf( buf, "It's boring to die to a mob, get a player to do that.\n\r");
else if ( rnd_chat == 19)
sprintf( buf, "Meet your worst nightmare, the fear of dying.\n\r");
else if ( rnd_chat == 20)
sprintf( buf, "Ever faced evil and lose?\n\r");
else if ( rnd_chat == 21)
sprintf( buf, "Vite! Die.\n\r");
else if ( rnd_chat == 22)
sprintf( buf, "Death is a beautiful thing, its my pleasure to make it yours.\n\r");
else if ( rnd_chat == 23)
sprintf( buf, "Play like a wimp, die like a wimp.\n\r");
else if ( rnd_chat == 24)
sprintf( buf, "Play with the best, die like the rest.\n\r");
else if ( rnd_chat == 25)
sprintf( buf, "When will you know that never go face to face with danger.\n\r");
//do_chat( ch, buf );
behead(victim);
victim->level = 2;
sprintf(buf,"%s has been executed by Pinhead",victim->pcdata->switchname);
do_info(ch,buf);
victim->mdeath++;
return TRUE;
}
if ( victim == NULL || victim == ch || victim->level > 7 )
return FALSE;
if ( IS_NPC(victim))
return FALSE;
}
for ( object = ch->in_room->contents; object; object = object_next )
{
object_next = object->next_content;
if ( object == NULL )
continue;
if ( !IS_SET( object->wear_flags, ITEM_TAKE ) )
continue;
if ( object->item_type == ITEM_CORPSE_NPC )
continue;
if ( ( object->item_type != ITEM_DRINK_CON
&& object->item_type != ITEM_TRASH )
&&
!(( IS_OBJ_STAT( object, ITEM_ANTI_EVIL ) && IS_EVIL ( ch ) ) ||
( IS_OBJ_STAT( object, ITEM_ANTI_GOOD ) && IS_GOOD ( ch ) ) ||
( IS_OBJ_STAT( object, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL( ch ) ) ) )
{
act( "$n picks up $p and examines it carefully.", ch, object, NULL, TO_ROOM );
obj_from_room( object );
obj_to_char( object, ch );
/*Now compare it to what we already have*/
for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj2->wear_loc != WEAR_NONE
&& can_see_obj( ch, obj2 )
&& object->item_type == obj2->item_type
&& ( object->wear_flags & obj2->wear_flags & ~ITEM_TAKE) != 0 )
break;
}
if (!obj2)
{
switch (object->item_type)
{
default:
sprintf(buf,"Hey, what a find!");
do_say(ch,buf);
break;
case ITEM_FOOD:
sprintf(buf, "This looks like a tasty morsel!");
do_say(ch,buf);
do_eat(ch,object->name);
break;
case ITEM_WAND:
sprintf(buf,"Wow, a magic wand!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_STAFF:
sprintf(buf,"Kewl, a magic staff!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_WEAPON:
sprintf(buf,"Hey, this looks like a nifty weapon!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;
case ITEM_ARMOR:
sprintf(buf,"Oooh...a nice piece of armor!");
do_say(ch,buf);
wear_obj(ch,object,FALSE);
break;/*
case ITEM_POTION:
sprintf(buf, "Great! I was feeling a little thirsty!");
do_say(ch,buf);
act( "You quaff $p.", ch, object, NULL ,TO_CHAR );
act( "$n quaffs $p.", ch, object, NULL, TO_ROOM );
obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
extract_obj( object );
break;
case ITEM_SCROLL:
sprintf(buf,"Hmmm I wonder what this says?");
do_say(ch,buf);
act( "You recite $p.", ch, object, NULL, TO_CHAR );
act( "$n recites $p.", ch, object, NULL, TO_ROOM );
obj_cast_spell( object->value[1], object->level, ch, NULL, object );
obj_cast_spell( object->value[2], object->level, ch, NULL, object );
obj_cast_spell( object->value[3], object->level, ch, NULL, object );
extract_obj( object );
break;*/
}
return TRUE;
}
if ((object->level > obj2->level))
{
sprintf(buf,"Now THIS looks like an improvement!");
do_say(ch,buf);
remove_obj(ch,obj2->wear_loc,TRUE);
wear_obj(ch,object,FALSE);
}
else
{
sprintf(buf,"I don't want this piece of junk!");
do_say(ch,buf);
act("You don't like the look of $p.",ch,object,NULL,TO_CHAR);
do_drop(ch,object->name);
do_sacrifice(ch,object->name);
}
return TRUE;
}
}
return FALSE;
}
/* Spec_rogue, coded by Malice. */
bool spec_rogue(CHAR_DATA * ch)
{
/* To add to the life of mobs... they pickup and wear equipment */
OBJ_DATA *object;
OBJ_DATA *obj2;
OBJ_DATA *object_next;
char buf[MAX_STRING_LENGTH];
if (!IS_AWAKE(ch))
return FALSE;
if (ch->position == POS_FIGHTING)
do_kick(ch, "victim");
for (object = ch->in_room->contents; object; object = object_next)
{
object_next = object->next_content;
if (object == NULL)
continue;
if (!IS_SET(object->wear_flags, ITEM_TAKE))
continue;
if (object->item_type == ITEM_CORPSE_NPC)
continue;
if ((object->item_type != ITEM_DRINK_CON
&& object->item_type != ITEM_TRASH)
&&
!((IS_OBJ_STAT(object, ITEM_ANTI_EVIL) && IS_EVIL(ch)) ||
(IS_OBJ_STAT(object, ITEM_ANTI_GOOD) && IS_GOOD(ch)) ||
(IS_OBJ_STAT(object, ITEM_ANTI_NEUTRAL)
&& IS_NEUTRAL(ch))))
{
act("$n picks up $p and examines it carefully.", ch,
object, NULL, TO_ROOM);
obj_from_room(object);
obj_to_char(object, ch);
/*
* Now compare it to what we already have
*/
for (obj2 = ch->carrying; obj2;
obj2 = obj2->next_content)
{
if (obj2->wear_loc != WEAR_NONE
&& can_see_obj(ch, obj2)
&& object->item_type == obj2->item_type
&& (object->wear_flags & obj2->
wear_flags & ~ITEM_TAKE) != 0)
break;
}
if (!obj2)
{
switch (object->item_type)
{
default:
xprintf(buf, "Hey, what a find!");
do_say(ch, buf);
break;
case ITEM_FOOD:
xprintf(buf,
"This looks like a tasty morsel!");
do_say(ch, buf);
do_eat(ch, object->name);
break;
case ITEM_WAND:
xprintf(buf, "Wow, a magic wand!");
do_say(ch, buf);
wear_obj(ch, object, FALSE);
break;
case ITEM_STAFF:
xprintf(buf, "Kewl, a magic staff!");
do_say(ch, buf);
wear_obj(ch, object, FALSE);
break;
case ITEM_WEAPON:
xprintf(buf,
"Hey, this looks like a nifty weapon!");
do_say(ch, buf);
wear_obj(ch, object, FALSE);
break;
case ITEM_ARMOR:
xprintf(buf,
"Oooh...a nice piece of armor!");
do_say(ch, buf);
wear_obj(ch, object, FALSE);
break; /*
* case ITEM_POTION:
* xprintf(buf, "Great! I was feeling a little thirsty!");
* do_say(ch,buf);
* act( "You quaff $p.", ch, object, NULL ,TO_CHAR );
* act( "$n quaffs $p.", ch, object, NULL, TO_ROOM );
* obj_cast_spell( object->value[1], object->level, ch, ch, NULL );
* obj_cast_spell( object->value[2], object->level, ch, ch, NULL );
* obj_cast_spell( object->value[3], object->level, ch, ch, NULL );
* extract_obj( object );
* break;
* case ITEM_SCROLL:
* xprintf(buf,"Hmmm I wonder what this says?");
* do_say(ch,buf);
* act( "You recite $p.", ch, object, NULL, TO_CHAR );
* act( "$n recites $p.", ch, object, NULL, TO_ROOM );
* obj_cast_spell( object->value[1], object->level, ch, NULL, object );
* obj_cast_spell( object->value[2], object->level, ch, NULL, object );
* obj_cast_spell( object->value[3], object->level, ch, NULL, object );
* extract_obj( object );
* break; */
}
return TRUE;
}
if ((object->level > obj2->level))
{
xprintf(buf,
"Now THIS looks like an improvement!");
do_say(ch, buf);
remove_obj(ch, obj2->wear_loc, TRUE);
wear_obj(ch, object, FALSE);
}
else
{
xprintf(buf,
"I don't want this piece of junk!");
do_say(ch, buf);
act("You don't like the look of $p.", ch,
object, NULL, TO_CHAR);
do_drop(ch, object->name);
do_sacrifice(ch, object->name);
}
return TRUE;
}
}
return FALSE;
}
/*
* Rotains Clan Guardian Spec
* Original Code by Malice
*/
/*
bool spec_clan_guardian(CHAR_DATA *ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (ch->fighting) return FALSE;
if (ch->in_room == NULL) return FALSE;
*/
/*
* if (ch->in_room < 6645 && ch->in_room > 6657) break;
*/
/*
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
|| victim->in_room == ch->in_room
|| (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special,
SPC_INCONNU))
|| (victim->clan != NULL && !strcmp(victim->clan,"Manus Nigrum") ))
{
continue;
}
if ((obj = get_obj_carry(victim, "dlwr5"))
&& obj->pIndexData->vnum==6641)
{
return FALSE;
}
else
{
if (ch->in_room != victim->in_room)
{
act("$n disappears in a haze of red!",victim,NULL,NULL,TO_ROOM);
act("You disappear into a haze of red!",victim,NULL,NULL,TO_CHAR);
char_from_room( victim );
char_to_room(victim, ch->in_room);
act("$n appears in a haze of red!",victim,NULL,NULL,TO_ROOM);
act("You appear into a haze of red!",victim,NULL,NULL,TO_CHAR);
}
act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT);
act("You let out a battlecry as you defend the clan headquaters!",ch,NULL,victim,TO_CHAR);
*//*
* spell_curse( 24 , 100 , ch , victim );
*//*
* if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
* ch->position == POS_STANDING)
* {
* char_from_room( victim );
* char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
* continue;
* }
* xprintf( buf,"%s Is In Manus Nigrum Headquarters! Attack!\n\r",
* victim->name);
* do_yell( ch , buf);
*
* multi_hit( ch, victim, gsn_backstab);
*
* return TRUE;
*
* }
* }
* return FALSE;
* }
*/
bool spec_guard_cyborg(CHAR_DATA * ch)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (ch->fighting)
return FALSE;
if (ch->in_room == NULL)
return FALSE;
for (d = descriptor_list; d != NULL; d = d->next)
{
if (!IS_PLAYING(d)
|| (victim = d->character) == NULL
|| IS_NPC(victim)
|| IS_IMMORTAL(victim)
|| victim->in_room == NULL
|| victim->pcdata->chobj != NULL
|| victim->in_room->area != ch->in_room->area
/* || victim->in_room == ch->in_room*/
|| IS_CLASS(victim, CLASS_DROW))
{
continue;
}
if (ch->in_room != victim->in_room)
{
act("$n disappears in a swirl of smoke!", ch, NULL,
NULL, TO_ROOM);
act("You disappear in a swirl of smoke!", ch, NULL,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, victim->in_room);
act("$n appears in a swirl of smoke!", ch, NULL, NULL,
TO_ROOM);
act("You appear in a swirl of smoke!", ch, NULL, NULL,
TO_CHAR);
}
spell_curse(24, 100, ch, victim); /* No Recall */
if (victim->position <= POS_MORTAL && IS_HERO(victim) &&
ch->position == POS_STANDING)
{
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_ALTAR));
continue;
}
xprintf(buf, "%s has entered the Cyborg Lands!!\n\r",
victim->name);
do_yell(ch, buf);
multi_hit(ch, victim, gsn_stuntubes);
return TRUE;
}
return FALSE;
}
bool spec_zombie_lord(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
int consider = 4;
bool north_ok = TRUE;
bool east_ok = TRUE;
bool south_ok = TRUE;
bool west_ok = TRUE;
bool up_ok = TRUE;
bool down_ok = TRUE;
int countup = 6;
int option;
if (ch->position <= POS_SITTING)
{
do_stand(ch, "");
return TRUE;
}
if ((victim = ch->fighting) != NULL)
{
if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
{
act("$n's eyes glow bright red for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_dispel_magic(skill_lookup("dispel magic"),
ch->level, ch, ch);
}
else if (IS_AFFECTED(ch, AFF_POISON))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_cure_poison(skill_lookup("cure poison"),
ch->level, ch, ch);
}
else if (IS_AFFECTED(ch, AFF_BLIND))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_cure_blindness(skill_lookup("cure blindness"),
ch->level, ch, ch);
}
else if (IS_AFFECTED(ch, AFF_CURSE))
{
act("$n's eyes glow bright purple for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_remove_curse(skill_lookup("remove curse"),
ch->level, ch, ch);
}
else if (!IS_AFFECTED(ch, AFF_SANCTUARY))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_sanctuary(skill_lookup("sanctuary"), ch->level,
ch, ch);
}
else if (!is_affected(ch, skill_lookup("frenzy"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
ch);
}
else if (!is_affected(ch, skill_lookup("darkblessing"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_darkblessing(skill_lookup("darkblessing"),
ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("bless"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_bless(skill_lookup("bless"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("stone skin"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_stone_skin(skill_lookup("stone skin"),
ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("armor"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_armor(skill_lookup("armor"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("shield"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_shield(skill_lookup("shield"), ch->level, ch,
ch);
}
else if (!IS_AFFECTED(victim, AFF_FAERIE_FIRE)
&& number_percent() < 50)
{
act("$n's eyes glow bright red for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_faerie_fire(skill_lookup("faerie fire"),
ch->level, ch, victim);
}
else if (!IS_AFFECTED(victim, AFF_BLIND)
&& number_percent() < 15)
{
act("$n's eyes glow bright red for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_blindness(skill_lookup("blindness"), ch->level,
ch, victim);
}
else if (!IS_AFFECTED(victim, AFF_CURSE)
&& number_percent() < 15)
{
act("$n's eyes glow bright red for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_curse(skill_lookup("curse"), ch->level, ch,
victim);
}
else if (ch->loc_hp[6] > 0)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_clot(skill_lookup("clot"), ch->level, ch, ch);
}
else if (ch->hit < (ch->max_hit * 0.5)
&& number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_heal(skill_lookup("heal"), ch->level, ch, ch);
}
else if (ch->hit < (ch->max_hit * 0.25)
&& number_percent() < 50)
{
do_flee(ch, "");
ch->spectype = ZOMBIE_REST;
}
else if (ch->hit < (ch->max_hit * 0.1)
&& number_percent() < 25)
{
act("$n's eyes glow bright green for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_teleport(skill_lookup("teleport"), ch->level,
ch, ch);
ch->spectype = ZOMBIE_REST;
}
else
{
switch (number_range(1, 10))
{
default:
do_kick(ch, "");
break;
case 1:
do_disarm(ch, "");
break;
case 2:
case 3:
case 4:
case 5:
act("$n's eyes glow bright red for a moment.",
ch, NULL, NULL, TO_ROOM);
spell_dispel_magic(skill_lookup
("dispel magic"),
ch->level, ch, victim);
break;
case 6:
case 7:
case 8:
act("$n's eyes glow bright red for a moment.",
ch, NULL, NULL, TO_ROOM);
spell_harm(skill_lookup("harm"), ch->level,
ch, victim);
break;
}
}
if ((victim = ch->fighting) == NULL)
return TRUE;
switch (number_percent())
{
default:
break;
case 1:
xprintf(buf,
"Foolish mortal, you think you can kill what is already dead?");
do_say(ch, buf);
break;
case 2:
if (IS_NPC(victim))
xprintf(buf,
"I shall feast on your soul for this, %s",
victim->short_descr);
else
xprintf(buf,
"I shall feast on your soul for this, %s",
victim->name);
do_say(ch, buf);
case 3:
if (IS_NPC(victim))
xprintf(buf,
"%s shall pay for his arrogance!",
victim->short_descr);
else
xprintf(buf,
"%s shall pay for his arrogance!",
victim->name);
do_yell(ch, buf);
break;
case 4:
xprintf(buf, "This fight shall be your last!");
do_say(ch, buf);
break;
}
return TRUE;
}
if (ch->spectype != ZOMBIE_TRACKING && ch->spectype != ZOMBIE_REST)
{
if ((obj = get_obj_here(ch, NULL, "corpse")) != NULL)
{
if ((pMobIndex =
get_mob_index(obj->value[2])) == NULL)
return spec_rogue(ch);
victim = create_mobile(pMobIndex);
char_to_room(victim, ch->in_room);
xprintf(buf, "zombie %s", victim->name);
xprintf(buf, "The zombie of %s stands here.\n\r",
victim->short_descr);
free_string(victim->long_descr);
victim->long_descr = str_dup(buf);
free_string(victim->name);
victim->name = str_dup(buf);
xprintf(buf, "the zombie of %s", victim->short_descr);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
act("$n makes a few gestures over $p.", ch, obj, NULL,
TO_ROOM);
act("$n clambers to $s feet.", victim, NULL, NULL,
TO_ROOM);
free_string(victim->powertype);
victim->powertype = str_dup("zombie");
for (obj_content = obj->contains; obj_content != NULL;
obj_content = obj_next)
{
obj_next = obj_content->next_content;
obj_from_obj(obj_content);
obj_to_char(obj_content, victim);
}
extract_obj(obj);
/*
victim->spec_fun = ch->spec_fun;
*/
do_wear(victim, "all");
xprintf(buf,
"I shall spread the corruption! The time of the Apocalypse is at hand!");
do_say(victim, buf);
}
door = number_range(0, 5);
for (door = 0; door <= 5; door++)
{
if (((pexit = ch->in_room->exit[door]) == NULL) ||
(to_room = pexit->to_room) == NULL)
{
switch (door)
{
case DIR_NORTH:
north_ok = FALSE;
countup -= 1;
break;
case DIR_SOUTH:
south_ok = FALSE;
countup -= 1;
break;
case DIR_EAST:
east_ok = FALSE;
countup -= 1;
break;
case DIR_WEST:
west_ok = FALSE;
countup -= 1;
break;
case DIR_UP:
up_ok = FALSE;
countup -= 1;
break;
case DIR_DOWN:
down_ok = FALSE;
countup -= 1;
break;
}
}
}
if (countup < 1)
{
xprintf(buf, "Damn, I hate it when this happens!");
do_say(ch, buf);
char_from_room(ch);
char_to_room(ch, get_room_index(3001));
return TRUE;
}
for (;;)
{
option = number_range(0, 5);
if (((pexit = ch->in_room->exit[option]) == NULL) ||
(to_room = pexit->to_room) == NULL)
continue;
if (countup > 1 && option == ch->specpower)
continue;
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
if (option == 0)
do_open(ch, "north");
if (option == 1)
do_open(ch, "east");
if (option == 2)
do_open(ch, "south");
if (option == 3)
do_open(ch, "west");
if (option == 4)
do_open(ch, "up");
if (option == 5)
do_open(ch, "down");
}
switch (option)
{
default:
break;
case DIR_NORTH:
ch->specpower = DIR_SOUTH;
break;
case DIR_SOUTH:
ch->specpower = DIR_NORTH;
break;
case DIR_EAST:
ch->specpower = DIR_WEST;
break;
case DIR_WEST:
ch->specpower = DIR_EAST;
break;
case DIR_UP:
ch->specpower = DIR_DOWN;
break;
case DIR_DOWN:
ch->specpower = DIR_UP;
break;
}
move_char(ch, option);
break;
}
for (victim = char_list; victim != NULL;
victim = victim->next)
{
if (victim->in_room == NULL)
continue;
if (victim->in_room != ch->in_room
|| victim == ch
|| (!IS_NPC(victim) && IS_HERO(victim)
&& victim->hit < 0) || IS_IMMORTAL(victim)
|| is_safe(ch, victim) || !IS_NPC(victim)
|| !can_see(ch, victim))
continue;
if (IS_NPC(victim)
&& !str_cmp(victim->powertype, "zombie"))
continue;
if (IS_NPC(victim)
&& victim->pIndexData->vnum == 30011)
continue;
if (victim->in_room == ch->in_room)
{
act("$n examines $N closely, looking for $S weaknesses.", ch, NULL, victim, TO_NOTVICT);
act("$n examines you closely, looking for your weaknesses.", ch, NULL, victim, TO_VICT);
if (victim->hit > (ch->hit * 1.5))
consider -= 1;
else if ((victim->hit * 1.5) < ch->hit)
consider += 1;
if (char_ac(victim) - 50 > char_ac(ch))
consider -= 1;
else if (char_ac(victim) + 50 < char_ac(ch))
consider += 1;
if (char_hitroll(victim) + 10 <
char_hitroll(ch))
consider += 1;
else if (char_hitroll(victim) - 10 >
char_hitroll(ch))
consider -= 1;
if (char_damroll(victim) + 10 <
char_damroll(ch))
consider += 1;
else if (char_damroll(victim) - 10 >
char_damroll(ch))
consider -= 1;
switch (consider)
{
default:
break;
case 8:
xprintf(buf,
"This shouldn't take more than a few seconds!");
do_say(ch, buf);
break;
case 7:
xprintf(buf,
"Ha! You are no match for me!");
do_say(ch, buf);
break;
case 6:
xprintf(buf,
"I should be able to win this one...");
do_say(ch, buf);
break;
case 5:
xprintf(buf,
"Hmmm, close match, but I think I have the edge.");
do_say(ch, buf);
break;
case 4:
xprintf(buf,
"I'd rather not, my toe hurts.");
do_say(ch, buf);
break;
case 3:
xprintf(buf,
"Hmmm, I'm not sure if I can win this one.");
do_say(ch, buf);
break;
case 2:
xprintf(buf,
"Heheh better not risk it...");
do_say(ch, buf);
break;
case 1:
xprintf(buf,
"I'd need a lot of luck...better not.");
do_say(ch, buf);
break;
case 0:
xprintf(buf,
"I think I'll give this one a miss!!!");
do_say(ch, buf);
break;
}
if (IS_IMMORTAL(victim))
continue;
if (consider < 3)
continue;
if (victim->level > 1200)
continue;
do_kill(ch, victim->name);
return TRUE;
}
}
}
switch (ch->spectype)
{
default:
case ZOMBIE_NOTHING:
ch->spectype = number_range(1, 3);
return spec_rogue(ch);
case ZOMBIE_TRACKING:
case ZOMBIE_ANIMATE:
case ZOMBIE_CAST:
if (IS_AFFECTED(ch, AFF_FAERIE_FIRE))
{
act("$n's eyes glow bright red for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_dispel_magic(skill_lookup("dispel magic"),
ch->level, ch, ch);
}
else if (IS_AFFECTED(ch, AFF_POISON) && number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_cure_poison(skill_lookup("cure poison"),
ch->level, ch, ch);
}
else if (IS_AFFECTED(ch, AFF_BLIND) && number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_cure_blindness(skill_lookup("cure blindness"),
ch->level, ch, ch);
}
else if (IS_AFFECTED(ch, AFF_CURSE) && number_percent() < 75)
{
act("$n's eyes glow bright purple for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_remove_curse(skill_lookup("remove curse"),
ch->level, ch, ch);
}
else if (!IS_AFFECTED(ch, AFF_SANCTUARY)
&& number_percent() < 75)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_sanctuary(skill_lookup("sanctuary"), ch->level,
ch, ch);
}
else if (!is_affected(ch, skill_lookup("frenzy"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
ch);
}
else if (!is_affected(ch, skill_lookup("darkblessing"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_darkblessing(skill_lookup("darkblessing"),
ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("bless"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_bless(skill_lookup("bless"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("stone skin"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_stone_skin(skill_lookup("stone skin"),
ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("armor"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_armor(skill_lookup("armor"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("shield"))
&& number_percent() < 50)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_shield(skill_lookup("shield"), ch->level, ch,
ch);
}
else if (ch->loc_hp[6] > 0)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_clot(skill_lookup("clot"), ch->level, ch, ch);
}
else if (ch->hit < ch->max_hit)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_heal(skill_lookup("heal"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("frenzy")))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_frenzy(skill_lookup("frenzy"), ch->level, ch,
ch);
}
else if (!is_affected(ch, skill_lookup("darkblessing")))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_darkblessing(skill_lookup("darkblessing"),
ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("bless")))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_bless(skill_lookup("bless"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("stone skin")))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_stone_skin(skill_lookup("stone skin"),
ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("armor")))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_armor(skill_lookup("armor"), ch->level, ch, ch);
}
else if (!is_affected(ch, skill_lookup("shield")))
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_shield(skill_lookup("shield"), ch->level, ch,
ch);
}
else
ch->spectype = 0;
if (ch->hit < (ch->max_hit * 0.25))
ch->spectype = ZOMBIE_REST;
return TRUE;
case ZOMBIE_REST:
if (ch->hit >= ch->max_hit)
{
do_stand(ch, "");
ch->spectype = 0;
return TRUE;
}
if (IS_AFFECTED(ch, AFF_CURSE))
{
act("$n's eyes glow bright purple for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_remove_curse(skill_lookup("remove curse"),
ch->level, ch, ch);
return TRUE;
}
if (ch->in_room->vnum != ROOM_VNUM_ALTAR)
do_recall(ch, "");
if (ch->in_room->vnum == ROOM_VNUM_TEMPLE)
do_north(ch, "");
if (ch->position == POS_STANDING)
do_rest(ch, "");
if (ch->hit < ch->max_hit)
{
act("$n's eyes glow bright blue for a moment.", ch,
NULL, NULL, TO_ROOM);
spell_heal(skill_lookup("heal"), ch->level, ch, ch);
ch->hit = ch->max_hit;
}
return TRUE;
}
return FALSE;
}
bool spec_dog(CHAR_DATA * ch)
{
OBJ_DATA *obj;
OBJ_DATA *o_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
int door;
bool north_ok = TRUE;
bool east_ok = TRUE;
bool south_ok = TRUE;
bool west_ok = TRUE;
bool up_ok = TRUE;
bool down_ok = TRUE;
int countup = 6;
int option;
int randnum = number_range(1, 5);
if (!IS_AWAKE(ch))
{
if (randnum <= 2)
do_wake(ch, "");
return TRUE;
}
else if (ch->position < POS_STANDING)
{
if (randnum <= 2)
do_stand(ch, "");
else
{
if (ch->in_room->vnum == 78100
&& number_range(1, 4) <= 2)
act("$n eats some dog food from $s food bowl",
ch, NULL, NULL, TO_ROOM);
else if (ch->in_room->vnum == 78100)
act("$n drinks some water from $s water bowl",
ch, NULL, NULL, TO_ROOM);
}
return TRUE;
}
if (ch->in_room == NULL)
return TRUE;
if (ch->in_room->vnum == 78100 && randnum <= 2)
{
if ((randnum = number_range(1, 5)) == 1)
{
act("$n curls up in front of the fire.", ch, NULL,
NULL, TO_ROOM);
do_sleep(ch, "");
}
else if (randnum == 2)
act("$n starts scratching up the carpet.", ch, NULL,
NULL, TO_ROOM);
else if (randnum == 3)
act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 4)
{
act("$n jumps onto the couch.", ch, NULL, NULL,
TO_ROOM);
do_sit(ch, "");
}
else if (randnum == 5)
act("$n tries to crawl under a chair.", ch, NULL,
NULL, TO_ROOM);
return TRUE;
}
else if (ch->in_room->vnum == 78102 && randnum <= 2)
{
if ((randnum = number_range(1, 5)) == 1)
{
act("$n curls up under the dining table.", ch, NULL,
NULL, TO_ROOM);
do_sleep(ch, "");
}
else if (randnum == 2)
act("$n starts scratching up the carpet.", ch, NULL,
NULL, TO_ROOM);
else if (randnum == 3)
act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 4)
{
act("$n jumps onto a chair.", ch, NULL, NULL,
TO_ROOM);
do_sit(ch, "");
}
else if (randnum == 5)
act("$n tries to crawl under a chair.", ch, NULL,
NULL, TO_ROOM);
return TRUE;
}
else if (ch->in_room->vnum == 78104 && randnum <= 2)
{
if ((randnum = number_range(1, 5)) == 1)
act("$n starts scratching up the carpet.", ch, NULL,
NULL, TO_ROOM);
else if (randnum == 2)
act("$n tries to climb into the bath.", ch, NULL,
NULL, TO_ROOM);
else if (randnum == 3)
act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 4)
{
act("$n sits behind the bathroom door.", ch, NULL,
NULL, TO_ROOM);
do_sit(ch, "");
}
else if (randnum == 5)
act("$n tries to squeeze behind the sink.", ch, NULL,
NULL, TO_ROOM);
return TRUE;
}
else if (ch->in_room->vnum == 78103 && randnum <= 2)
{
if ((randnum = number_range(1, 5)) == 1)
act("$n sniffs around for food on the kitchen floor.",
ch, NULL, NULL, TO_ROOM);
else if (randnum == 2)
act("$n looks up hungrilly at the cupboard.", ch,
NULL, NULL, TO_ROOM);
else if (randnum == 3)
act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 4)
{
act("$n walks over to $s food bowl.", ch, NULL, NULL,
TO_ROOM);
do_sit(ch, "");
}
else if (randnum == 5)
act("$n looks out the back door for cats to chase.",
ch, NULL, NULL, TO_ROOM);
return TRUE;
}
else if ((ch->in_room->vnum == 78101) && randnum <= 2)
{
if ((randnum = number_range(1, 5)) == 1)
act("$n sniffs a flower.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 2)
act("$n rolls around on the grass.", ch, NULL, NULL,
TO_ROOM);
else if (randnum == 3)
act("$n tries to eat a blade of grass.", ch, NULL,
NULL, TO_ROOM);
else if (randnum == 4)
act("$n pounces on a grasshopper.", ch, NULL, NULL,
TO_ROOM);
else if (randnum == 5)
act("$n sniffs the air and growls playfully.", ch,
NULL, NULL, TO_ROOM);
return TRUE;
}
if (randnum <= 2)
{
if ((randnum = number_range(1, 5)) == 1)
act("$n sniffs the carpet.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 2)
act("$n barks loudly.", ch, NULL, NULL, TO_ROOM);
else if (randnum == 3)
do_sit(ch, "");
return TRUE;
}
if (number_range(1, 5) <= 3)
{
door = number_range(0, 5);
for (door = 0; door <= 5; door++)
{
if (((pexit = ch->in_room->exit[door]) == NULL) ||
(to_room = pexit->to_room) == NULL)
{
switch (door)
{
case DIR_NORTH:
north_ok = FALSE;
countup -= 1;
break;
case DIR_SOUTH:
south_ok = FALSE;
countup -= 1;
break;
case DIR_EAST:
east_ok = FALSE;
countup -= 1;
break;
case DIR_WEST:
west_ok = FALSE;
countup -= 1;
break;
case DIR_UP:
up_ok = FALSE;
countup -= 1;
break;
case DIR_DOWN:
down_ok = FALSE;
countup -= 1;
break;
}
}
}
if (countup < 1)
{
if (number_percent() < 80)
act("$n barks loudly", ch, NULL, NULL,
TO_ROOM);
else
do_sleep(ch, "");
return TRUE;
}
for (;;)
{
option = number_range(0, 5);
if (((pexit = ch->in_room->exit[option]) == NULL) ||
(to_room = pexit->to_room) == NULL)
continue;
if (countup > 1 && option == ch->specpower)
continue;
if (IS_SET(pexit->exit_info, EX_CLOSED))
{
if (option == 0)
act("$n scratches at the north door.",
ch, NULL, NULL, TO_ROOM);
if (option == 1)
act("$n scratches at the east door.",
ch, NULL, NULL, TO_ROOM);
if (option == 2)
act("$n scratches at the south door.",
ch, NULL, NULL, TO_ROOM);
if (option == 3)
act("$n scratches at the west door.",
ch, NULL, NULL, TO_ROOM);
if (option == 4)
act("$n scratches at the upward door.", ch, NULL, NULL, TO_ROOM);
if (option == 5)
act("$n scratches at the downward door.", ch, NULL, NULL, TO_ROOM);
act("$n barks loudly at the door.", ch, NULL,
NULL, TO_ROOM);
for (vch = char_list; vch != NULL;
vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL
|| IS_NPC(vch))
continue;
if (vch->in_room == ch->in_room)
continue;
if (vch->in_room->area ==
ch->in_room->area)
send_to_char
("You hear the sound of a dog barking nearby.\n\r",
vch);
}
return TRUE;
}
switch (option)
{
default:
break;
case DIR_NORTH:
ch->specpower = DIR_SOUTH;
break;
case DIR_SOUTH:
ch->specpower = DIR_NORTH;
break;
case DIR_EAST:
ch->specpower = DIR_WEST;
break;
case DIR_WEST:
ch->specpower = DIR_EAST;
break;
case DIR_UP:
ch->specpower = DIR_DOWN;
break;
case DIR_DOWN:
ch->specpower = DIR_UP;
break;
}
move_char(ch, option);
break;
}
}
for (obj = ch->in_room->contents; obj != NULL; obj = o_next)
{
o_next = obj->next_content;
if (number_range(1, 2) == 1)
continue;
act("$n sniffs $p.", ch, obj, NULL, TO_ROOM);
if (obj->item_type == ITEM_FOOD)
{
act("$n eats $p.", ch, obj, NULL, TO_ROOM);
extract_obj(obj);
}
return TRUE;
}
return TRUE;
}
/*
* Special Functions Table. OLC
*/
const struct spec_type spec_table[] = {
/*
* Special function commands.
*/
{"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_fido", spec_fido},
{"spec_guard", spec_guard},
{"spec_janitor", spec_janitor},
{"spec_mayor", spec_mayor},
{"spec_poison", spec_poison},
{"spec_thief", spec_thief},
{"spec_eater", spec_eater},
{"spec_gremlin_original", spec_gremlin_original},
{"spec_gremlin_born", spec_gremlin_born},
{"spec_rogue", spec_rogue},
{"spec_zombie_lord", spec_zombie_lord},
{"spec_guard_werewolf", spec_guard_werewolf},
{"spec_guard_dragon", spec_guard_dragon},
{"spec_guard_vampire", spec_guard_vampire},
{"spec_guard_mage", spec_guard_mage},
{"spec_guard_demon", spec_guard_demon},
{"spec_guard_drow", spec_guard_drow},
{"spec_guard_one", spec_guard_guardone},
{"spec_guard_two", spec_guard_guardtwo},
{"spec_guard_three", spec_guard_guardthree},
{"spec_guard_four", spec_guard_guardfour},
{"spec_guard_five", spec_guard_guardfive},
{"spec_guard_ninja", spec_guard_ninja},
{"spec_guard_monk", spec_guard_monk},
{"spec_guard_highlander", spec_guard_highlander},
{"spec_assassin", spec_assassin},
{"spec_warlord", spec_warlord},
{"spec_guard_cyborg", spec_guard_cyborg},
{"spec_vladd_decap", spec_vladd_decap},
{"spec_executioner", spec_executioner},
{"spec_taxman", spec_tax_man},
{"spec_fairy", spec_fairy},
{"spec_dog", spec_dog},
/*
* End of list.
*/
{"", 0}
};
/*****************************************************************************
Name: spec_lookup
Purpose: Given a name, return the appropriate spec fun.
Called by: do_mset(act_wiz.c) load_specials,reset_area(db.c)
****************************************************************************/
SPEC_FUN *spec_lookup(const char *name) /* OLC */
{
int cmd;
for (cmd = 0; *spec_table[cmd].spec_name; cmd++) /* OLC 1.1b */
if (!str_cmp(name, spec_table[cmd].spec_name))
return spec_table[cmd].spec_fun;
return 0;
}
/*****************************************************************************
Name: spec_string
Purpose: Given a function, return the appropriate name.
Called by: <???>
****************************************************************************/
char *spec_string(SPEC_FUN * fun) /* OLC */
{
int cmd;
for (cmd = 0; *spec_table[cmd].spec_fun; cmd++) /* OLC 1.1b */
if (fun == spec_table[cmd].spec_fun)
return spec_table[cmd].spec_name;
return 0;
}
/* Added by Zarius */
bool spec_tax_man(CHAR_DATA * ch)
{
ROOM_INDEX_DATA *room;
CHAR_DATA *victim;
int count;
int vic_cnt;
int sn = 0;
char log_buf[MSL];
/*
* Check this loop.. -- Alty
*/
for (room = get_room_index(number_range(1, 131070)); !room;
room = get_room_index(number_range(1, 131070)))
;
act("$n suddenly vanishes!", ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, room);
act("$n suddenly appears in the room!", ch, NULL, NULL, TO_ROOM);
count = 0;
victim = ch->in_room->people;
for (; victim != NULL; victim = victim->next_in_room)
if (!IS_NPC(victim))
count++;
if (count == 0)
return FALSE;
vic_cnt = number_range(1, count);
count = 0;
victim = ch->in_room->people;
for (; victim != NULL; victim = victim->next_in_room)
{
if (!IS_NPC(victim) && (++count) == vic_cnt)
break;
}
if (victim == NULL)
return FALSE; /* just in case :) */
if ((victim->bones < 1000) && (victim->pcdata->bank < 1000))
return FALSE;
act("$n says 'Hey $N, but our records state you haven't payed your mud taxes recently.", ch, NULL, victim, TO_ROOM);
act("$n says, 'Since you refuse to pay what you owe, it has automatically been deducted'.", ch, NULL, victim, TO_ROOM);
act("$n says, 'Have a nice day'.", ch, NULL, ch, TO_ROOM);
if (victim->bones < victim->pcdata->bank)
{
sn = number_range(victim->pcdata->bank * 0.08,
victim->pcdata->bank * 0.1);
victim->pcdata->bank -= sn;
xprintf(log_buf,
"Tax collector got %s for %d bones (from bank).",
victim->name, sn);
}
else
{
sn = number_range(victim->bones * 0.08, victim->bones * 0.1);
victim->bones -= sn;
xprintf(log_buf, "Tax collector got %s for %d bones.",
victim->name, sn);
}
log_string(LOG_GAME, log_buf);
do_save(victim, "");
return TRUE;
}
bool spec_fairy(CHAR_DATA * ch)
{
/*
* Award winner for daftest spec_fun of the week contest.
* * mobs hops around, if finds PC, kisses them and gives
* * a cure light. -S-
*/
ROOM_INDEX_DATA *room;
CHAR_DATA *victim;
int count;
int vic_cnt;
/*
* Uhh.. sleeping mobs and the like shouldn't either. -- Alty
*/
if (ch->position < POS_STANDING)
return FALSE;
/*
* Check this loop.. -- Alty
*/
for (room = get_room_index(number_range(1, 131070)); !room;
room = get_room_index(number_range(1, 131070)))
;
act("$n suddenly vanishes!", ch, NULL, NULL, TO_ROOM);
char_from_room(ch);
char_to_room(ch, room);
act("$n suddenly appears in the room!", ch, NULL, NULL, TO_ROOM);
count = 0;
victim = ch->in_room->people;
for (; victim != NULL; victim = victim->next_in_room)
if (!IS_NPC(victim))
count++;
if (count == 0)
return FALSE;
vic_cnt = number_range(1, count);
count = 0;
victim = ch->in_room->people;
for (; victim != NULL; victim = victim->next_in_room)
{
if (!IS_NPC(victim) && (++count) == vic_cnt)
break;
}
if (victim == NULL)
return FALSE; /* just in case :) */
if (!str_cmp(victim->pcdata->switchname, "Zarius"))
{
act("$n bearhugs $N, and licks $M on the cheek!", ch, NULL,
victim, TO_NOTVICT);
act("$N hugs you, and says you are bestest coder and my creator!!", victim, NULL, ch, TO_CHAR);
}
else if (!str_cmp(victim->pcdata->switchname, "Meredith"))
{
act("$n bearhugs $N, and licks $M on the cheek!", ch, NULL,
victim, TO_NOTVICT);
act("$N hugs you, and says you are bestest imm ever Meredith!!", victim, NULL, ch, TO_CHAR);
}
else
{
act("$n says 'Hello $N, you silly little freak!!", ch, NULL,
victim, TO_ROOM);
act("$n hugs $N, and licks $M on the cheek!", ch, NULL,
victim, TO_NOTVICT);
act("$N hugs you, and licks you on the cheek!", victim, NULL,
ch, TO_CHAR);
act("$n waves her bloody chicken bone towards $N.", ch, NULL,
victim, TO_NOTVICT);
act("$N waves her bloody chicken bone towards you.", victim,
NULL, ch, TO_CHAR);
SET_TIMER(victim, TIMER_EXPERIENCE, 10);
send_to_char
("You feel at ease with your experience and learn quicker.\n\r",
victim);
act("$n starts learning from their mistakes quicker.", victim,
NULL, NULL, TO_ROOM);
}
return TRUE;
}