/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* The following special functions are available for mobiles.
*/
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_ghost );
DECLARE_SPEC_FUN( spec_cast_judge );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_psionicist );
DECLARE_SPEC_FUN( spec_cast_undead );
DECLARE_SPEC_FUN( spec_executioner );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guard );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_mayor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_repairman );
DECLARE_SPEC_FUN( spec_thief );
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
if ( !str_cmp( name, "spec_breath_any" ) ) return spec_breath_any;
if ( !str_cmp( name, "spec_breath_acid" ) ) return spec_breath_acid;
if ( !str_cmp( name, "spec_breath_fire" ) ) return spec_breath_fire;
if ( !str_cmp( name, "spec_breath_frost" ) ) return spec_breath_frost;
if ( !str_cmp( name, "spec_breath_gas" ) ) return spec_breath_gas;
if ( !str_cmp( name, "spec_breath_lightning" ) ) return
spec_breath_lightning;
if ( !str_cmp( name, "spec_cast_adept" ) ) return spec_cast_adept;
if ( !str_cmp( name, "spec_cast_cleric" ) ) return spec_cast_cleric;
if ( !str_cmp( name, "spec_cast_ghost" ) ) return spec_cast_ghost;
if ( !str_cmp( name, "spec_cast_judge" ) ) return spec_cast_judge;
if ( !str_cmp( name, "spec_cast_mage" ) ) return spec_cast_mage;
if ( !str_cmp( name, "spec_cast_psionicist" ) ) return
spec_cast_psionicist;
if ( !str_cmp( name, "spec_cast_undead" ) ) return spec_cast_undead;
if ( !str_cmp( name, "spec_executioner" ) ) return spec_executioner;
if ( !str_cmp( name, "spec_fido" ) ) return spec_fido;
if ( !str_cmp( name, "spec_guard" ) ) return spec_guard;
if ( !str_cmp( name, "spec_janitor" ) ) return spec_janitor;
if ( !str_cmp( name, "spec_mayor" ) ) return spec_mayor;
if ( !str_cmp( name, "spec_poison" ) ) return spec_poison;
if ( !str_cmp( name, "spec_repairman" ) ) return spec_repairman;
if ( !str_cmp( name, "spec_thief" ) ) return spec_thief;
return 0;
}
/*
* Core procedure for dragons.
*/
bool dragon( CHAR_DATA *ch, char *spell_name )
{
CHAR_DATA *victim;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( victim->fighting == ch && number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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;
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if ( !victim || IS_NPC( victim ) )
return FALSE;
if ( victim->level > 10 )
{
return FALSE;
}
switch ( number_bits( 3 ) )
{
case 0:
act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM );
spell_armor( skill_lookup( "armor" ), ch->level, ch, victim );
return TRUE;
case 1:
act( "$n utters the word 'nhak'.", ch, NULL, NULL, TO_ROOM );
spell_bless( skill_lookup( "bless" ), ch->level, ch, victim );
return TRUE;
case 2:
act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ),
ch->level, ch, victim );
return TRUE;
case 3:
act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM );
spell_cure_light( skill_lookup( "cure light" ),
ch->level, ch, victim );
return TRUE;
case 4:
act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ),
ch->level, ch, victim );
return TRUE;
case 5:
act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM );
spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim );
return TRUE;
case 6:
act( "$n utters the words 'suinoleht'.", ch, NULL, NULL, TO_ROOM );
spell_combat_mind( skill_lookup( "combat mind" ), ch->level, ch,
victim );
return TRUE;
}
return FALSE;
}
bool spec_cast_cleric( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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: min_level = 14; spell = "mute"; break;
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 *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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 *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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;
case 12: min_level = 16; spell = "polymorph other";break;
case 13: min_level = 16; spell = "polymorph other";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 *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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;
case 8:
case 9:
case 10: if ( ch->race == race_lookup( "Vampire" ) )
{
min_level = 24;
spell = "vampiric bite"; 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_executioner( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *crime;
char buf [ MAX_STRING_LENGTH ];
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
crime = "";
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) )
{ crime = "KILLER"; break; }
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) )
{ crime = "THIEF"; break; }
}
if ( !victim )
return FALSE;
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
char_to_room( create_mobile( get_mob_index( MOB_VNUM_CITYGUARD ) ),
ch->in_room );
char_to_room( create_mobile( get_mob_index( MOB_VNUM_CITYGUARD ) ),
ch->in_room );
return TRUE;
}
bool spec_fido( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *corpse;
OBJ_DATA *corpse_next;
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( corpse = ch->in_room->contents; corpse; corpse = corpse_next )
{
corpse_next = corpse->next_content;
if ( corpse->deleted )
continue;
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;
if ( obj->deleted )
continue;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room );
}
extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_guard( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *ech;
char *crime;
char buf [ MAX_STRING_LENGTH ];
int max_evil;
if ( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_KILLER ) )
{ crime = "KILLER"; break; }
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_THIEF ) )
{ crime = "THIEF"; break; }
if ( victim->fighting
&& victim->fighting != ch
&& victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim )
{
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!",
victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech )
{
act( "$n screams 'PROTECT THE INNOCENT!! BANZAI!!",
ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor( CHAR_DATA *ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if ( !IS_AWAKE( ch ) )
return FALSE;
for ( trash = ch->in_room->contents; trash; trash = trash_next )
{
trash_next = trash->next_content;
if ( trash->deleted )
continue;
if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) )
continue;
if ( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->cost < 10 )
{
act( "$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 *path;
static const char open_path [ ] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
static const char close_path [ ] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
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 )
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 )
|| number_percent( ) > 2 * ch->level )
return FALSE;
act( "You bite $N!", ch, NULL, victim, TO_CHAR );
act( "$n bites you!", ch, NULL, victim, TO_VICT );
act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
spell_poison( gsn_poison, ch->level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA *ch )
{
CHAR_DATA *victim;
int gold;
if ( ch->position != POS_STANDING )
return FALSE;
for ( victim = ch->in_room->people; victim;
victim = victim->next_in_room )
{
if ( IS_NPC( victim )
|| victim->level >= LEVEL_IMMORTAL
|| number_bits( 3 ) != 0
|| !can_see( ch, victim ) ) /* Thx Glop */
continue;
if ( IS_AWAKE( victim ) && victim->level > 5
&& number_percent( ) + ch->level - victim->level >= 33 )
{
act( "You discover $n's hands in your wallet!",
ch, NULL, victim, TO_VICT );
act( "$N discovers $n's hands in $S wallet!",
ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
gold = victim->gold * number_range( 1, 20 ) / 100;
ch->gold += 3 * gold / 4;
victim->gold -= gold;
return TRUE;
}
}
return FALSE;
}
/*
* Psionicist spec_fun by Thelonius for EnvyMud.
*/
bool spec_cast_psionicist( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
return FALSE;
for ( ; ; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0: min_level = 0; spell = "mind thrust"; break;
case 1: min_level = 4; spell = "psychic drain"; break;
case 2: min_level = 6; spell = "agitation"; break;
case 3: min_level = 8; spell = "psychic crush"; break;
case 4: min_level = 9; spell = "project force"; break;
case 5: min_level = 13; spell = "ego whip"; break;
case 6: min_level = 14; spell = "energy drain"; break;
case 7:
case 8: min_level = 17; spell = "psionic blast"; break;
case 9: min_level = 20; spell = "detonate"; break;
case 10: min_level = 27; spell = "disintegrate"; break;
default: min_level = 25; spell = "ultrablast"; 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_ghost( CHAR_DATA *ch )
{
CHAR_DATA *victim;
char *spell;
int sn;
if ( weather_info.sunlight != SUN_DARK )
{
if ( !ch->in_room )
{
bug( "Spec_cast_ghost: NULL in_room.", 0 );
return FALSE;
}
if ( ch->fighting )
stop_fighting( ch, TRUE );
act( "A beam of sunlight strikes $n, destroying $m.",
ch, NULL, NULL, TO_ROOM);
extract_char ( ch, TRUE );
return TRUE;
}
if ( ch->position != POS_FIGHTING )
return FALSE;
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
return FALSE;
for ( victim = ch->in_room->people; victim; victim = victim->next_in_room )
{
if ( victim->deleted )
continue;
if ( victim->fighting == ch && can_see( ch, victim )
&& number_bits( 2 ) == 0 )
break;
}
if ( !victim )
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;
}
/*
* spec_fun to repair bashed doors by Thelonius for EnvyMud.
*/
bool spec_repairman( CHAR_DATA *ch )
{
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
ROOM_INDEX_DATA *to_room;
extern const int rev_dir [ ];
int door;
if ( !IS_AWAKE( ch ) )
return FALSE;
door = number_range( 0, 5 );
/*
* Could search through all doors randomly, but deathtraps would
* freeze the game! And I'd prefer not to go through from 1 to 6...
* too boring. Instead, just check one direction at a time. There's
* a 51% chance they'll find the door within 4 tries anyway.
* -- Thelonius (Monk)
*/
if ( !( pexit = ch->in_room->exit[door] ) )
return FALSE;
if ( IS_SET( pexit->exit_info, EX_BASHED ) )
{
REMOVE_BIT( pexit->exit_info, EX_BASHED );
act( "You repair the $d.", ch, NULL, pexit->keyword, TO_CHAR );
act( "$n repairs the $d.", ch, NULL, pexit->keyword, TO_ROOM );
/* Don't forget the other side! */
if ( ( to_room = pexit->to_room )
&& ( pexit_rev = to_room->exit[rev_dir[door]] )
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
REMOVE_BIT( pexit_rev->exit_info, EX_BASHED );
for ( rch = to_room->people; rch; rch = rch->next_in_room )
act( "The $d is set back on its hinges.",
rch, NULL, pexit_rev->keyword, TO_CHAR );
}
return TRUE;
}
return FALSE;
}