/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* "Special procedure" module *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/* jails for wanted flags */
#define ROOM_JAIL_MON_CALAMARI_1 21148
#define ROOM_JAIL_MON_CALAMARI_2 21149
#define ROOM_JAIL_CORUSCANT 0
#define ROOM_JAIL_ADARI 29108
#define ROOM_JAIL_RODIA 0
#define ROOM_JAIL_RYLOTH 0
#define ROOM_JAIL_GAMORR 0
#define ROOM_JAIL_TATOOINE 0
#define ROOM_JAIL_BYSS 0
#define ROOM_JAIL_NAL_HUTTA 0
#define ROOM_JAIL_KASHYYYK 0
#define ROOM_JAIL_HONOGHR 0
#define ROOM_JAIL_ENDOR 0
#define ROOM_JAIL_ROCHE 0
#define ROOM_JAIL_AF_EL 0
#define ROOM_JAIL_TRANDOSH 0
#define ROOM_JAIL_CHAD 0
#define ROOM_JAIL_QUARREN_1 6931
#define ROOM_JAIL_QUARREN_2 6932
bool remove_obj args( ( CHAR_DATA * ch, int iWear, bool fReplace ) );
/*
* The following special functions are available for mobiles.
*/
DECLARE_SPEC_FUN( spec_jedi );
DECLARE_SPEC_FUN( spec_dark_jedi );
DECLARE_SPEC_FUN( spec_fido );
DECLARE_SPEC_FUN( spec_guardian );
DECLARE_SPEC_FUN( spec_janitor );
DECLARE_SPEC_FUN( spec_poison );
DECLARE_SPEC_FUN( spec_thief );
DECLARE_SPEC_FUN( spec_auth );
DECLARE_SPEC_FUN( spec_stormtrooper );
DECLARE_SPEC_FUN( spec_new_republic_trooper );
DECLARE_SPEC_FUN( spec_customs_smut );
DECLARE_SPEC_FUN( spec_customs_alcohol );
DECLARE_SPEC_FUN( spec_customs_weapons );
DECLARE_SPEC_FUN( spec_customs_spice );
DECLARE_SPEC_FUN( spec_police_attack );
DECLARE_SPEC_FUN( spec_police_jail );
DECLARE_SPEC_FUN( spec_police_fine );
DECLARE_SPEC_FUN( spec_police );
DECLARE_SPEC_FUN( spec_clan_guard );
DECLARE_SPEC_FUN( spec_newbie_pilot );
/*
* Given a name, return the appropriate spec fun.
*/
SPEC_FUN *spec_lookup( const char *name )
{
if( !str_cmp( name, "spec_jedi" ) )
return spec_jedi;
if( !str_cmp( name, "spec_dark_jedi" ) )
return spec_dark_jedi;
if( !str_cmp( name, "spec_fido" ) )
return spec_fido;
if( !str_cmp( name, "spec_guardian" ) )
return spec_guardian;
if( !str_cmp( name, "spec_janitor" ) )
return spec_janitor;
if( !str_cmp( name, "spec_poison" ) )
return spec_poison;
if( !str_cmp( name, "spec_thief" ) )
return spec_thief;
if( !str_cmp( name, "spec_auth" ) )
return spec_auth;
if( !str_cmp( name, "spec_stormtrooper" ) )
return spec_stormtrooper;
if( !str_cmp( name, "spec_new_republic_trooper" ) )
return spec_new_republic_trooper;
if( !str_cmp( name, "spec_customs_smut" ) )
return spec_customs_smut;
if( !str_cmp( name, "spec_customs_alcohol" ) )
return spec_customs_alcohol;
if( !str_cmp( name, "spec_customs_weapons" ) )
return spec_customs_weapons;
if( !str_cmp( name, "spec_customs_spice" ) )
return spec_customs_spice;
if( !str_cmp( name, "spec_police_attack" ) )
return spec_police_attack;
if( !str_cmp( name, "spec_police_jail" ) )
return spec_police_jail;
if( !str_cmp( name, "spec_police_fine" ) )
return spec_police_fine;
if( !str_cmp( name, "spec_police" ) )
return spec_police;
if( !str_cmp( name, "spec_clan_guard" ) )
return spec_clan_guard;
if( !str_cmp( name, "spec_newbie_pilot" ) )
return spec_newbie_pilot;
return 0;
}
/*
* Given a pointer, return the appropriate spec fun text.
*/
char *lookup_spec( SPEC_FUN * special )
{
if( special == spec_jedi )
return "spec_jedi";
if( special == spec_dark_jedi )
return "spec_dark_jedi";
if( special == spec_fido )
return "spec_fido";
if( special == spec_guardian )
return "spec_guardian";
if( special == spec_janitor )
return "spec_janitor";
if( special == spec_poison )
return "spec_poison";
if( special == spec_thief )
return "spec_thief";
if( special == spec_auth )
return "spec_auth";
if( special == spec_stormtrooper )
return "spec_stormtrooper";
if( special == spec_new_republic_trooper )
return "spec_new_republic_trooper";
if( special == spec_customs_smut )
return "spec_customs_smut";
if( special == spec_customs_weapons )
return "spec_customs_weapons";
if( special == spec_customs_alcohol )
return "spec_customs_alcohol";
if( special == spec_customs_spice )
return "spec_customs_spice";
if( special == spec_police_attack )
return "spec_police_attack";
if( special == spec_police_jail )
return "spec_police_jail";
if( special == spec_police_fine )
return "spec_police_fine";
if( special == spec_police )
return "spec_police";
if( special == spec_clan_guard )
return "spec_clan_guard";
if( special == spec_newbie_pilot )
return "spec_newbie_pilot";
return "";
}
bool spec_newbie_pilot( CHAR_DATA * ch )
{
int home = 32149;
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
bool diploma = FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
continue;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
if( obj->pIndexData->vnum == OBJ_VNUM_SCHOOL_DIPLOMA )
diploma = TRUE;
if( !diploma )
continue;
switch ( victim->race )
{
case RACE_MON_CALAMARI:
home = 21100;
strcpy( buf, "After a brief journey you arrive on Mon Calamari.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_QUARREN:
home = 6904;
strcpy( buf, "After a brief journey you arrive on Mon Calamari.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_GAMORREAN:
home = 28038;
strcpy( buf, "After a brief journey you arrive on Gamorr.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_ADARIAN:
home = 29006;
strcpy( buf, "After a brief journey you arrive on Adari.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_JAWA:
home = 31821;
strcpy( buf, "After a brief journey you arrive on Tatooine.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_WOOKIEE:
home = 28600;
strcpy( buf, "After a brief journey you arrive on Kashyyyk.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_HUMAN:
home = 201;
strcpy( buf, "After a brief journey you arrive at Coruscants Menari Spaceport.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
case RACE_NOGHRI:
home = 1001;
strcpy( buf, "After a brief journey you arrive at Honoghr's Nystao Spaceport.\n\r\n\r" );
echo_to_room( AT_ACTION, ch->in_room, buf );
break;
default:
sprintf( buf, "Hmm, a %s.", race_table[victim->race].race_name );
do_look( ch, victim->name );
do_say( ch, buf );
do_say( ch, "You're home planet is a little hard to get to right now." );
do_say( ch, "I'll take you to the Pluogus instead." );
echo_to_room( AT_ACTION, ch->in_room,
"After a brief journey the shuttle docks with the Serin Pluogus.\n\r\n\r" );
break;
}
char_from_room( victim );
char_to_room( victim, get_room_index( home ) );
do_look( victim, "" );
sprintf( buf, "%s steps out and the shuttle quickly returns to the academy.\n\r", victim->name );
echo_to_room( AT_ACTION, ch->in_room, buf );
}
return FALSE;
}
bool spec_jedi( CHAR_DATA * ch )
{
return FALSE;
}
bool spec_clan_guard( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( !can_see( ch, victim ) )
continue;
if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
continue;
if( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim )
&& str_cmp( ch->name, victim->pcdata->clan->name ) )
{
do_yell( ch, "Hey your not allowed in here!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_customs_smut( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
long ch_exp;
if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
continue;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_SMUT )
{
if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
{
sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
do_say( ch, buf );
if( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You lose %ld experience.\n\r ", ch_exp );
gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
return TRUE;
}
else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
else if( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for( content = obj->first_content; content; content = content->next_content )
{
if( content->pIndexData->item_type == ITEM_SMUT && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( content->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, content->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( content->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_customs_weapons( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
long ch_exp;
if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
continue;
if( victim->pcdata && victim->pcdata->clan && !str_cmp( victim->pcdata->clan->name, ch->mob_clan ) )
continue;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_WEAPON )
{
if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
{
sprintf( buf, "Weapons are banned from non-military usage. I'm going to have to confiscate %s.",
obj->short_descr );
do_say( ch, buf );
if( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You lose %ld experience.\n\r ", ch_exp );
gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
return TRUE;
}
else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r ", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
else if( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for( content = obj->first_content; content; content = content->next_content )
{
if( content->pIndexData->item_type == ITEM_WEAPON && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( content->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, content->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( content->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_customs_alcohol( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int liquid;
long ch_exp;
if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
continue;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_DRINK_CON )
{
if( ( liquid = obj->value[2] ) >= LIQ_MAX )
liquid = obj->value[2] = 0;
if( liq_table[liquid].liq_affect[COND_DRUNK] > 0 )
{
if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
{
sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
do_say( ch, buf );
if( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You lose %ld experience. \n\r", ch_exp );
gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
return TRUE;
}
else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
}
else if( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for( content = obj->first_content; content; content = content->next_content )
{
if( content->pIndexData->item_type == ITEM_DRINK_CON && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
{
if( ( liquid = obj->value[2] ) >= LIQ_MAX )
liquid = obj->value[2] = 0;
if( liq_table[liquid].liq_affect[COND_DRUNK] <= 0 )
continue;
ch_exp =
UMIN( content->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r ", ch_exp, content->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( content->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_customs_spice( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
long ch_exp;
if( !IS_AWAKE( ch ) || ch->position == POS_FIGHTING )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) || victim->position == POS_FIGHTING )
continue;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
{
if( obj->pIndexData->item_type == ITEM_SPICE || obj->pIndexData->item_type == ITEM_RAWSPICE )
{
if( victim != ch && can_see( ch, victim ) && can_see_obj( ch, obj ) )
{
sprintf( buf, "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr );
do_say( ch, buf );
if( obj->wear_loc != WEAR_NONE )
remove_obj( victim, obj->wear_loc, TRUE );
separate_obj( obj );
obj_from_char( obj );
act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT );
act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT );
obj = obj_to_char( obj, ch );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You lose %ld experience. \n\r", ch_exp );
gain_exp( victim, 0 - ch_exp, SMUGGLING_ABILITY );
return TRUE;
}
else if( can_see( ch, victim ) && !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
else if( !IS_SET( obj->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( obj->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r", ch_exp, obj->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( obj->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
else if( obj->item_type == ITEM_CONTAINER )
{
OBJ_DATA *content;
for( content = obj->first_content; content; content = content->next_content )
{
if( content->pIndexData->item_type == ITEM_SPICE && !IS_SET( content->extra_flags, ITEM_CONTRABAND ) )
{
ch_exp =
UMIN( content->cost * 10,
( exp_level( victim->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( victim->skill_level[SMUGGLING_ABILITY] ) ) );
ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r ", ch_exp, content->short_descr );
gain_exp( victim, ch_exp, SMUGGLING_ABILITY );
SET_BIT( content->extra_flags, ITEM_CONTRABAND );
return TRUE;
}
}
}
}
}
return FALSE;
}
bool spec_police( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) )
continue;
if( !can_see( ch, victim ) )
continue;
if( number_bits( 1 ) == 0 )
continue;
for( vip = 0; vip < 32; vip++ )
if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
{
ROOM_INDEX_DATA *jail = NULL;
sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch, buf );
REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
if( ch->top_level >= victim->top_level )
multi_hit( ch, victim, TYPE_UNDEFINED );
else if( 1 << vip == VIP_ADARI )
jail = get_room_index( ROOM_JAIL_ADARI );
else if( 1 << vip == VIP_MON_CALAMARI )
switch ( number_range( 1, 4 ) )
{
case 1:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 );
break;
case 2:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 );
break;
case 3:
jail = get_room_index( ROOM_JAIL_QUARREN_2 );
break;
case 4:
jail = get_room_index( ROOM_JAIL_QUARREN_1 );
break;
}
else
{
act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT );
victim->gold /= 2;
}
if( jail )
{
REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT );
char_from_room( victim );
char_to_room( victim, jail );
}
return TRUE;
}
}
return FALSE;
}
bool spec_police_attack( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) )
continue;
if( !can_see( ch, victim ) )
continue;
if( number_bits( 1 ) == 0 )
continue;
for( vip = 0; vip < 32; vip++ )
if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
{
sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch, buf );
REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_police_fine( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) )
continue;
if( !can_see( ch, victim ) )
continue;
if( number_bits( 1 ) == 0 )
continue;
for( vip = 0; vip <= 31; vip++ )
if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
{
sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch, buf );
act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT );
victim->gold /= 2;
REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
return TRUE;
}
}
return FALSE;
}
bool spec_police_jail( CHAR_DATA * ch )
{
ROOM_INDEX_DATA *jail = NULL;
CHAR_DATA *victim;
CHAR_DATA *v_next;
int vip;
char buf[MAX_STRING_LENGTH];
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) )
continue;
if( !can_see( ch, victim ) )
continue;
if( number_bits( 1 ) == 0 )
continue;
for( vip = 0; vip <= 31; vip++ )
if( IS_SET( ch->vip_flags, 1 << vip ) && IS_SET( victim->pcdata->wanted_flags, 1 << vip ) )
{
sprintf( buf, "Hey you're wanted on %s!", planet_flags[vip] );
do_say( ch, buf );
if( 1 << vip == VIP_ADARI )
jail = get_room_index( ROOM_JAIL_ADARI );
else if( 1 << vip == VIP_MON_CALAMARI )
switch ( number_range( 1, 4 ) )
{
case 1:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_1 );
break;
case 2:
jail = get_room_index( ROOM_JAIL_MON_CALAMARI_2 );
break;
case 3:
jail = get_room_index( ROOM_JAIL_QUARREN_1 );
break;
case 4:
jail = get_room_index( ROOM_JAIL_QUARREN_2 );
break;
}
if( jail )
{
REMOVE_BIT( victim->pcdata->wanted_flags, 1 << vip );
act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT );
act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT );
char_from_room( victim );
char_to_room( victim, jail );
}
return TRUE;
}
}
return FALSE;
/*
* VIP_CORUSCANT BV00
* VIP_KASHYYYK BV01
* VIP_RYLOTH BV02
* VIP_RODIA BV03
* VIP_NAL_HUTTA BV04
* VIP_MON_CALAMARI BV05
* VIP_HONOGHR BV06
* VIP_GAMORR BV07
* VIP_TATOOINE BV08
* VIP_ADARI BV09
* VIP_BYSS BV10
* VIP_ENDOR BV11
* VIP_ROCHE BV12
* VIP_AF_EL BV13
* VIP_TRANDOSH BV14
* VIP_CHAD BV15
*/
jail = get_room_index( ROOM_JAIL_CORUSCANT );
}
bool spec_jedi_healer( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if( !IS_AWAKE( ch ) )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 )
break;
}
if( !victim )
return FALSE;
switch ( number_bits( 12 ) )
{
case 0:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "armor" ), ch->top_level, ch, victim );
return TRUE;
case 1:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "good fortune" ), ch->top_level, ch, victim );
return TRUE;
case 2:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_cure_blindness( skill_lookup( "cure blindness" ), ch->top_level, ch, victim );
return TRUE;
case 3:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "cure light" ), ch->top_level, ch, victim );
return TRUE;
case 4:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_cure_poison( skill_lookup( "cure poison" ), ch->top_level, ch, victim );
return TRUE;
case 5:
act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, NULL, TO_ROOM );
spell_smaug( skill_lookup( "refresh" ), ch->top_level, ch, victim );
return TRUE;
}
return FALSE;
}
bool spec_dark_jedi( 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->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( who_fighting( victim ) && number_bits( 2 ) == 0 )
break;
}
if( !victim || victim == ch )
return FALSE;
for( ;; )
{
int min_level;
switch ( number_bits( 4 ) )
{
case 0:
min_level = 5;
spell = "blindness";
break;
case 1:
min_level = 5;
spell = "fingers of the force";
break;
case 2:
min_level = 9;
spell = "choke";
break;
case 3:
min_level = 8;
spell = "invade essence";
break;
case 4:
min_level = 11;
spell = "force projectile";
break;
case 6:
min_level = 13;
spell = "drain essence";
break;
case 7:
min_level = 4;
spell = "force whip";
break;
case 8:
min_level = 13;
spell = "harm";
break;
case 9:
min_level = 9;
spell = "force bolt";
break;
case 10:
min_level = 1;
spell = "force spray";
break;
default:
return FALSE;
}
if( ch->top_level >= min_level )
break;
}
if( ( sn = skill_lookup( spell ) ) < 0 )
return FALSE;
( *skill_table[sn]->spell_fun ) ( sn, ch->top_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;
if( !IS_AWAKE( ch ) )
return FALSE;
for( corpse = ch->in_room->first_content; corpse; corpse = c_next )
{
c_next = corpse->next_content;
if( corpse->item_type != ITEM_CORPSE_NPC )
continue;
act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM );
for( obj = corpse->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, ch->in_room );
}
extract_obj( corpse );
return TRUE;
}
return FALSE;
}
bool spec_stormtrooper( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( !can_see( ch, victim ) )
continue;
if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
continue;
if( ( IS_NPC( victim ) && nifty_is_name( "republic", victim->name )
&& victim->fighting && who_fighting( victim ) != ch ) ||
( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim )
&& nifty_is_name( "republic", victim->pcdata->clan->name ) ) )
{
do_yell( ch, "Die Rebel Scum!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_new_republic_trooper( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( !can_see( ch, victim ) )
continue;
if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
continue;
if( ( IS_NPC( victim ) && nifty_is_name( "imperial", victim->name )
&& victim->fighting && who_fighting( victim ) != ch ) ||
( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan && IS_AWAKE( victim )
&& nifty_is_name( "empire", victim->pcdata->clan->name ) ) )
{
do_yell( ch, "Long live the New Republic!" );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
}
return FALSE;
}
bool spec_guardian( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
CHAR_DATA *ech;
char *crime;
int max_evil;
if( !IS_AWAKE( ch ) || ch->fighting )
return FALSE;
max_evil = 300;
ech = NULL;
crime = "";
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
sprintf( buf, "%s is a %s! As well as a COWARD!", victim->name, crime );
do_yell( ch, buf );
return TRUE;
}
if( victim )
{
sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!!", victim->name, crime );
do_shout( ch, buf );
multi_hit( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if( ech )
{
act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!!", ch, NULL, NULL, TO_ROOM );
multi_hit( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor( CHAR_DATA * ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if( !IS_AWAKE( ch ) )
return FALSE;
for( trash = ch->in_room->first_content; trash; trash = trash_next )
{
trash_next = trash->next_content;
if( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURRIED ) )
continue;
if( trash->item_type == ITEM_DRINK_CON
|| trash->item_type == ITEM_TRASH
|| trash->cost < 10 || ( trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG && !trash->first_content ) )
{
act( AT_ACTION, "$n picks up some trash.", ch, NULL, NULL, TO_ROOM );
obj_from_room( trash );
obj_to_char( trash, ch );
return TRUE;
}
}
return FALSE;
}
bool spec_poison( CHAR_DATA * ch )
{
CHAR_DATA *victim;
if( ch->position != POS_FIGHTING || ( victim = who_fighting( ch ) ) == NULL || number_percent( ) > 2 * ch->top_level )
return FALSE;
act( AT_HIT, "You bite $N!", ch, NULL, victim, TO_CHAR );
act( AT_ACTION, "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
act( AT_POISON, "$n bites you!", ch, NULL, victim, TO_VICT );
spell_poison( gsn_poison, ch->top_level, ch, victim );
return TRUE;
}
bool spec_thief( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int gold, maxgold;
if( ch->position != POS_STANDING )
return FALSE;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( IS_NPC( victim ) || get_trust( victim ) >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */
continue;
if( IS_AWAKE( victim ) && number_range( 0, ch->top_level ) == 0 )
{
act( AT_ACTION, "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
else
{
maxgold = ch->top_level * ch->top_level * 1000;
gold = victim->gold * number_range( 1, URANGE( 2, ch->top_level / 4, 10 ) ) / 100;
ch->gold += 9 * gold / 10;
victim->gold -= gold;
if( ch->gold > maxgold )
{
boost_economy( ch->in_room->area, ch->gold - maxgold / 2 );
ch->gold = maxgold / 2;
}
return TRUE;
}
}
return FALSE;
}
bool spec_auth( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char buf[MAX_STRING_LENGTH];
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
bool hasdiploma;
for( victim = ch->in_room->first_person; victim; victim = v_next )
{
v_next = victim->next_in_room;
if( !IS_NPC( victim ) && ( pObjIndex = get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) ) != NULL )
{
hasdiploma = FALSE;
for( obj = victim->last_carrying; obj; obj = obj->prev_content )
if( obj->pIndexData == get_obj_index( OBJ_VNUM_SCHOOL_DIPLOMA ) )
hasdiploma = TRUE;
if( !hasdiploma )
{
obj = create_object( pObjIndex, 1 );
obj = obj_to_char( obj, victim );
send_to_char( "&cThe schoolmaster gives you a diploma, and shakes your hand.\n\r&w", victim );
}
}
if( IS_NPC( victim ) || !IS_SET( victim->pcdata->flags, PCFLAG_UNAUTHED ) )
continue;
victim->pcdata->auth_state = 3;
REMOVE_BIT( victim->pcdata->flags, PCFLAG_UNAUTHED );
if( victim->pcdata->authed_by )
STRFREE( victim->pcdata->authed_by );
victim->pcdata->authed_by = QUICKLINK( ch->name );
sprintf( buf, "%s authorized %s", ch->name, victim->name );
to_channel( buf, CHANNEL_MONITOR, "Monitor", ch->top_level );
}
return FALSE;
}