/**************************************************************************
* File: castle.c Part of tbaMUD *
* Usage: Special procedures for King's Castle area. *
* *
* All rights reserved. See license for complete information. *
* *
* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
/* IMPORTANT! The below defined number is the zone number of the Kings Castle.
* Change it to apply to your chosen zone number. The default zone number
* is 80. */
#define Z_KINGS_C 150
/* external variables */
extern struct time_info_data time_info;
extern int mini_mud;
/* local functions */
mob_vnum castle_virtual(mob_vnum offset);
room_rnum castle_real_room(room_vnum roomoffset);
struct char_data *find_npc_by_name(struct char_data *chAtChar, const char *pszName, int iLen);
int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction);
void assign_kings_castle(void);
int member_of_staff(struct char_data *chChar);
int member_of_royal_guard(struct char_data *chChar);
struct char_data *find_guard(struct char_data *chAtChar);
struct char_data *get_victim(struct char_data *chAtChar);
int banzaii(struct char_data *ch);
int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim);
int is_trash(struct obj_data *i);
void fry_victim(struct char_data *ch);
int castle_cleaner(struct char_data *ch, int cmd, int gripe);
int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname);
void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc));
/* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. */
SPECIAL(CastleGuard);
SPECIAL(James);
SPECIAL(cleaning);
SPECIAL(DicknDavid);
SPECIAL(tim);
SPECIAL(tom);
SPECIAL(king_welmar);
SPECIAL(training_master);
SPECIAL(peter);
SPECIAL(jerry);
SPECIAL(guild);
ACMD(do_gen_door);
ACMD(do_follow);
/* Assign castle special procedures. NOTE: The mobile number isn't fully
* specified. It's only an offset from the zone's base. */
void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc))
{
mob_vnum vmv = castle_virtual(mobnum);
mob_rnum rmr = NOBODY;
if (vmv != NOBODY)
rmr = real_mobile(vmv);
if (rmr == NOBODY) {
if (!mini_mud)
log("SYSERR: assign_kings_castle(): can't find mob #%d.", vmv);
/* SYSERR_DESC: When the castle_mob_spec() function is given a mobnum
* that does not correspond to a mod loaded (when not in minimud mode),
* this error will result. */
} else
mob_index[rmr].func = specproc;
}
mob_vnum castle_virtual(mob_vnum offset)
{
zone_rnum zon;
if ((zon = real_zone(Z_KINGS_C)) == NOWHERE)
return NOBODY;
return zone_table[zon].bot + offset;
}
room_rnum castle_real_room(room_vnum roomoffset)
{
zone_rnum zon;
if ((zon = real_zone(Z_KINGS_C)) == NOWHERE)
return NOWHERE;
return real_room(zone_table[zon].bot + roomoffset);
}
/* Routine: assign_kings_castle. Used to assign function pointers to all mobiles
* in the Kings Castle. Called from spec_assign.c. */
void assign_kings_castle(void)
{
castle_mob_spec(0, CastleGuard); /* Gwydion */
castle_mob_spec(1, king_welmar); /* Our dear friend, the King */
castle_mob_spec(3, CastleGuard); /* Jim */
castle_mob_spec(4, CastleGuard); /* Brian */
castle_mob_spec(5, CastleGuard); /* Mick */
castle_mob_spec(6, CastleGuard); /* Matt */
castle_mob_spec(7, CastleGuard); /* Jochem */
castle_mob_spec(8, CastleGuard); /* Anne */
castle_mob_spec(9, CastleGuard); /* Andrew */
castle_mob_spec(10, CastleGuard); /* Bertram */
castle_mob_spec(11, CastleGuard); /* Jeanette */
castle_mob_spec(12, peter); /* Peter */
castle_mob_spec(13, training_master); /* The training master */
castle_mob_spec(16, James); /* James the Butler */
castle_mob_spec(17, cleaning); /* Ze Cleaning Fomen */
castle_mob_spec(20, tim); /* Tim, Tom's twin */
castle_mob_spec(21, tom); /* Tom, Tim's twin */
castle_mob_spec(24, DicknDavid); /* Dick, guard of the Treasury */
castle_mob_spec(25, DicknDavid); /* David, Dicks brother */
castle_mob_spec(26, jerry); /* Jerry, the Gambler */
castle_mob_spec(27, CastleGuard); /* Michael */
castle_mob_spec(28, CastleGuard); /* Hans */
castle_mob_spec(29, CastleGuard); /* Boris */
}
/* Routine: member_of_staff. Used to see if a character is a member of the
* castle staff. Used mainly by BANZAI:ng NPC:s. */
int member_of_staff(struct char_data *chChar)
{
int ch_num;
if (!IS_NPC(chChar))
return (FALSE);
ch_num = GET_MOB_VNUM(chChar);
if (ch_num == castle_virtual(1))
return (TRUE);
if (ch_num > castle_virtual(2) && ch_num < castle_virtual(15))
return (TRUE);
if (ch_num > castle_virtual(15) && ch_num < castle_virtual(18))
return (TRUE);
if (ch_num > castle_virtual(18) && ch_num < castle_virtual(30))
return (TRUE);
return (FALSE);
}
/* Function: member_of_royal_guard. Returns TRUE if the character is a guard on
* duty, otherwise FALSE. Used by Peter the captain of the royal guard. */
int member_of_royal_guard(struct char_data *chChar)
{
int ch_num;
if (!chChar || !IS_NPC(chChar))
return (FALSE);
ch_num = GET_MOB_VNUM(chChar);
if (ch_num == castle_virtual(3) || ch_num == castle_virtual(6))
return (TRUE);
if (ch_num > castle_virtual(7) && ch_num < castle_virtual(12))
return (TRUE);
if (ch_num > castle_virtual(23) && ch_num < castle_virtual(26))
return (TRUE);
return (FALSE);
}
/* Function: find_npc_by_name. Returns a pointer to an npc by the given name.
* Used by Tim and Tom. */
struct char_data *find_npc_by_name(struct char_data *chAtChar,
const char *pszName, int iLen)
{
struct char_data *ch;
for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen))
return (ch);
return (NULL);
}
/* Function: find_guard. Returns the pointer to a guard on duty. Used by Peter
* the Captain of the Royal Guard */
struct char_data *find_guard(struct char_data *chAtChar)
{
struct char_data *ch;
for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
if (!FIGHTING(ch) && member_of_royal_guard(ch))
return (ch);
return (NULL);
}
/* Function: get_victim. Returns a pointer to a randomly chosen character in
* the same room, fighting someone in the castle staff. Used by BANZAII-ing
* characters and King Welmar... */
struct char_data *get_victim(struct char_data *chAtChar)
{
struct char_data *ch;
int iNum_bad_guys = 0, iVictim;
for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
if (FIGHTING(ch) && member_of_staff(FIGHTING(ch)))
iNum_bad_guys++;
if (!iNum_bad_guys)
return (NULL);
iVictim = rand_number(0, iNum_bad_guys); /* How nice, we give them a chance */
if (!iVictim)
return (NULL);
iNum_bad_guys = 0;
for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) {
if (FIGHTING(ch) == NULL)
continue;
if (!member_of_staff(FIGHTING(ch)))
continue;
if (++iNum_bad_guys != iVictim)
continue;
return (ch);
}
return (NULL);
}
/* Banzaii. Makes a character banzaii on attackers of the castle staff. Used
* by Guards, Tim, Tom, Dick, David, Peter, Master, and the King. */
int banzaii(struct char_data *ch)
{
struct char_data *chOpponent;
if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || !(chOpponent = get_victim(ch)))
return (FALSE);
act("$n roars: 'Protect the Kingdom of Great King Welmar! BANZAIIII!!!'",
FALSE, ch, 0, 0, TO_ROOM);
hit(ch, chOpponent, TYPE_UNDEFINED);
return (TRUE);
}
/* Do_npc_rescue. Makes ch_hero rescue ch_victim. Used by Tim and Tom. */
int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim)
{
struct char_data *ch_bad_guy;
for (ch_bad_guy = world[IN_ROOM(ch_hero)].people;
ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim);
ch_bad_guy = ch_bad_guy->next_in_room);
/* NO WAY I'll rescue the one I'm fighting! */
if (!ch_bad_guy || ch_bad_guy == ch_hero)
return (FALSE);
act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR);
act("You are rescued by $N, your loyal friend!\r\n",
FALSE, ch_victim, 0, ch_hero, TO_CHAR);
act("$n heroically rescues $N.", FALSE, ch_hero, 0, ch_victim, TO_NOTVICT);
if (FIGHTING(ch_bad_guy))
stop_fighting(ch_bad_guy);
if (FIGHTING(ch_hero))
stop_fighting(ch_hero);
set_fighting(ch_hero, ch_bad_guy);
set_fighting(ch_bad_guy, ch_hero);
return (TRUE);
}
/* Procedure to block a person trying to enter a room. Used by Tim/Tom at Kings
* bedroom and Dick/David at treasury. */
int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room,
int iProhibited_direction)
{
if (cmd != ++iProhibited_direction)
return (FALSE);
if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11))
return (FALSE);
if (IN_ROOM(ch) != real_room(iIn_room))
return (FALSE);
if (!member_of_staff(ch))
act("The guard roars at $n and pushes $m back.", FALSE, ch, 0, 0, TO_ROOM);
send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n");
return (TRUE);
}
/* Routine to check if an object is trash. Used by James the Butler and the
* Cleaning Lady. */
int is_trash(struct obj_data *i)
{
if (!OBJWEAR_FLAGGED(i, ITEM_WEAR_TAKE))
return (FALSE);
if (GET_OBJ_TYPE(i) == ITEM_DRINKCON || GET_OBJ_COST(i) <= 10)
return (TRUE);
return (FALSE);
}
/* Fry_victim. Finds a suitabe victim, and cast some _NASTY_ spell on him. Used
* by King Welmar. */
void fry_victim(struct char_data *ch)
{
struct char_data *tch;
if (ch->points.mana < 10)
return;
/* Find someone suitable to fry ! */
if (!(tch = get_victim(ch)))
return;
switch (rand_number(0, 8)) {
case 1:
case 2:
case 3:
send_to_char(ch, "You raise your hand in a dramatical gesture.\r\n");
act("$n raises $s hand in a dramatical gesture.", 1, ch, 0, 0, TO_ROOM);
cast_spell(ch, tch, 0, SPELL_COLOR_SPRAY);
break;
case 4:
case 5:
send_to_char(ch, "You concentrate and mumble to yourself.\r\n");
act("$n concentrates, and mumbles to $mself.", 1, ch, 0, 0, TO_ROOM);
cast_spell(ch, tch, 0, SPELL_HARM);
break;
case 6:
case 7:
act("You look deeply into the eyes of $N.", 1, ch, 0, tch, TO_CHAR);
act("$n looks deeply into the eyes of $N.", 1, ch, 0, tch, TO_NOTVICT);
act("You see an ill-boding flame in the eye of $n.", 1, ch, 0, tch, TO_VICT);
cast_spell(ch, tch, 0, SPELL_FIREBALL);
break;
default:
if (!rand_number(0, 1))
cast_spell(ch, ch, 0, SPELL_HEAL);
break;
}
ch->points.mana -= 10;
return;
}
/* King_welmar. Control the actions and movements of the King. */
SPECIAL(king_welmar)
{
char actbuf[MAX_INPUT_LENGTH];
const char *monolog[] = {
"$n proclaims 'Primus in regnis Geticis coronam'.",
"$n proclaims 'regiam gessi, subiique regis'.",
"$n proclaims 'munus et mores colui sereno'.",
"$n proclaims 'principe dignos'."
};
const char bedroom_path[] = "s33004o1c1S.";
const char throne_path[] = "W3o3cG52211rg.";
const char monolog_path[] = "ABCDPPPP.";
static const char *path;
static int path_index;
static bool move = FALSE;
if (!move) {
if (time_info.hours == 8 && IN_ROOM(ch) == castle_real_room(51)) {
move = TRUE;
path = throne_path;
path_index = 0;
} else if (time_info.hours == 21 && IN_ROOM(ch) == castle_real_room(17)) {
move = TRUE;
path = bedroom_path;
path_index = 0;
} else if (time_info.hours == 12 && IN_ROOM(ch) == castle_real_room(17)) {
move = TRUE;
path = monolog_path;
path_index = 0;
}
}
if (cmd || (GET_POS(ch) < POS_SLEEPING) ||
(GET_POS(ch) == POS_SLEEPING && !move))
return (FALSE);
if (GET_POS(ch) == POS_FIGHTING) {
fry_victim(ch);
return (FALSE);
} else if (banzaii(ch))
return (FALSE);
if (!move)
return (FALSE);
switch (path[path_index]) {
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
perform_move(ch, path[path_index] - '0', 1);
break;
case 'A':
case 'B':
case 'C':
case 'D':
act(monolog[path[path_index] - 'A'], FALSE, ch, 0, 0, TO_ROOM);
break;
case 'P':
break;
case 'W':
GET_POS(ch) = POS_STANDING;
act("$n awakens and stands up.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'S':
GET_POS(ch) = POS_SLEEPING;
act("$n lies down on $s beautiful bed and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'r':
GET_POS(ch) = POS_SITTING;
act("$n sits down on $s great throne.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 's':
GET_POS(ch) = POS_STANDING;
act("$n stands up.", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'G':
act("$n says 'Good morning, trusted friends.'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'g':
act("$n says 'Good morning, dear subjects.'", FALSE, ch, 0, 0, TO_ROOM);
break;
case 'o':
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_UNLOCK); /* strcpy: OK */
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_OPEN); /* strcpy: OK */
break;
case 'c':
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_CLOSE); /* strcpy: OK */
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_LOCK); /* strcpy: OK */
break;
case '.':
move = FALSE;
break;
}
path_index++;
return (FALSE);
}
/* Training_master. Acts actions to the training room, if his students are
* present. Also allowes warrior-class to practice. Used by the Training
* Master. */
SPECIAL(training_master)
{
struct char_data *pupil1, *pupil2 = NULL, *tch;
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
return (FALSE);
if (cmd)
return (FALSE);
if (banzaii(ch) || rand_number(0, 2))
return (FALSE);
if (!(pupil1 = find_npc_by_name(ch, "Brian", 5)))
return (FALSE);
if (!(pupil2 = find_npc_by_name(ch, "Mick", 4)))
return (FALSE);
if (FIGHTING(pupil1) || FIGHTING(pupil2))
return (FALSE);
if (rand_number(0, 1)) {
tch = pupil1;
pupil1 = pupil2;
pupil2 = tch;
}
switch (rand_number(0, 7)) {
case 0:
act("$n hits $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You hit $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n hits you on your head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 1:
act("$n hits $N in $s chest with a thrust.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You manage to thrust $N in the chest.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n manages to thrust you in your chest.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 2:
send_to_char(ch, "You command your pupils to bow.\r\n");
act("$n commands $s pupils to bow.", FALSE, ch, 0, 0, TO_ROOM);
act("$n bows before $N.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("$N bows before $n.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You bow before $N, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("You bow before $n, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 3:
act("$N yells at $n, as he fumbles and drops $s sword.", FALSE, pupil1, 0, ch, TO_NOTVICT);
act("$n quickly picks up $s weapon.", FALSE, pupil1, 0, 0, TO_ROOM);
act("$N yells at you, as you fumble, losing your weapon.", FALSE, pupil1, 0, ch, TO_CHAR);
send_to_char(pupil1, "You quickly pick up your weapon again.\r\n");
act("You yell at $n, as he fumbles, losing $s weapon.", FALSE, pupil1, 0, ch, TO_VICT);
break;
case 4:
act("$N tricks $n, and slashes him across the back.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("$N tricks you, and slashes you across your back.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("You trick $n, and quickly slash him across $s back.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 5:
act("$n lunges a blow at $N but $N parries skillfully.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You lunge a blow at $N but $E parries skillfully.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n lunges a blow at you, but you skillfully parry it.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
case 6:
act("$n clumsily tries to kick $N, but misses.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
act("You clumsily miss $N with your poor excuse for a kick.", FALSE, pupil1, 0, pupil2, TO_CHAR);
act("$n fails an unusually clumsy attempt at kicking you.", FALSE, pupil1, 0, pupil2, TO_VICT);
break;
default:
send_to_char(ch, "You show your pupils an advanced technique.\r\n");
act("$n shows $s pupils an advanced technique.", FALSE, ch, 0, 0, TO_ROOM);
break;
}
return (FALSE);
}
SPECIAL(tom)
{
return castle_twin_proc(ch, cmd, argument, 48, "Tim");
}
SPECIAL(tim)
{
return castle_twin_proc(ch, cmd, argument, 49, "Tom");
}
/* Common routine for the Castle Twins. */
int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname)
{
struct char_data *king, *twin;
if (!AWAKE(ch))
return (FALSE);
if (cmd)
return block_way(ch, cmd, arg, castle_virtual(ctlnum), 1);
if ((king = find_npc_by_name(ch, "King Welmar", 11)) != NULL) {
char actbuf[MAX_INPUT_LENGTH];
if (!ch->master)
do_follow(ch, strcpy(actbuf, "King Welmar"), 0, 0); /* strcpy: OK */
if (FIGHTING(king))
do_npc_rescue(ch, king);
}
if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL)
if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch))
do_npc_rescue(ch, twin);
if (GET_POS(ch) != POS_FIGHTING)
banzaii(ch);
return (FALSE);
}
/* Routine for James the Butler. Complains if he finds any trash. This doesn't
* make sure he _can_ carry it. */
SPECIAL(James)
{
return castle_cleaner(ch, cmd, TRUE);
}
/* Common code for James and the Cleaning Woman. */
int castle_cleaner(struct char_data *ch, int cmd, int gripe)
{
struct obj_data *i;
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
return (FALSE);
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
if (!is_trash(i))
continue;
if (gripe) {
act("$n says: 'My oh my! I ought to fire that lazy cleaning woman!'",
FALSE, ch, 0, 0, TO_ROOM);
act("$n picks up a piece of trash.", FALSE, ch, 0, 0, TO_ROOM);
}
obj_from_room(i);
obj_to_char(i, ch);
return (TRUE);
}
return (FALSE);
}
/* Routine for the Cleaning Woman. Picks up any trash she finds. */
SPECIAL(cleaning)
{
return castle_cleaner(ch, cmd, FALSE);
}
/* CastleGuard. Standard routine for ordinary castle guards. */
SPECIAL(CastleGuard)
{
if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
return (FALSE);
return (banzaii(ch));
}
/* DicknDave. Routine for the guards Dick and David. */
SPECIAL(DicknDavid)
{
if (!AWAKE(ch))
return (FALSE);
if (!cmd && GET_POS(ch) != POS_FIGHTING)
banzaii(ch);
return (block_way(ch, cmd, argument, castle_virtual(36), 1));
}
/*Peter. Routine for Captain of the Guards. */
SPECIAL(peter)
{
struct char_data *ch_guard = NULL;
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
return (FALSE);
if (banzaii(ch))
return (FALSE);
if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch)))
switch (rand_number(0, 5)) {
case 0:
act("$N comes sharply into attention as $n inspects $M.",
FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$N comes sharply into attention as you inspect $M.",
FALSE, ch, 0, ch_guard, TO_CHAR);
act("You go sharply into attention as $n inspects you.",
FALSE, ch, 0, ch_guard, TO_VICT);
break;
case 1:
act("$N looks very small, as $n roars at $M.",
FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$N looks very small as you roar at $M.",
FALSE, ch, 0, ch_guard, TO_CHAR);
act("You feel very small as $N roars at you.",
FALSE, ch, 0, ch_guard, TO_VICT);
break;
case 2:
act("$n gives $N some Royal directions.",
FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("You give $N some Royal directions.",
FALSE, ch, 0, ch_guard, TO_CHAR);
act("$n gives you some Royal directions.",
FALSE, ch, 0, ch_guard, TO_VICT);
break;
case 3:
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$n growls: 'Those boots need polishing!'",
FALSE, ch, 0, ch_guard, TO_ROOM);
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
break;
case 4:
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$n growls: 'Straighten that collar!'",
FALSE, ch, 0, ch_guard, TO_ROOM);
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
break;
default:
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
act("$n growls: 'That chain mail looks rusty! CLEAN IT !!!'",
FALSE, ch, 0, ch_guard, TO_ROOM);
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
break;
}
return (FALSE);
}
/* Procedure for Jerry and Michael in x08 of King's Castle. Code by Sapowox
* modified by Pjotr.(Original code from Master) */
SPECIAL(jerry)
{
struct char_data *gambler1, *gambler2 = NULL, *tch;
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
return (FALSE);
if (cmd)
return (FALSE);
if (banzaii(ch) || rand_number(0, 2))
return (FALSE);
if (!(gambler1 = ch))
return (FALSE);
if (!(gambler2 = find_npc_by_name(ch, "Michael", 7)))
return (FALSE);
if (FIGHTING(gambler1) || FIGHTING(gambler2))
return (FALSE);
if (rand_number(0, 1)) {
tch = gambler1;
gambler1 = gambler2;
gambler2 = tch;
}
switch (rand_number(0, 5)) {
case 0:
act("$n rolls the dice and cheers loudly at the result.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You roll the dice and cheer. GREAT!",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n cheers loudly as $e rolls the dice.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 1:
act("$n curses the Goddess of Luck roundly as he sees $N's roll.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You curse the Goddess of Luck as $N rolls.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n swears angrily. You are in luck!",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 2:
act("$n sighs loudly and gives $N some gold.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You sigh loudly at the pain of having to give $N some gold.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n sighs loudly as $e gives you your rightful win.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 3:
act("$n smiles remorsefully as $N's roll tops $s.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You smile sadly as you see that $N beats you. Again.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n smiles remorsefully as your roll tops $s.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
case 4:
act("$n excitedly follows the dice with $s eyes.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You excitedly follow the dice with your eyes.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n excitedly follows the dice with $s eyes.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
default:
act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
act("You say 'Well, my luck has to change soon' and shake the dice.",
FALSE, gambler1, 0, gambler2, TO_CHAR);
act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
FALSE, gambler1, 0, gambler2, TO_VICT);
break;
}
return (FALSE);
}