/* ************************************************************************ * File: spec_procs.c Part of CircleMUD * * Usage: implementation of special procedures for mobiles/objects/rooms * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "dg_scripts.h" /* external vars */ extern struct room_data *world; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct index_data *mob_index; extern struct index_data *obj_index; extern struct time_info_data time_info; extern struct spell_info_type spell_info[]; extern struct int_app_type int_app[]; extern int guild_info[][3]; extern int top_of_world; extern struct spell_entry spells[]; /* extern functions */ void add_follower(struct char_data * ch, struct char_data * leader); ACMD(do_drop); ACMD(do_gen_door); ACMD(do_say); /* local functions */ void sort_spells(void); const char *how_good(int percent); void list_skills(struct char_data * ch); SPECIAL(guild); SPECIAL(dump); SPECIAL(mayor); void npc_steal(struct char_data * ch, struct char_data * victim); SPECIAL(snake); SPECIAL(icer); SPECIAL(Human); SPECIAL(guild_guard); SPECIAL(puff); SPECIAL(fido); SPECIAL(janitor); SPECIAL(cityguard); SPECIAL(pet_shops); SPECIAL(bank); /* ******************************************************************** * Special procedures for mobiles * ******************************************************************** */ int spell_sort_info[MAX_SKILLS+1]; void sort_spells(void) { int a, b, tmp; /* initialize array */ for (a = 1; a < MAX_SKILLS; a++) spell_sort_info[a] = a; /* Sort. 'a' starts at 1, not 0, to remove 'RESERVED' */ for (a = 1; a < MAX_SKILLS - 1; a++) for (b = a + 1; b < MAX_SKILLS; b++) if (strcmp(spells[spell_sort_info[a]].name, spells[spell_sort_info[b]].name) > 0) { tmp = spell_sort_info[a]; spell_sort_info[a] = spell_sort_info[b]; spell_sort_info[b] = tmp; } } const char *how_good(int percent) { if (percent < 0) return " error)"; if (percent == 0) return " &12(&01not learned&12)&00"; if (percent <= 10) return " &09(&03awful&09)&00"; if (percent <= 20) return " &09(&04bad&00)&00"; if (percent <= 40) return " &09(&05poor&09)&00"; if (percent <= 55) return " &09(&06moderate&09)&00"; if (percent <= 70) return " &09(&07good&09)&00"; if (percent <= 80) return " &09(learned)&00"; if (percent <= 85) return " &09(&12perfected&09)&00"; return " &09(&12perfected&09)&00"; } const char *prac_types[] = { "spell", "skill" }; #define LEARNED_LEVEL 0 /* % known which is considered "learned" */ #define MAX_PER_PRAC 1 /* max percent gain in skill per practice */ #define MIN_PER_PRAC 2 /* min percent gain in skill per practice */ #define PRAC_TYPE 3 /* should it say 'spell' or 'skill'? */ /* actual prac_params are in class.c */ extern int prac_params[4][NUM_CLASSES]; #define LEARNED(ch) (prac_params[LEARNED_LEVEL][(int)GET_CLASS(ch)]) #define MINGAIN(ch) (prac_params[MIN_PER_PRAC][(int)GET_CLASS(ch)]) #define MAXGAIN(ch) (prac_params[MAX_PER_PRAC][(int)GET_CLASS(ch)]) #define SPLSKL(ch) (prac_types[prac_params[PRAC_TYPE][(int)GET_CLASS(ch)]]) void list_skills(struct char_data * ch) { int i, sortpos; if (!GET_PRACTICES(ch)) strcpy(buf, "&15You have no practice sessions remaining.\r\n"); else sprintf(buf, "&15You have &09%d&15 practice session%s remaining.&00\r\n", GET_PRACTICES(ch), (GET_PRACTICES(ch) == 1 ? "" : "s")); sprintf(buf + strlen(buf), "&15You know of the following %ss:&00\r\n", SPLSKL(ch)); strcpy(buf2, buf); for (sortpos = 1; sortpos < MAX_SKILLS; sortpos++) { i = spell_sort_info[sortpos]; if (strlen(buf2) >= MAX_STRING_LENGTH - 32) { strcat(buf2, "**OVERFLOW**\r\n"); break; } if (GET_LEVEL(ch) >= spell_info[i].min_level[(int) GET_CLASS(ch)]) { sprintf(buf, "&14%-20s %s&00\r\n", spells[i].name, how_good(GET_SKILL(ch, i))); strcat(buf2, buf); } } page_string(ch->desc, buf2, 1); } SPECIAL(guild) { int skill_num, percent; if (IS_NPC(ch) || !CMD_IS("practice")) return 0; skip_spaces(&argument); if (!*argument) { list_skills(ch); return 1; } if (GET_PRACTICES(ch) <= 0) { send_to_char("You do not seem to be able to practice now.\r\n", ch); return 1; } skill_num = find_skill_num(argument); if (skill_num < 1 || GET_LEVEL(ch) < spell_info[skill_num].min_level[(int) GET_CLASS(ch)]) { sprintf(buf, "You do not know of that %s.\r\n", SPLSKL(ch)); send_to_char(buf, ch); return 1; } if (GET_SKILL(ch, skill_num) >= LEARNED(ch)) { send_to_char("You are already learned in that area.\r\n", ch); return 1; } send_to_char("You train for a while...\r\n", ch); GET_PRACTICES(ch)--; percent = GET_SKILL(ch, skill_num); percent += MIN(MAXGAIN(ch), MAX(MINGAIN(ch), int_app[GET_INT(ch)].learn)); SET_SKILL(ch, skill_num, MIN(LEARNED(ch), percent)); if (GET_SKILL(ch, skill_num) >= LEARNED(ch)) send_to_char("You are now learned in that technique.\r\n", ch); return 1; } SPECIAL(dump) { struct obj_data *k; int value = 0; for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM); extract_obj(k); } if (!CMD_IS("drop")) return 0; do_drop(ch, argument, cmd, 0); for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM); value += MAX(1, MIN(50, GET_OBJ_COST(k) / 10)); extract_obj(k); } if (value) { act("You are awarded for outstanding performance.", FALSE, ch, 0, 0, TO_CHAR); act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM); if (GET_LEVEL(ch) < 3) gain_exp(ch, value); else GET_GOLD(ch) += value; } return 1; } SPECIAL(mayor) { const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path; static int index; static bool move = FALSE; if (!move) { if (time_info.hours == 6) { move = TRUE; path = open_path; index = 0; } else if (time_info.hours == 20) { move = TRUE; path = close_path; index = 0; } } if (cmd || !move || (GET_POS(ch) < POS_SLEEPING) || (GET_POS(ch) == POS_FIGHTING)) return FALSE; switch (path[index]) { case '0': case '1': case '2': case '3': perform_move(ch, path[index] - '0', 1); break; case 'W': GET_POS(ch) = POS_STANDING; act("$n awakens and groans loudly.", FALSE, ch, 0, 0, TO_ROOM); break; case 'S': GET_POS(ch) = POS_SLEEPING; act("$n lies down and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM); break; case 'a': act("$n says 'Hello Honey!'", FALSE, ch, 0, 0, TO_ROOM); act("$n smirks.", FALSE, ch, 0, 0, TO_ROOM); break; case 'b': act("$n says 'What a view! I must get something done about that dump!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'c': act("$n says 'Vandals! Youngsters nowadays have no respect for anything!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'd': act("$n says 'Good day, citizens!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'e': act("$n says 'I hereby declare the bazaar open!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'E': act("$n says 'I hereby declare Midgaard closed!'", FALSE, ch, 0, 0, TO_ROOM); break; case 'O': do_gen_door(ch, "gate", 0, SCMD_UNLOCK); do_gen_door(ch, "gate", 0, SCMD_OPEN); break; case 'C': do_gen_door(ch, "gate", 0, SCMD_CLOSE); do_gen_door(ch, "gate", 0, SCMD_LOCK); break; case '.': move = FALSE; break; } index++; return FALSE; } /* ******************************************************************** * General special procedures for mobiles * ******************************************************************** */ void npc_steal(struct char_data * ch, struct char_data * victim) { int gold; if (IS_NPC(victim)) return; if (GET_LEVEL(victim) >= LVL_IMMORT) return; if (AWAKE(victim) && (number(0, GET_LEVEL(ch)) == 0)) { act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, victim, TO_VICT); act("$n tries to steal gold from $N.", TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal some gold coins */ gold = (int) ((GET_GOLD(victim) * number(1, 10)) / 100); if (gold > 0) { GET_GOLD(ch) += gold; GET_GOLD(victim) -= gold; } } } SPECIAL(snake) { if (cmd) return FALSE; if (GET_POS(ch) != POS_FIGHTING) return FALSE; if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) && (number(0, 42 - GET_LEVEL(ch)) == 0)) { act("$n bites $N!", 1, ch, 0, FIGHTING(ch), TO_NOTVICT); act("$n bites you!", 1, ch, 0, FIGHTING(ch), TO_VICT); call_magic(ch, FIGHTING(ch), 0, SPELL_POISON, GET_LEVEL(ch), focus_SPELL); return TRUE; } return FALSE; } SPECIAL(icer) { struct char_data *cons; if (cmd) return FALSE; if (GET_POS(ch) != POS_STANDING) return FALSE; for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room) if (!IS_NPC(cons) && (GET_LEVEL(cons) < LVL_IMMORT) && (!number(0, 4))) { npc_steal(ch, cons); return TRUE; } return FALSE; } SPECIAL(Human) { struct char_data *vict; if (cmd || GET_POS(ch) != POS_FIGHTING) return FALSE; /* pseudo-randomly choose someone in the room who is fighting me */ for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) if (FIGHTING(vict) == ch && !number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL && IN_ROOM(FIGHTING(ch)) == IN_ROOM(ch)) vict = FIGHTING(ch); /* Hm...didn't pick anyone...I'll wait a round. */ if (vict == NULL) return TRUE; if ((GET_LEVEL(ch) > 13) && (number(0, 10) == 0)) focus_spell(ch, vict, NULL, SPELL_YOIKOMINMINKEN); if ((GET_LEVEL(ch) > 7) && (number(0, 8) == 0)) focus_spell(ch, vict, NULL, SPELL_SOLAR_FLARE); if (number(0, 4)) return TRUE; switch (GET_LEVEL(ch)) { case 4: case 5: case 6: case 8: case 9: case 10: default: focus_spell(ch, vict, NULL, SPELL_SAIBA); break; } return TRUE; } /* ******************************************************************** * Special procedures for mobiles * ******************************************************************** */ SPECIAL(guild_guard) { int i; struct char_data *guard = (struct char_data *) me; const char *buf = "The guard humiliates you, and blocks your way.\r\n"; const char *buf2 = "The guard humiliates $n, and blocks $s way."; if (!IS_MOVE(cmd) || AFF_FLAGGED(guard, AFF_SOLAR_FLARE)) return FALSE; if (GET_LEVEL(ch) >= LVL_IMMORT) return FALSE; for (i = 0; guild_info[i][0] != -1; i++) { if ((IS_NPC(ch) || GET_CLASS(ch) != guild_info[i][0]) && GET_ROOM_VNUM(IN_ROOM(ch)) == guild_info[i][1] && cmd == guild_info[i][2]) { send_to_char(buf, ch); act(buf2, FALSE, ch, 0, 0, TO_ROOM); return TRUE; } } return FALSE; } SPECIAL(puff) { if (cmd) return (0); switch (number(0, 60)) { case 0: do_say(ch, "My god! It's full of stars!", 0, 0); return (1); case 1: do_say(ch, "How'd all those fish get up here?", 0, 0); return (1); case 2: do_say(ch, "I'm a very female dragon.", 0, 0); return (1); case 3: do_say(ch, "I've got a peaceful, easy feeling.", 0, 0); return (1); default: return (0); } } SPECIAL(fido) { struct obj_data *i, *temp, *next_obj; if (cmd || !AWAKE(ch)) return (FALSE); for (i = world[ch->in_room].contents; i; i = i->next_content) { if (IS_CORPSE(i)) { act("$n savagely devours a corpse.", FALSE, ch, 0, 0, TO_ROOM); for (temp = i->contains; temp; temp = next_obj) { next_obj = temp->next_content; obj_from_obj(temp); obj_to_room(temp, ch->in_room); } extract_obj(i); return (TRUE); } } return (FALSE); } SPECIAL(janitor) { struct obj_data *i; if (cmd || !AWAKE(ch)) return (FALSE); for (i = world[ch->in_room].contents; i; i = i->next_content) { if (!CAN_WEAR(i, ITEM_WEAR_TAKE)) continue; if (GET_OBJ_TYPE(i) != ITEM_DRINKCON && GET_OBJ_COST(i) >= 15) continue; act("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM); obj_from_room(i); obj_to_char(i, ch); return TRUE; } return FALSE; } SPECIAL(cityguard) { struct char_data *tch, *evil; int max_evil; if (cmd || !AWAKE(ch) || FIGHTING(ch)) return FALSE; max_evil = 1000; evil = 0; for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (!IS_NPC(tch) && CAN_SEE(ch, tch) && PLR_FLAGGED(tch, PLR_KILLER)) { act("$n screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, tch, TYPE_UNDEFINED); return (TRUE); } } for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (!IS_NPC(tch) && CAN_SEE(ch, tch) && PLR_FLAGGED(tch, PLR_icer)){ act("$n screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, tch, TYPE_UNDEFINED); return (TRUE); } } for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (CAN_SEE(ch, tch) && FIGHTING(tch)) { if ((GET_ALIGNMENT(tch) < max_evil) && (IS_NPC(tch) || IS_NPC(FIGHTING(tch)))) { max_evil = GET_ALIGNMENT(tch); evil = tch; } } } if (evil && (GET_ALIGNMENT(FIGHTING(evil)) >= 0)) { act("$n screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, evil, TYPE_UNDEFINED); return (TRUE); } return (FALSE); } #define PET_PRICE(pet) (GET_LEVEL(pet) * 300) SPECIAL(pet_shops) { char buf[MAX_STRING_LENGTH], pet_name[256]; int pet_room; struct char_data *pet; pet_room = ch->in_room + 1; if (CMD_IS("list")) { send_to_char("Available pets are:\r\n", ch); for (pet = world[pet_room].people; pet; pet = pet->next_in_room) { sprintf(buf, "%9Ld - %s\r\n", PET_PRICE(pet), GET_NAME(pet)); send_to_char(buf, ch); } return (TRUE); } else if (CMD_IS("buy")) { argument = one_argument(argument, buf); argument = one_argument(argument, pet_name); if (!(pet = get_char_room(buf, pet_room))) { send_to_char("There is no such pet!\r\n", ch); return (TRUE); } if (GET_GOLD(ch) < PET_PRICE(pet)) { send_to_char("You don't have enough gold!\r\n", ch); return (TRUE); } GET_GOLD(ch) -= PET_PRICE(pet); pet = read_mobile(GET_MOB_RNUM(pet), REAL); GET_EXP(pet) = 0; SET_BIT(AFF_FLAGS(pet), AFF_MAJIN); if (*pet_name) { sprintf(buf, "%s %s", pet->player.name, pet_name); /* free(pet->player.name); don't free the prototype! */ pet->player.name = str_dup(buf); sprintf(buf, "%sA small sign on a chain around the neck says 'My name is %s'\r\n", pet->player.description, pet_name); /* free(pet->player.description); don't free the prototype! */ pet->player.description = str_dup(buf); } char_to_room(pet, ch->in_room); add_follower(pet, ch); load_mtrigger(pet); /* Be certain that pets can't get/carry/use/wield/wear items */ IS_CARRYING_W(pet) = 1000; IS_CARRYING_N(pet) = 100; send_to_char("May you enjoy your pet.\r\n", ch); act("$n buys $N as a pet.", FALSE, ch, 0, pet, TO_ROOM); return 1; } /* All commands except list and buy */ return 0; } /* ******************************************************************** * Special procedures for objects * ******************************************************************** */ SPECIAL(bank) { int amount; if (CMD_IS("balance")) { if (GET_BANK_GOLD(ch) > 0) sprintf(buf, "Your current balance is %d coins.\r\n", GET_BANK_GOLD(ch)); else sprintf(buf, "You currently have no money deposited.\r\n"); send_to_char(buf, ch); return 1; } else if (CMD_IS("deposit")) { if ((amount = atoi(argument)) <= 0) { send_to_char("How much do you want to deposit?\r\n", ch); return 1; } if (GET_GOLD(ch) < amount) { send_to_char("You don't have that many coins!\r\n", ch); return 1; } GET_GOLD(ch) -= amount; GET_BANK_GOLD(ch) += amount; sprintf(buf, "You deposit %d coins.\r\n", amount); send_to_char(buf, ch); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return 1; } else if (CMD_IS("withdraw")) { if ((amount = atoi(argument)) <= 0) { send_to_char("How much do you want to withdraw?\r\n", ch); return 1; } if (GET_BANK_GOLD(ch) < amount) { send_to_char("You don't have that many coins deposited!\r\n", ch); return 1; } GET_GOLD(ch) += amount; GET_BANK_GOLD(ch) -= amount; sprintf(buf, "You withdraw %d coins.\r\n", amount); send_to_char(buf, ch); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return 1; } else return 0; }