/* * $Id: special.c 933 2006-11-19 22:37:00Z zsuzsu $ */ /*************************************************************************** * ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT * * ANATOLIA has been brought to you by ANATOLIA consortium * * Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr * * Ibrahim Canpunar {Mandrake} canpunar@rorqual.cc.metu.edu.tr * * Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr * * D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr * * By using this code, you have agreed to follow the terms of the * * ANATOLIA license, in the file Anatolia/anatolia.licence * ***************************************************************************/ /*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "fight.h" /* command procedures needed */ DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_open ); DECLARE_DO_FUN(do_close ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_backstab ); DECLARE_DO_FUN(do_flee ); DECLARE_DO_FUN(do_tell ); DECLARE_DO_FUN(do_track ); DECLARE_DO_FUN(do_murder ); DECLARE_DO_FUN(do_kill ); DECLARE_DO_FUN(do_unlock ); DECLARE_DO_FUN(do_lock ); DECLARE_DO_FUN(do_drop ); DECLARE_DO_FUN(do_get ); DECLARE_DO_FUN(do_north ); DECLARE_DO_FUN(do_south ); DECLARE_DO_FUN(do_east ); DECLARE_DO_FUN(do_west ); DECLARE_DO_FUN(do_sacrifice ); DECLARE_DO_FUN(do_give ); DECLARE_DO_FUN(do_rescue ); DECLARE_DO_FUN(do_assassinate ); /* * 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_judge ); DECLARE_SPEC_FUN(spec_cast_mage ); DECLARE_SPEC_FUN(spec_cast_beholder ); DECLARE_SPEC_FUN(spec_cast_undead ); DECLARE_SPEC_FUN(spec_cast_seneschal ); 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_thief ); DECLARE_SPEC_FUN(spec_nasty ); DECLARE_SPEC_FUN(spec_troll_member ); DECLARE_SPEC_FUN(spec_ogre_member ); DECLARE_SPEC_FUN(spec_patrolman ); DECLARE_SPEC_FUN(spec_cast_clan ); DECLARE_SPEC_FUN(spec_special_guard ); DECLARE_SPEC_FUN(spec_assassinater ); DECLARE_SPEC_FUN(spec_captain ); DECLARE_SPEC_FUN(spec_headlamia ); DECLARE_SPEC_FUN(spec_repairman ); DECLARE_SPEC_FUN(spec_cast_clan_mage ); DECLARE_SPEC_FUN(spec_cast_clan_cleric ); /* the function table */ const struct spec_type spec_table[] = { { "spec_breath_any", spec_breath_any }, { "spec_breath_acid", spec_breath_acid }, { "spec_breath_fire", spec_breath_fire }, { "spec_breath_frost", spec_breath_frost }, { "spec_breath_gas", spec_breath_gas }, { "spec_breath_lightning", spec_breath_lightning }, { "spec_cast_adept", spec_cast_adept }, { "spec_cast_cleric", spec_cast_cleric }, { "spec_cast_judge", spec_cast_judge }, { "spec_cast_mage", spec_cast_mage }, { "spec_cast_seneschal", spec_cast_seneschal }, { "spec_cast_clan_cleric", spec_cast_clan_cleric }, { "spec_cast_clan_mage", spec_cast_clan_mage }, { "spec_cast_beholder", spec_cast_beholder }, { "spec_cast_undead", spec_cast_undead }, { "spec_executioner", spec_executioner }, { "spec_fido", spec_fido }, { "spec_guard", spec_guard }, { "spec_janitor", spec_janitor }, { "spec_mayor", spec_mayor }, { "spec_poison", spec_poison }, { "spec_thief", spec_thief }, { "spec_nasty", spec_nasty }, { "spec_troll_member", spec_troll_member }, { "spec_ogre_member", spec_ogre_member }, { "spec_patrolman", spec_patrolman }, { "spec_cast_clan", spec_cast_clan }, /* { "spec_stalker", spec_stalker }, */ { "spec_special_guard", spec_special_guard }, { "spec_assassinater", spec_assassinater }, { "spec_captain", spec_captain }, { "spec_headlamia", spec_headlamia }, { "spec_repairman", spec_repairman }, { NULL } }; static bool dragon(CHAR_DATA *ch, const char *spell_name); static void spec_cast(CHAR_DATA *ch, const char *spell_name, CHAR_DATA *victim); /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup(const char *name) { int i; for (i = 0; spec_table[i].name != NULL; i++) { if (LOWER(name[0]) == LOWER(spec_table[i].name[0]) && !str_prefix(name,spec_table[i].name)) return spec_table[i].function; } return 0; } char *spec_name(SPEC_FUN *function) { int i; for (i = 0; spec_table[i].function != NULL; i++) { if (function == spec_table[i].function) return spec_table[i].name; } return NULL; } bool spec_troll_member(CHAR_DATA *ch) { CHAR_DATA *vch, *victim = NULL; int count = 0; char *message; if (!IS_AWAKE(ch) || IS_AFFECTED(ch,AFF_CALM) || ch->in_room == NULL || IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL) return FALSE; /* find an ogre to beat up */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!IS_NPC(vch) || ch == vch) continue; if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN) return FALSE; if (vch->pIndexData->group == GROUP_VNUM_OGRES && ch->level > vch->level - 2 && !is_safe(ch,vch)) { if (number_range(0,count) == 0) victim = vch; count++; } } if (victim == NULL) return FALSE; /* say something, then raise hell */ switch (number_range(0, 6)) { default:message = NULL; break; case 0: message = "$n yells 'I've been looking for you, punk!'"; break; case 1: message = "With a scream of rage, $n attacks $N."; break; case 2: message = "$n says 'What's slimy Ogre trash like you doing around here?'"; break; case 3: message = "$n cracks his knuckles and says 'Do ya feel lucky?'"; break; case 4: message = "$n says 'There's no cops to save you this time!'"; break; case 5: message = "$n says 'Time to join your brother, spud.'"; break; case 6: message = "$n says 'Let's rock.'"; break; } if (message) act(message,ch,NULL,victim,TO_ALL); multi_hit(ch, victim, TYPE_UNDEFINED); return TRUE; } bool spec_ogre_member(CHAR_DATA *ch) { CHAR_DATA *vch, *victim = NULL; int count = 0; char *message; if (!IS_AWAKE(ch) || IS_AFFECTED(ch,AFF_CALM) || ch->in_room == NULL || IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL) return FALSE; /* find an troll to beat up */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!IS_NPC(vch) || ch == vch) continue; if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN) return FALSE; if (vch->pIndexData->group == GROUP_VNUM_TROLLS && ch->level > vch->level - 2 && !is_safe(ch,vch)) { if (number_range(0,count) == 0) victim = vch; count++; } } if (victim == NULL) return FALSE; /* say something, then raise hell */ switch (number_range(0, 6)) { default:message = NULL; break; case 0: message = "$n yells 'I've been looking for you, punk!'"; break; case 1: message = "With a scream of rage, $n attacks $N.'"; break; case 2: message = "$n says 'What's Troll filth like you doing around here?'"; break; case 3: message = "$n cracks his knuckles and says 'Do ya feel lucky?'"; break; case 4: message = "$n says 'There's no cops to save you this time!'"; break; case 5: message = "$n says 'Time to join your brother, spud.'"; break; case 6: message = "$n says 'Let's rock.'"; break; } if (message) act(message, ch, NULL, victim, TO_ALL); multi_hit(ch, victim, TYPE_UNDEFINED); return TRUE; } bool spec_patrolman(CHAR_DATA *ch) { CHAR_DATA *vch,*victim = NULL; OBJ_DATA *obj; char *message; int count = 0; if (!IS_AWAKE(ch) || IS_AFFECTED(ch,AFF_CALM) || ch->in_room == NULL || IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL) return FALSE; /* look for a fight in the room */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch == ch) continue; if (vch->fighting != NULL) { /* break it up! */ if (number_range(0,count) == 0) victim = (vch->level > vch->fighting->level) ? vch : vch->fighting; count++; } } if (victim == NULL || (IS_NPC(victim) && victim->spec_fun == ch->spec_fun)) return FALSE; if (((obj = get_eq_char(ch,WEAR_NECK_1)) != NULL && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE) || ((obj = get_eq_char(ch,WEAR_NECK_2)) != NULL && obj->pIndexData->vnum == OBJ_VNUM_WHISTLE)) { act("You blow down hard on $p.", ch, obj, NULL, TO_CHAR); act("$n blows on $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL, TO_ROOM); for (vch = char_list; vch; vch = vch->next) { if (!vch->in_room) continue; if (vch->in_room != ch->in_room && vch->in_room->area == ch->in_room->area) char_puts("You hear a shrill whistling sound.\n", vch); } } switch (number_range(0,6)) { default:message = NULL; break; case 0: message = "$n yells 'All roit! All roit! break it up!'"; break; case 1: message = "$n says 'Society's to blame, but what's a bloke to do?'"; break; case 2: message = "$n mumbles 'bloody kids will be the death of us all.'"; break; case 3: message = "$n shouts 'Stop that! Stop that!' and attacks."; break; case 4: message = "$n pulls out his billy and goes to work."; break; case 5: message = "$n sighs in resignation and proceeds to break up the fight."; break; case 6: message = "$n says 'Settle down, you hooligans!'"; break; } if (message) act(message, ch, NULL, NULL, TO_ALL); multi_hit(ch, victim, TYPE_UNDEFINED); 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) { return dragon(ch, "gas breath"); } bool spec_breath_lightning(CHAR_DATA *ch) { return dragon(ch, "lightning breath"); } bool spec_cast_adept(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; if (!IS_AWAKE(ch)) return FALSE; for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (victim != ch && can_see(ch, victim) && number_bits(1) == 0 && !IS_NPC(victim) && victim->level < 10) break; } if (victim == NULL) return FALSE; switch (number_bits(4)) { case 0: act("$n utters the words, '$t'.", ch, "abrazak", NULL, TO_ROOM); spell_armor(sn_lookup("armor"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 1: act("$n utters the words, '$t'.", ch, "fido", NULL, TO_ROOM); spell_bless(sn_lookup("bless"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 2: act("$n utters the words, '$t'.", ch, "judicandus noselacri", NULL, TO_ROOM); spell_cure_blindness(sn_lookup("cure blindness"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 3: act("$n utters the words, '$t'.", ch, "judicandus dies", NULL, TO_ROOM); spell_cure_light(sn_lookup("cure light"), ch->level, ch, victim,TARGET_CHAR); return TRUE; case 4: act("$n utters the words, '$t'.", ch, "judicandus sausabru", NULL, TO_ROOM); spell_cure_poison(sn_lookup("cure poison"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 5: act("$n utters the words, '$t'.", ch, "candusima", NULL, TO_ROOM); spell_refresh(sn_lookup("refresh"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 6: act("$n utters the words, '$t'.", ch, "judicandus eugzagz", NULL, TO_ROOM); spell_cure_disease(sn_lookup("cure disease"), ch->level, ch, victim, TARGET_CHAR); } return FALSE; } bool spec_cast_cleric(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(2) == 0) break; } if (victim == NULL) return FALSE; for (;;) { int min_level; switch (number_bits(4)) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "cause serious"; break; case 2: min_level = 7; spell = "earthquake"; break; case 3: min_level = 9; spell = "cause critical"; break; case 4: min_level = 10; spell = "dispel evil"; break; case 5: min_level = 12; spell = "curse"; break; case 6: min_level = 12; spell = "change sex"; break; case 7: min_level = 13; spell = "flamestrike"; break; case 8: case 9: case 10: min_level = 15; spell = "harm"; break; case 11: min_level = 15; spell = "plague"; break; default: min_level = 16; spell = "dispel magic"; break; } if (ch->level >= min_level) break; } spec_cast(ch, spell, victim); return TRUE; } bool spec_cast_judge(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(2) == 0) break; } if (victim == NULL) return FALSE; spec_cast(ch, "high explosive", victim); return TRUE; } bool spec_cast_mage(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(2) == 0) break; } if (victim == NULL) return FALSE; for (;;) { int min_level; switch (number_bits(4)) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "chill touch"; break; case 2: min_level = 7; spell = "weaken"; break; case 3: min_level = 8; spell = "teleport"; break; case 4: min_level = 11; spell = "colour spray"; break; case 5: min_level = 12; spell = "change sex"; break; case 6: min_level = 13; spell = "energy drain"; break; case 7: case 8: case 9: min_level = 15; spell = "fireball"; break; case 10: min_level = 20; spell = "plague"; break; default: min_level = 45; spell = "acid blast"; break; } if (ch->level >= min_level) break; } spec_cast(ch, spell, victim); return TRUE; } bool spec_cast_seneschal(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(1) == 0) break; } if (victim == NULL) return FALSE; switch (dice(1, 16)) { case 0: spell = "blindness"; break; case 1: spell = "dispel magic"; break; case 2: spell = "weaken"; break; case 3: spell = "blindness"; break; case 4: spell = "acid arrow"; break; case 5: spell = "fireball"; break; case 6: spell = "energy drain"; break; case 7: case 8: case 9: spell = "acid blast"; break; case 10: spell = "plague"; break; case 11: spell = "acid blast"; break; case 12: case 13: spell = "lightning breath"; break; case 14: case 15: spell = "acid blast"; break; default: return FALSE; } spec_cast(ch, spell, victim); return TRUE; } bool spec_cast_undead(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(2) == 0) break; } if (victim == NULL) return FALSE; for (;;) { int min_level; switch (number_bits(4)) { case 0: min_level = 0; spell = "curse"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "chill touch"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; case 8: min_level = 20; spell = "plague"; break; default: min_level = 18; spell = "harm"; break; } if (ch->level >= min_level) break; } spec_cast(ch, spell, victim); return TRUE; } bool spec_executioner(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if (!IS_AWAKE(ch) || ch->fighting != NULL) return FALSE; crime = str_empty; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (!IS_NPC(victim) && IS_SET(victim->state_flags, STATE_WANTED) && can_see(ch, victim)) { crime = "CRIMINAL"; break; } } if (victim == NULL) return FALSE; SET_BIT(ch->channels, CHAN_YELL); doprintf(do_yell, ch, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime); multi_hit(ch, victim, TYPE_UNDEFINED); 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->contents; corpse; corpse = c_next) { c_next = corpse->next_content; if (corpse->pIndexData->item_type != ITEM_CORPSE_NPC) continue; act("$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM); for (obj = corpse->contains; obj; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj_to_room(obj, ch->in_room); } extract_obj(corpse, 0); return TRUE; } return FALSE; } bool spec_janitor(CHAR_DATA *ch) { OBJ_DATA *trash; OBJ_DATA *trash_next; if (!IS_AWAKE(ch)) return FALSE; for (trash = ch->in_room->contents; trash != NULL; trash = trash_next) { trash_next = trash->next_content; if (!IS_SET(trash->wear_flags, ITEM_TAKE) || !can_loot(ch, trash) || trash->pIndexData->item_type == ITEM_QUESTFIND || trash->pIndexData->item_type == ITEM_CORPSE_PC) continue; if (trash->pIndexData->item_type == ITEM_DRINK_CON || trash->pIndexData->item_type == ITEM_TRASH || trash->cost < 10) { act("$n picks up some trash.", ch, NULL, NULL, TO_ROOM); obj_from_room(trash); obj_to_char(trash, ch); return TRUE; } } return FALSE; } bool spec_mayor(CHAR_DATA *ch) { static const char open_path[] = "W3a3003b000c000d111Oe333333Oe22c222112212111a1S."; static const char close_path[] = "W3a3003b000c000d111CE333333CE22c222112212111a1S."; static const char *path; static int pos; static bool move; OBJ_DATA *key; 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 (!move || ch->position < POS_STANDING) return FALSE; switch (path[pos]) { case '0': case '1': case '2': case '3': move_char(ch, path[pos] - '0', FALSE); 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': do_say(ch, "Hello Honey!"); break; case 'b': do_say(ch, "What a view! I must do something about that dump!"); break; case 'c': do_say(ch,"Vandals! Youngsters have no respect for anything!"); break; case 'd': do_say(ch, "Good day, citizens!"); break; case 'e': do_say(ch,"I hereby declare the city of Midgaard open!"); break; case 'E': do_say(ch,"I hereby declare the city of Midgaard closed!"); break; case 'O': do_unlock(ch, "gate"); do_open(ch, "gate"); interpret(ch, "emote unlocks the gate key from the gate."); for(key = ch->in_room->contents; key; key = key->next_content) if (key->pIndexData->vnum == 3379) break; if (key) SET_BIT(key->wear_flags, ITEM_TAKE); do_get(ch, "gatekey"); break; case 'C': do_close(ch, "gate"); do_lock(ch, "gate"); do_drop(ch, "key"); interpret(ch, "emote locks the gate key to the gate, with chain."); for(key = ch->in_room->contents; key; key = key->next_content) if (key->pIndexData->vnum == 3379) break; if (key) REMOVE_BIT(key->wear_flags, ITEM_TAKE); break; case '.' : move = FALSE; break; } pos++; return FALSE; } bool spec_poison(CHAR_DATA *ch) { CHAR_DATA *victim; if (ch->position != POS_FIGHTING || (victim = ch->fighting) == NULL || IS_AFFECTED(ch, gsn_poison) || number_percent() > 2 * ch->level) return FALSE; act_puts("You bite $N!", ch, NULL, victim, TO_CHAR, POS_DEAD); act("$n bites $N!", ch, NULL, victim, TO_NOTVICT); act_puts("$n bites you!", ch, NULL, victim, TO_VICT, POS_DEAD); spell_poison(gsn_poison, ch->level, ch, victim,TARGET_CHAR); return TRUE; } bool spec_repairman(CHAR_DATA *ch) { return TRUE; } bool spec_thief(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; long gold,silver; if (ch->position != POS_STANDING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (IS_NPC(victim) || victim->level >= LEVEL_IMMORTAL || number_bits(5) != 0 || !can_see(ch,victim)) continue; if (IS_AWAKE(victim) && number_range(0, ch->level) == 0) { act("You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT); act("$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT); return TRUE; } else { gold = victim->gold * UMIN(number_range(1, 20), ch->level / 2) / 100; gold = UMIN(gold, ch->level * ch->level * 10); ch->gold += gold; victim->gold -= gold; silver = victim->silver * UMIN(number_range(1, 20), ch->level / 2) / 100; silver = UMIN(silver, ch->level * ch->level * 25); ch->silver += silver; victim->silver -= silver; return TRUE; } } return FALSE; } bool spec_cast_clan(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; if (!IS_AWAKE(ch)) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim != ch && can_see(ch, victim) && number_bits(1) == 0) break; } if (victim == NULL) return FALSE; switch (number_bits(4)) { case 0: act("$n utters the words, '$t'.", ch, "abracal", NULL, TO_ROOM); spell_armor(sn_lookup("armor"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 1: act("$n utters the words, '$t'.", ch, "balc", NULL, TO_ROOM); spell_bless(sn_lookup("bless"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 2: act("$n utters the words, '$t'.", ch, "judicandus noselacba", NULL, TO_ROOM); spell_cure_blindness(sn_lookup("cure blindness"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 3: act("$n utters the words, '$t'.", ch, "judicandus bacla", NULL, TO_ROOM); spell_cure_light(sn_lookup("cure light"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 4: act("$n utters the words, '$t'.", ch, "judicandus sausabcla", NULL, TO_ROOM); spell_cure_poison(sn_lookup("cure poison"), ch->level, ch, victim, TARGET_CHAR); return TRUE; case 5: act("$n utters the words, '$t'.", ch, "candabala", NULL, TO_ROOM); spell_refresh(sn_lookup("refresh"), ch->level, ch, victim, TARGET_CHAR); return TRUE; } return FALSE; } bool spec_guard(CHAR_DATA *ch) { CHAR_DATA *victim, *v_next; CHAR_DATA *ech; char *crime; int max_evil; if (!IS_AWAKE(ch) || ch->fighting != NULL) return FALSE; max_evil = 300; ech = NULL; crime = str_empty; for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!can_see(ch, victim)) continue; if (number_percent() < 2 && !IS_IMMORTAL(victim) && !IS_NPC(victim)) { if (HAS_SKILL(victim, gsn_ruler_badge)) { act("$n stands at attention and salutes you.", ch, NULL, victim, TO_VICT); act("$n stands at attention and salutes $N.", ch, NULL, victim, TO_NOTVICT); } else { do_say(ch, "Do I know you?"); if (str_cmp(ch->in_room->area->name, hometown_name(victim->hometown))) do_say(ch, "I don't remember you. Go away!"); else { do_say(ch, "Oh, my dear! I have just remembered."); interpret(ch, "smile"); } } } if (!IS_NPC(victim) && IS_SET(victim->state_flags, STATE_WANTED)) { crime = "CRIMINAL"; break; } if (victim->fighting != NULL && victim->fighting != ch) { if (HAS_SKILL(victim, gsn_ruler_badge)) ech = victim->fighting; else if (HAS_SKILL(victim->fighting, gsn_ruler_badge)) ech = victim; else if (victim->alignment < victim->fighting->alignment) ech = victim; else if (victim->fighting->alignment < victim->alignment) ech = victim->fighting; else if (IS_GOOD(victim) && IS_GOOD(victim->fighting)) ech = NULL; else ech = (victim->level > victim->fighting->level) ? victim : victim->fighting; } } if (victim) { doprintf(do_yell, ch, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime); multi_hit(ch, victim, TYPE_UNDEFINED); return TRUE; } if (ech) { act("$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM); multi_hit(ch, ech, TYPE_UNDEFINED); return TRUE; } return FALSE; } bool spec_special_guard(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if (!IS_AWAKE(ch) || ch->fighting != NULL) return FALSE; crime = str_empty; for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!can_see(ch, victim)) continue; if (!IS_NPC(victim) && IS_SET(victim->state_flags, STATE_WANTED)) { crime = "CRIMINAL"; break; } } if (victim) { doprintf(do_yell, ch, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime); multi_hit(ch, victim, TYPE_UNDEFINED); return TRUE; } return FALSE; } bool spec_nasty(CHAR_DATA *ch) { CHAR_DATA *victim, *v_next; long gold; if (!IS_AWAKE(ch)) return FALSE; if (ch->position != POS_FIGHTING) { for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (!IS_NPC(victim) && (victim->level > ch->level) && (victim->level < ch->level + 10)) { do_backstab(ch, victim->name); if (ch->position != POS_FIGHTING) do_murder(ch, victim->name); /* should steal some coins right away? :) */ return TRUE; } } return FALSE; /* No one to attack */ } /* okay, we must be fighting.... steal some coins and flee */ if ((victim = ch->fighting) == NULL) return FALSE; /* let's be paranoid.... */ switch (number_bits(2)) { case 0: act("$n rips apart your coin purse, spilling your gold!", ch, NULL, victim, TO_VICT); act("You slash apart $N's coin purse and gather his gold.", ch, NULL, victim, TO_CHAR); act("$N's coin purse is ripped apart!", ch, NULL, victim, TO_NOTVICT); gold = victim->gold / 10; /* steal 10% of his gold */ victim->gold -= gold; ch->gold += gold; return TRUE; case 1: do_flee(ch, str_empty); return TRUE; default: return FALSE; } } bool spec_assassinater(CHAR_DATA *ch) { char* msg; CHAR_DATA *victim; int rnd_say; if (ch->fighting != NULL) return FALSE; for (victim = ch->in_room->people; victim; victim = victim->next_in_room) { class_t *vcl; if (IS_NPC(ch) || (vcl = class_lookup(victim->class)) == NULL || !str_cmp(vcl->name, "thief") || !str_cmp(vcl->name, "ninja") || victim == ch || IS_IMMORTAL(victim) || victim->level > ch->level + 7 || victim->hit < victim->max_hit) continue; else break; } if (victim == NULL) return FALSE; rnd_say = number_range(1, 40); switch (rnd_say) { case 5: msg = "Death to is the true end..."; break; case 6: msg = "Time to die...."; break; case 7: msg = "Cabrone...."; break; case 8: msg = "Welcome to your fate...."; break; case 9: msg = "A sacrifice to immortals.. "; break; case 10: msg = "Ever dance with the devil...."; break; default: return FALSE; } do_say(ch, msg); multi_hit(ch, victim, gsn_assassinate); return TRUE; } bool spec_captain(CHAR_DATA *ch) { static const char open_path[] = "Wn0onc0oe1f2212211s2tw3xw3xd3322a22b22yO00d00a0011e1fe1fn0o3300300w3xs2ts2tS."; static const char close_path[] = "Wn0on0oe1f2212211s2twc3xw3x3322d22a22EC0a00d0b0011e1fe1fn0o3300300w3xs2ts2tS."; static const char *path; static int pos; static bool move; if (!move) { if (time_info.hour == 6) { path = open_path; move = TRUE; pos = 0; } if (time_info.hour == 20) { path = close_path; move = TRUE; pos = 0; } } if (ch->fighting != NULL) return spec_cast_cleric(ch); if (!move || ch->position < POS_SLEEPING) return FALSE; switch (path[pos]) { case '0': case '1': case '2': case '3': move_char(ch, path[pos] - '0' ,FALSE); break; case 'W': ch->position = POS_STANDING; act_puts("$n awakens suddenly and yawns.", ch, NULL, NULL, TO_ROOM, POS_RESTING); break; case 'S': ch->position = POS_SLEEPING; act_puts("$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM, POS_RESTING); break; case 'a': do_say(ch, "Greetings! Good Hunting to you!"); break; case 'b': do_say(ch, "Keep the streets clean please. Keep Solace tidy."); break; case 'c': do_say(ch, "I must do something about all these doors."); do_say(ch, "I will never get out of here."); break; case 'd': do_say(ch, "Salutations Citizens of Solace!"); break; case 'y': do_say(ch, "I hereby declare the city of Solace open!"); break; case 'E': do_say(ch, "I hereby declare the city of Solace closed!"); break; case 'O': do_unlock(ch, "gate"); do_open(ch, "gate"); break; case 'C': do_close(ch, "gate"); do_lock(ch, "gate"); break; case 'n': do_open(ch, "north"); break; case 'o': do_close(ch, "south"); break; case 's': do_open(ch, "south"); break; case 't': do_close(ch, "north"); break; case 'e': do_open(ch, "east"); break; case 'f': do_close(ch, "west"); break; case 'w': do_open(ch, "west"); break; case 'x': do_close(ch, "east"); break; case '.' : move = FALSE; break; } pos++; return FALSE; } bool spec_headlamia(CHAR_DATA *ch) { static const char path[] = "T111111100003332222232211."; static int pos = 0; static bool move; static int count = 0; CHAR_DATA *vch; if (!move && count++ == 10000) move = 1; if (ch->position < POS_SLEEPING || ch->fighting) return FALSE; for (vch = ch->in_room->people; vch; vch = vch->next_in_room) { if (IS_NPC(vch) && vch->pIndexData->vnum == 3143) { do_kill(ch, vch->name); break; } } if (!move) return FALSE; switch (path[pos]) { case '0': case '1': case '2': case '3': move_char(ch, path[pos] - '0', FALSE); pos++; break; case 'T': pos++; for(vch = npc_list; vch; vch = vch->next) { if (vch->pIndexData->vnum == 5201) { if (!vch->fighting && !vch->last_fought) { char_from_room(vch); vch->master = ch; vch->leader = ch; char_to_room(vch, ch->in_room); } } } break; case '.' : move = FALSE; count = 0; pos = 0; break; } return FALSE; } bool spec_cast_beholder(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(1) == 0) break; } if (victim == NULL) return FALSE; switch (dice(1, 16)) { case 0: spell = "fear"; break; /* charm person */ case 1: spell = "slow"; break; /* charm monster */ case 2: spell = "cause serious"; break; /* sleep */ case 3: spell = "cause critical"; break; /* disinteg */ case 4: spell = "harm"; break; case 5: spell = "dispel magic"; break; default: return FALSE; } spec_cast(ch, spell, victim); return TRUE; } /*---------------------------------------------------------------------------- * local functions */ /* * Core procedure for dragons. */ static bool dragon(CHAR_DATA *ch, const char *spell_name) { CHAR_DATA *victim; CHAR_DATA *v_next; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (((RIDDEN(ch) && RIDDEN(ch)->fighting == victim) || victim->fighting == ch) && number_bits(3) == 0) break; } if (victim == NULL) return FALSE; spec_cast(ch, spell_name, victim); return TRUE; } static void spec_cast(CHAR_DATA *ch, const char *spell_name, CHAR_DATA *victim) { int num = 1; CHAR_DATA *vch; char name[MAX_STRING_LENGTH]; int sn; flag32_t target; if ((sn = sn_lookup(spell_name)) < 0) return; target = SKILL(sn)->target; if (ch->fighting == victim && (target == TAR_CHAR_OFFENSIVE || target == TAR_OBJ_CHAR_OFF)) { if (IS_SET(ch->pIndexData->act, ACT_CLERIC)) doprintf(interpret, ch, "commune '%s'", spell_name); else doprintf(interpret, ch, "cast '%s'", spell_name); return; } one_argument(victim->name, name, sizeof(name)); for (vch = ch->in_room->people; vch; vch = vch->next_in_room) { if (vch == victim) break; if (can_see(ch, vch) && is_name(name, vch->name)) num++; } if (vch == NULL) return; /* can't happen */ if (IS_SET(ch->pIndexData->act, ACT_CLERIC)) doprintf(interpret, ch, "commune '%s' %d.'%s'", spell_name, num, name); else doprintf(interpret, ch, "cast '%s' %d.'%s'", spell_name, num, name); } bool spec_cast_clan_mage(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(1) == 0) break; } if (victim == NULL) return FALSE; switch (dice(1, 18)) { case 0: case 1: spell = "blindness"; break; case 2: spell = "dispel magic";break; case 3: spell = "weaken"; break; case 4: spell = "acid arrow"; break; case 5: spell = "fireball"; break; case 6: spell = "energy drain";break; case 7: spell = "plague"; break; case 8: spell = "lightning breath"; break; case 9: spell = "teleport"; break; case 10: spell = "faerie fire"; break; case 11: spell = "fear"; break; case 12: case 13: case 14: case 15: case 16: case 17: spell = "acid blast"; break; default: return FALSE; } spec_cast(ch, spell, victim); return TRUE; } bool spec_cast_clan_cleric(CHAR_DATA *ch) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; if (ch->position != POS_FIGHTING) return FALSE; for (victim = ch->in_room->people; victim; victim = v_next) { v_next = victim->next_in_room; if (victim->fighting == ch && number_bits(1) == 0) break; } if (victim == NULL) return FALSE; switch (dice(1, 18)) { case 0: case 1: spell = "blindness"; break; case 2: spell = "dispel magic"; break; case 3: spell = "weaken"; break; case 4: spell = "flamestrike"; break; case 5: if (IS_EVIL(ch)) spell = "demonfire"; else if (IS_GOOD(ch)) spell = "wrath"; else spell = "bluefire"; break; case 6: if (IS_EVIL(ch)) spell = "demonfire"; else if (IS_GOOD(ch)) spell = "holy word"; else spell = "wrath"; break; case 7: if (IS_EVIL(ch)) spell = "turn"; else if (IS_GOOD(ch)) spell = "turn"; else spell = "turn"; break; case 8: spell = "energy drain"; break; case 9: spell = "teleport"; break; case 10: spell = "faerie fire"; break; case 11: spell = "blade barrier"; break; case 12: case 13: case 14: case 15: case 16: case 17: if (IS_EVIL(ch)) spell = "demonfire"; else if (IS_EVIL(victim))spell = "ray of truth"; else spell = "flamestrike"; break; default: return FALSE; } spec_cast(ch, spell, victim); return TRUE; }