/*___________________________________________________________________________* )()( DalekenMUD 1.12 (C) 2000 )()( `][' by Martin Thomson, Lee Brooks, `][' || Ken Herbert and David Jacques || || ----------------------------------------------------------------- || || Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, || || David Love, Guilherme 'Willie' Arnold, and Mitchell Tse. || || Merc 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. || || ----------------------------------------------------------------- || || Any use of this software must follow the licenses of the || || creators. 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. || || ----------------------------------------------------------------- || || special.c || || Contains hardcoded special functions for mobiles. || *_/<>\_________________________________________________________________/<>\_*/ #include "mud.h" /**************** SPECIAL FUNCTION WRITERS NOTE! ***************** * * The following functions can be activated in the following * formats: * * SPEC_AUTONOMOUS: happens like the regular spec functions * second argument NULL * return true if they actually did something * SPEC_DEATH: happens when the mob dies * second argument the person who killed them * return true if you created a corpse * SPEC_TELL: happens when you say something or tell them something * second argument is who said it * return true if you acted upon the words * NOTE: to find out what was said you have to check * player->desc->inlast, use strcpy and check if * player->desc exists first * SPEC_GIVE: happens when you give the mob something * second argument is who gave the item * return value is irrelvant, so return true if you did stuff * NOTE: you can check what they gave you by checking your * own inventory, but make sure you remove the item * afterwards so it doesn't interfere in future. * SPEC_ENTER: happens when a player enters the room * second argument is who has entered * return doesn't matter, so return true if you acted * * SPEC_ATTACK: happens when someone tries to attack the mobile, * the return is true if the mob is safe so you can * stop players from attacking particular mobiles * by giving them spec_safe or something which simply * returns TRUE * * That should just about cover it for now, this I hope will actually * add to your capability for creating intelligent areas. * * A few additional hints, if you want something to happen only after * a reboot, try using a static variable in your spec_fun, I wouldn't * suggest you use this too often though, it makes a mess of the stack. * * --Symposium, coding whatever you like : ) */ /* * External functions. */ DECLARE_DO_FUN( mp_peace ); /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN( spec_null ); DECLARE_SPEC_FUN( spec_breath_any ); DECLARE_SPEC_FUN( spec_breath_acid ); DECLARE_SPEC_FUN( spec_breath_fire ); DECLARE_SPEC_FUN( spec_breath_frost ); DECLARE_SPEC_FUN( spec_breath_gas ); DECLARE_SPEC_FUN( spec_breath_lightning ); DECLARE_SPEC_FUN( spec_cast_adept ); DECLARE_SPEC_FUN( spec_cast_cleric ); DECLARE_SPEC_FUN( spec_cast_ghost ); DECLARE_SPEC_FUN( spec_cast_judge ); DECLARE_SPEC_FUN( spec_cast_mage ); DECLARE_SPEC_FUN( spec_cast_psionicist ); DECLARE_SPEC_FUN( spec_cast_undead ); DECLARE_SPEC_FUN( spec_executioner ); DECLARE_SPEC_FUN( spec_fido ); DECLARE_SPEC_FUN( spec_guard ); DECLARE_SPEC_FUN( spec_janitor ); DECLARE_SPEC_FUN( spec_poison ); DECLARE_SPEC_FUN( spec_spider ); DECLARE_SPEC_FUN( spec_repairman ); DECLARE_SPEC_FUN( spec_thief ); DECLARE_SPEC_FUN( spec_weevil ); /* Daleken */ DECLARE_SPEC_FUN( spec_cast_god ); /* Daleken */ DECLARE_SPEC_FUN( spec_peacemaker ); /* Daleken */ DECLARE_SPEC_FUN( spec_drunk ); /* Daleken */ DECLARE_SPEC_FUN( spec_deaf ); /* Daleken */ DECLARE_SPEC_FUN( spec_safe ); /* Daleken */ DECLARE_SPEC_FUN( spec_religion_recruit ); /* Daleken */ DECLARE_SPEC_FUN( spec_necro ); /* Daleken */ DECLARE_SPEC_FUN( spec_changeling ); /* Daleken */ DECLARE_SPEC_FUN( death_explode ); DECLARE_SPEC_FUN( death_ghost ); /* * Special function table. */ const struct spec_type spec_table[] = { /* leave this top one alone please */ { spec_null, "spec_null", SPEC_NULL, NULL, 0 }, { spec_breath_any, "spec_breath_any", SPEC_FIGHT, "$N has REALLY bad breath.", 25 }, { spec_breath_acid, "spec_breath_acid", SPEC_FIGHT, "$N has REALLY bad breath.", 20 }, { spec_breath_fire, "spec_breath_fire", SPEC_FIGHT, "$N has REALLY bad breath.", 20 }, { spec_breath_frost, "spec_breath_frost", SPEC_FIGHT, "$N has REALLY bad breath.", 20 }, { spec_breath_gas, "spec_breath_gas", SPEC_FIGHT, "$N has REALLY bad breath.", 20 }, { spec_breath_lightning, "spec_breath_lightning", SPEC_FIGHT, "$N has REALLY bad breath.", 20 }, { spec_cast_adept, "spec_cast_adept", SPEC_AUTONOMOUS, "$N looks kind and benevolent.", -40 }, { spec_cast_cleric, "spec_cast_cleric", SPEC_FIGHT, "$N looks wise.", 20 }, { spec_cast_ghost, "spec_cast_ghost", SPEC_FIGHT, "$N is slightly see through.", 20 }, { spec_cast_judge, "spec_cast_judge", SPEC_FIGHT, "$N looks very stern.", 20 }, { spec_cast_mage, "spec_cast_mage", SPEC_FIGHT, "$N looks very intelligent.", 30 }, { spec_cast_psionicist, "spec_cast_psionicist", SPEC_FIGHT, "$N has a penetrating gaze, as if $E can read your mind.", 35 }, { spec_cast_undead, "spec_cast_undead", SPEC_FIGHT, "$N looks VERY old.", 30 }, { spec_executioner, "spec_executioner", SPEC_AUTONOMOUS, "$N is wearing a black hood.", 0 }, { spec_fido, "spec_fido", SPEC_AUTONOMOUS, "$N is hungry and will eat ANYTHING!!!", 0 }, { spec_guard, "spec_guard", SPEC_AUTONOMOUS, "$N stands tall and proud, guarding all that is good.", 0 }, { spec_janitor, "spec_janitor", SPEC_AUTONOMOUS, "$N looks neat and fussy.", 0 }, { spec_poison, "spec_poison", SPEC_FIGHT, "$N has sharp fangs dripping poison.", 5 }, { spec_spider, "spec_spider", SPEC_FIGHT, "$N has eight spidly legs and sharp fangs.", 8 }, { spec_repairman, "spec_repairman", SPEC_AUTONOMOUS, "$N carries a toolbox and shows a bit of bum-crack.", 0 }, { spec_thief, "spec_thief", SPEC_AUTONOMOUS, "$N is a shifty looking character.", 5 }, { spec_weevil, "spec_weevil", SPEC_AUTONOMOUS, "$N will nick something and run away giggling.", 10 }, { spec_cast_god, "spec_cast_god", SPEC_FIGHT, "$N controls all the power in the world.", 40 }, { spec_peacemaker, "spec_peacemaker", SPEC_AUTONOMOUS, "$N proclaims $S distaste for battle.", -25 }, { spec_drunk, "spec_drunk", SPEC_AUTONOMOUS, "$N's haunted eyes stare at you from beyond the grave.", 15 }, { spec_necro, "spec_necro", SPEC_AUTONOMOUS, "$N's haunted eyes stare at you from beyond the grave.", 15 }, { spec_changeling, "spec_changeling", SPEC_AUTONOMOUS, "$N's shape shimmer slightly as you look at it.", 25 }, { spec_deaf, "spec_deaf", SPEC_TELL, "$N cleans $S ears and says 'WHATCHA SAY?'", 0 }, { spec_safe, "spec_safe", SPEC_ATTACK, "$N behaves as though $E has complete impunity.", 0 }, { spec_religion_recruit, "spec_religion_recruit", SPEC_TELL, "$N's eyes show a religious fervour.", -30 }, { death_explode, "death_explode", SPEC_DEATH, "$N looks a little volatile.", 10 }, { death_ghost, "death_ghost", SPEC_DEATH, "$N is slightly see through.", 0 }, { NULL, "", SPEC_NULL, NULL } }; /***************************************************************************** Name: spec_string Purpose: Given a function, return the appropriate name. Called by: medit_show( olc_act.c ) char *spec_string( SPEC_FUN *fun ) { int cmd; for( cmd = 0; *spec_table[cmd].spec_fun; cmd++ ) if( fun == spec_table[cmd].spec_fun ) return spec_table[cmd].spec_name; return 0; } ****************************************************************************/ /***************************************************************************** Name: spec_lookup Purpose: Given a name, return the appropriate spec fun. Called by: do_mset (act_wiz.c) load_specials,reset_area (db.c) ****************************************************************************/ int spec_lookup( const char *name ) /* OLC */ { int cmd; for( cmd = 0; *spec_table[cmd].spec_name; cmd++ ) /* OLC 1.1b */ if( !str_cmp( name, spec_table[cmd].spec_name ) ) return cmd; return 0; } /* * A special function that is used for mercenaries who kill mobiles. * After they can everything from the corpse they need to sort out all the * junk, this isn't all that smart but neither is the average mercenary. */ void sort_inventory( CHAR_DATA *ch ) { OBJ_DATA *obj, *obj_next, *wobj; int i; do_wear( ch, "all" ); for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->deleted || obj->wear_loc != WEAR_NONE ) continue; if( obj->item_type != ITEM_ARMOUR && obj->item_type != ITEM_WEAPON ) { act( "$n drop$% $p in distaste.", ch, obj, NULL, TO_ALL ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); continue; } for( i = 0; i < MAX_WEAR; ++i ) { bool better = FALSE; if( !CAN_WEAR( obj, wear_table[i].wear_flag ) || obj->level > ch->level + 3 ) continue; if( !( wobj = get_eq_char( ch, i ) ) ) continue; if( wobj->item_type == obj->item_type ) { if( obj->item_type == ITEM_WEAPON && obj->value[1] + obj->value[2] > wobj->value[1] + wobj->value[2] ) better = TRUE; if( obj->item_type == ITEM_ARMOUR && ( obj->value[1] < 0 || ( get_size( ch ) + 10 >= obj->value[1] && get_size( ch ) - 10 <= obj->value[1] ) ) && obj->value[0] > wobj->value[0] ) better = TRUE; } if( better || ( wobj->item_type != ITEM_ARMOUR && wobj->item_type != ITEM_WEAPON ) ) { act( "&b$n take$% $p off and swap$% it for $P.", ch, wobj, obj, TO_ALL ); unequip_char( ch, wobj ); obj_from_char( wobj ); obj_to_room( wobj, ch->in_room ); equip_char( ch, obj, i ); break; } } } } /* * Core procedure for dragons. */ bool dragon( CHAR_DATA *ch, const char *spell_name ) { CHAR_DATA *victim; int sn; if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MIND_MIST ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->deleted ) continue; if( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; if( ( sn = skill_lookup( spell_name ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } /* * Special procedures for mobiles. */ bool spec_null( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { return FALSE; } bool spec_breath_any( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { switch( number_bits( 3 ) ) { case 0: return spec_breath_fire( ch, NULL, SPEC_AUTONOMOUS, NULL ); case 1: case 2: return spec_breath_lightning( ch, NULL, SPEC_AUTONOMOUS, NULL ); case 3: return spec_breath_gas( ch, NULL, SPEC_AUTONOMOUS, NULL ); case 4: return spec_breath_acid( ch, NULL, SPEC_AUTONOMOUS, NULL ); case 5: case 6: case 7: return spec_breath_frost( ch, NULL, SPEC_AUTONOMOUS, NULL ); } return FALSE; } bool spec_breath_acid( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { return dragon( ch, "acid breath" ); } bool spec_breath_fire( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { return dragon( ch, "fire breath" ); } bool spec_breath_frost( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { return dragon( ch, "frost breath" ); } bool spec_breath_gas( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { int sn; if( ch->position != POS_FIGHTING ) return FALSE; if( ( sn = skill_lookup( "gas breath" ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, NULL ); return TRUE; } bool spec_breath_lightning( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { return dragon( ch, "lightning breath" ); } bool spec_cast_adept( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; if( ch->position < POS_FIGHTING || ch->fighting ) return FALSE; if( IS_AFFECTED( ch, AFF_MUTE ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if( !victim || IS_NPC( victim ) ) return FALSE; if( victim->level > ch->level - 18 ) { return FALSE; } switch( number_bits( 3 ) ) { case 0: act( "$n utters the word 'kcud'.", ch, NULL, NULL, TO_ROOM ); spell_armour( skill_lookup( "armour" ), ch->level, ch, victim ); return TRUE; case 1: act( "$n utters the word 'eseeg'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 2: act( "$n utters the word 'nekcihc'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act( "$n utters the word 'yekrut'.", ch, NULL, NULL, TO_ROOM ); spell_cure( skill_lookup( "cure" ), ch->level, ch, victim ); return TRUE; case 4: act( "$n utters the words 'liauq'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act( "$n utters the words 'naws'.", ch, NULL, NULL, TO_ROOM ); spell_endurance( skill_lookup( "endurance" ), ch->level, ch, victim ); return TRUE; case 6: act( "$n utters the words 'lwof'.", ch, NULL, NULL, TO_ROOM ); spell_combat_mind( skill_lookup( "combat mind" ), ch->level, ch, victim ); return TRUE; } return FALSE; } bool spec_cast_cleric( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *spell; int sn; if( ch->position != POS_FIGHTING ) return FALSE; if( IS_AFFECTED( ch, AFF_MUTE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; for( ;; ) { int min_level; switch( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 0; spell = "hex"; break; case 2: min_level = 7; spell = "cause serious"; break; case 3: min_level = 11; spell = "faerie fire"; break; case 4: min_level = 23; spell = "harm"; break; case 5: min_level = 25; spell = "mute"; break; case 6: min_level = 26; spell = "flamestrike"; break; case 7: min_level = 30; spell = "earthquake"; break; case 8: min_level = 33; spell = "dispel magic"; break; case 9: min_level = 50; spell = "tangleweed"; break; default: min_level = 36; spell = "condemn"; break; } if( ch->level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_judge( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; int sn; if( ch->position != POS_FIGHTING ) return FALSE; if( IS_AFFECTED( ch, AFF_MUTE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; if( ( sn = skill_lookup( "high explosive" ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_mage( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *spell; int sn; if( ch->position != POS_FIGHTING ) return FALSE; if( IS_AFFECTED( ch, AFF_MUTE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; for( ;; ) { int min_level; switch( number_bits( 5 ) ) { case 0: case 1: min_level = 0; spell = "magic missile"; break; case 2: min_level = 5; spell = "freeze"; break; case 3: min_level = 8; spell = "faerie fire"; break; case 4: min_level = 8; spell = "blindness"; break; case 5: min_level = 11; spell = "weakness"; break; case 6: min_level = 14; spell = "hex"; break; case 7: min_level = 15; spell = "burn"; break; case 8: min_level = 19; spell = "shock"; break; case 9: min_level = 25; spell = "colour spray"; break; case 10: case 11: min_level = 26; spell = "dispel magic"; break; case 12: case 13: min_level = 29; spell = "lightning bolt"; break; case 14: min_level = 30; spell = "blizzard"; break; case 15: min_level = 30; spell = "inferno"; break; case 16: min_level = 35; spell = "web"; break; case 17: min_level = 36; spell = "ice lance"; break; case 18: case 19: case 20: min_level = 37; spell = "fireball"; break; case 21: min_level = 38; spell = "teleport"; break; case 22: min_level = 150; spell = "disintegrate"; break; default: min_level = 28; spell = "acid blast"; break; } if( ch->level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_undead( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *spell; int sn; if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MIND_MIST ) ) return FALSE; if( IS_AFFECTED( ch, AFF_MUTE ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; for( ;; ) { int min_level; switch( number_bits( 4 ) ) { case 0: min_level = 0; spell = "hex"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "freeze"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; case 8: case 9: case 10: if( !str_cmp( race_table[ch->race].name, "Vampire" ) ) { min_level = 24; spell = "vampiric bite"; break; } default: min_level = 24; spell = "gate"; break; } if( ch->level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_executioner( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->deleted ) continue; if( victim->level > LEVEL_HERO ) continue; if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_OUTLAW ) ) break; } if( !victim ) return FALSE; sprintf( buf, "%s is an OUTLAW! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); /* -- disabled, no need char_to_room( create_mobile( get_mob_index( MOB_VNUM_CITYGUARD ) ), ch->in_room ); char_to_room( create_mobile( get_mob_index( MOB_VNUM_CITYGUARD ) ), ch->in_room ); */ return TRUE; } bool spec_fido( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *corpse; OBJ_DATA *corpse_next; if( !IS_AWAKE( ch ) ) return FALSE; for( corpse = ch->in_room->contents; corpse; corpse = corpse_next ) { corpse_next = corpse->next_content; if( corpse->deleted ) continue; if( corpse->item_type != ITEM_CORPSE_NPC ) continue; act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for( obj = corpse->contains; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->deleted ) continue; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guard( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; CHAR_DATA *ech; char buf[MAX_STRING_LENGTH]; int max_evil; if( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; max_evil = 300; ech = NULL; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->deleted ) continue; if( victim->level > LEVEL_HERO ) continue; if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_OUTLAW ) ) break; if( victim->fighting && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if( victim ) { sprintf( buf, "%s is an OUTLAW! PROTECT THE INNOCENT!! BANZAI!!", victim->name ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if( ech ) { act( "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_janitor( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { OBJ_DATA *trash; OBJ_DATA *trash_next; if( !IS_AWAKE( ch ) ) return FALSE; for( trash = ch->in_room->contents; trash; trash = trash_next ) { trash_next = trash->next_content; if( trash->deleted || !IS_SET( trash->wear_flags, ITEM_TAKE ) || !can_see_obj( ch, trash ) ) continue; if( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10 ) { act( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM ); obj_from_room( trash ); obj_to_char( trash, ch ); return TRUE; } } return FALSE; } bool spec_poison( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; if( ch->position != POS_FIGHTING || !( victim = ch->fighting ) || number_percent( ) > 2 * ch->level ) return FALSE; act( "You bite $N!", ch, NULL, victim, TO_CHAR ); act( "$n bites you!", ch, NULL, victim, TO_VICT ); act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT ); spell_poison( gsn_poison, ch->level, ch, victim ); return TRUE; } bool spec_spider( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; if( ch->position != POS_FIGHTING || !( victim = ch->fighting ) || number_percent( ) > 2 * ch->level ) return FALSE; if( number_bits( 1 ) == 0 ) { act( "You bite $N!", ch, NULL, victim, TO_CHAR ); act( "$n bites you!", ch, NULL, victim, TO_VICT ); act( "$n bites $N!", ch, NULL, victim, TO_NOTVICT ); spell_poison( gsn_poison, ch->level, ch, victim ); } else { act( "You spin a web around $N!", ch, NULL, victim, TO_CHAR ); act( "$n spins a web around you!", ch, NULL, victim, TO_VICT ); act( "$n spins a web around $N!", ch, NULL, victim, TO_NOTVICT ); spell_web( gsn_web, ch->level, ch, victim ); } return TRUE; } bool spec_thief( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; int gold; if( ch->position != POS_STANDING ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( IS_NPC( victim ) || victim->level >= LEVEL_IMMORTAL || number_bits( 3 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; /* Thanks to Zeke from MudX for pointing the percent bug */ if( IS_AWAKE( victim ) && victim->level > 5 && can_see( victim, ch ) && number_percent( ) + victim->level - ch->level >= 33 ) { act( "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act( "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * number_range( 1, 20 ) / 100; ch->gold += 3 * gold / 4; victim->gold -= gold; return TRUE; } } return FALSE; } /* * spec_thief with minor modifications * these will always be annoying little b******s */ bool spec_weevil( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { ROOM_INDEX_DATA *room; CHAR_DATA *victim; int gold; if( ch->position == POS_FIGHTING ) { do_flee( ch, "" ); return TRUE; } if( ch->position != POS_STANDING ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( IS_NPC( victim ) || victim->level >= LEVEL_IMMORTAL || number_bits( 3 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; if( IS_AWAKE( victim ) && victim->level > 5 && number_percent( ) < 33 && can_see( victim, ch ) ) { act( "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act( "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * number_range( 1, 20 ) / 100; ch->gold += 3 * gold / 4; victim->gold -= gold; send_to_room( "You hear a chittering noise.", ch->in_room ); for( ;; ) { room = get_room_index( number_range( 100, 65536 ) ); if( room && !IS_SET( room->room_flags, ROOM_NO_MOB ) && !IS_SET( room->room_flags, ROOM_SOLITARY ) ) break; } char_from_room( ch ); char_to_room( ch, room ); return TRUE; } } if( number_bits( 3 ) < 3 ) { for( ;; ) { room = get_room_index( number_range( 100, 65536 ) ); if( room && !IS_SET( room->room_flags, ROOM_NO_MOB ) && !IS_SET( room->room_flags, ROOM_SOLITARY ) ) break; } char_from_room( ch ); char_to_room( ch, room ); return TRUE; } return FALSE; } /* * Psionicist spec_fun by Thelonius for EnvyMud. */ bool spec_cast_psionicist( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *spell; int sn; if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_AFFECTED( ch, AFF_MUTE ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; for( ;; ) { int min_level; switch( number_bits( 4 ) ) { case 0: min_level = 0; spell = "mind thrust"; break; case 1: min_level = 4; spell = "psychic drain"; break; case 2: min_level = 6; spell = "agitation"; break; case 3: min_level = 8; spell = "psychic crush"; break; case 4: min_level = 9; spell = "project force"; break; case 5: min_level = 13; spell = "ego whip"; break; case 6: min_level = 14; spell = "energy drain"; break; case 7: case 8: min_level = 17; spell = "psionic blast"; break; case 9: min_level = 20; spell = "detonate"; break; case 10: min_level = 27; spell = "disintegrate"; break; default: min_level = 25; spell = "ultrablast"; break; } if( ch->level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_cast_ghost( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *spell; int sn; if( ch->in_room->area->plane->weather.sunlight != SUN_DARK ) { if( !ch->in_room ) { bug( "Spec_cast_ghost: NULL in_room." ); return FALSE; } if( ch->fighting ) stop_fighting( ch, TRUE ); act( "A beam of sunlight strikes $n, destroying $m.", ch, NULL, NULL, TO_ROOM ); extract_char( ch, TRUE ); return TRUE; } if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MUTE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->deleted ) continue; if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; for( ;; ) { int min_level; switch( number_bits( 4 ) ) { case 0: min_level = 0; spell = "hex"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "freeze"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; default: min_level = 24; spell = "gate"; break; } if( ch->level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } /* * spec_fun to repair bashed doors by Thelonius for EnvyMud. */ bool spec_repairman( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { EXIT_DATA *pexit; EXIT_DATA *pexit_rev; ROOM_INDEX_DATA *to_room; int door; if( !IS_AWAKE( ch ) ) return FALSE; door = number_range( 0, 5 ); /* * Could search through all doors randomly, but deathtraps would * freeze the game! And I'd prefer not to go through from 1 to 6... * too boring. Instead, just check one direction at a time. There's * a 51% chance they'll find the door within 4 tries anyway. * -- Thelonius ( Monk ) */ if( !( pexit = ch->in_room->exit[door] ) ) return FALSE; if( IS_SET( pexit->exit_info, EX_BASHED ) ) { REMOVE_BIT( pexit->exit_info, EX_BASHED ); act( "You repair the $d.", ch, NULL, pexit->keyword, TO_CHAR ); act( "$n repairs the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* Don't forget the other side! */ if( ( to_room = pexit->to_room ) && ( pexit_rev = to_room->exit[rev_dir[door]] ) && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_BASHED ); for( rch = to_room->people; rch; rch = rch->next_in_room ) act( "The $d is set back on its hinges.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return TRUE; } return FALSE; } bool spec_cast_god( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *spell; int sn; if( ch->position != POS_FIGHTING || IS_AFFECTED( ch, AFF_MUTE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim->fighting == ch && can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim ) return FALSE; for( ;; ) { int min_level; switch( number_bits( 5 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 4; spell = "freeze"; break; case 2: min_level = 7; spell = "weaken"; break; case 3: min_level = 16; spell = "colour spray"; break; case 4: min_level = 24; spell = "energy drain"; break; case 7: case 8: case 9: min_level = 30; spell = "fireball"; break; case 10: min_level = 32; spell = "fire breath"; break; case 11: min_level = 32; spell = "frost breath"; break; case 12: min_level = 32; spell = "lightning breath"; break; case 13: min_level = 20; spell = "flamestrike"; break; case 14: min_level = 20; spell = "dispel magic"; break; case 15: min_level = 20; spell = "acid blast"; break; case 16: min_level = 37; spell = "detonate"; break; case 17: min_level = 45; spell = "ultrablast"; break; case 18: min_level = 90; spell = "disintegrate"; break; case 19: min_level = 30; spell = "gas breath"; break; case 20: min_level = 25; spell = "acid breath"; break; default: min_level = 23; spell = "lightning bolt"; break; } if( ch->level >= min_level ) break; } if( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_peacemaker( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { ROOM_INDEX_DATA *room; CHAR_DATA *victim; if( !IS_AWAKE( ch ) || ch->fighting || IS_AFFECTED( ch, AFF_MUTE ) || IS_AFFECTED( ch, AFF_MIND_MIST ) || IS_SET( race_table[ch->race].race_abilities, RACE_MUTE ) || IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if( !victim || IS_NPC( victim ) ) { if( number_bits( 3 ) < 3 ) { do_say( ch, "I must keep the peace elsewhere." ); for( ;; ) { room = get_room_index( number_range( 100, 65536 ) ); if( room && !IS_SET( room->room_flags, ROOM_NO_MOB ) && !IS_SET( room->room_flags, ROOM_SOLITARY ) ) break; } char_from_room( ch ); char_to_room( ch, room ); act( "$n has arrived on a mission of peace.", ch, NULL, NULL, TO_ROOM ); return TRUE; } return FALSE; } if( victim->fighting && number_bits( 1 ) == 0 ) { do_say( ch, "There shall be no more fighting!" ); mp_peace( ch, "" ); return TRUE; } switch( number_bits( 3 ) ) { default: for( ;; ) { room = get_room_index( number_range( 100, 65536 ) ); if( room && !IS_SET( room->room_flags, ROOM_NO_MOB ) && !IS_SET( room->room_flags, ROOM_SOLITARY ) ) break; } act( "$n leaves on a mission of peace.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You leave to help someplace else.\n\r", ch ); char_from_room( ch ); char_to_room( ch, room ); act( "$n has arrived on a mission of peace.", ch, NULL, NULL, TO_ROOM ); return TRUE; case 0: case 1: case 2: act( "$n utters the word 'ecaep'.", ch, NULL, NULL, TO_ROOM ); spell_armour( skill_lookup( "armour" ), ch->level, ch, victim ); return TRUE; case 3: case 4: act( "$n utters the word 'ycrem'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 5: act( "$n utters the words 'evol'.", ch, NULL, NULL, TO_ROOM ); spell_endurance( skill_lookup( "endurance" ), ch->level, ch, victim ); return TRUE; } } bool spec_deaf( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { char buf[MAX_INPUT_LENGTH]; sprintf( buf, "%s, %s?", ( number_bits( 1 ) == 0 ) ? "WATCHA SAY" : "COME AGAIN", ( player->sex == SEX_MALE ) ? "SONNY" : ( player->sex == SEX_FEMALE ) ? "LASS" : "MATE" ); do_say( ch, buf ); return TRUE; } bool spec_safe( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { do_say( ch, "You cannot hurt me weakling!" ); do_say( ch, "I am protected from your puny attacks." ); return TRUE; } bool spec_religion_recruit( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { char *argument = (char *)thing; char buf[MAX_INPUT_LENGTH]; RELIGION_DATA * religion; if( str_infix( argument, "recruit me" ) && str_infix( argument, "would like to join" ) ) return FALSE; one_argument( ch->name, buf ); if( !( religion = religion_lookup( buf ) ) ) { bug( "Invalid name for mob %d: %s", ch->pIndexData->vnum, ch->name ); return FALSE; } if( IS_NPC( player ) ) return FALSE; if( player->pcdata->religion ) { do_say( ch, "You cannot worship two masters." ); return TRUE; } if( player->alignment < religion->align_min || player->alignment > religion->align_max ) { do_say( ch, "You are unsuitable for this religion." ); return TRUE; } sprintf( buf, "So you want to join the %s religion, %s?", religion->name, player->name ); do_say( ch, buf ); do_say( ch, "Very well, welcome to the joys of religion!" ); player->pcdata->religion = religion; sprintf( buf, "%s has recruited %s to the %s religion.", ch->short_descr, player->name, religion->name ); wiznet( ch, WIZ_MISC, get_trust( player ), buf ); return TRUE; } /* This function was written by Rox of Farside, Permission to * use is granted provided this header is retained */ bool spec_assassin( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; const char *mesg; if( ch->fighting != NULL ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { /* this should kill mobs as well as players */ if( victim->class != CLASS_THIEF && get_first_class( victim ) != CLASS_THIEF && get_second_class( victim ) != CLASS_THIEF ) break; } if( victim == NULL || victim == ch || IS_IMMORTAL( victim ) ) return FALSE; if( victim->level > ch->level + 7 ) return FALSE; switch( number_bits( 3 ) ) { case 0: mesg = "Time to die..."; break; case 1: mesg = "Cabrone..."; break; case 2: mesg = "Welcome to your fate..."; break; case 3: mesg = "Ever dance with the devil..."; break; case 4: mesg = "On our turf eh..."; break; default: mesg = "Death to is the true end..."; break; } do_say( ch, mesg ); multi_hit( ch, victim, gsn_backstab ); return TRUE; } bool spec_drunk( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; if( !IS_AWAKE( ch ) || ch->fighting ) return FALSE; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 ) break; } if( !victim || IS_NPC( victim ) ) return FALSE; switch( number_bits( 4 ) ) { default: case 0: act( "$n pukes", ch, NULL, NULL, TO_ROOM ); return TRUE; case 1: act( "Oooohh noooo $n has begon to sing !!", ch, NULL, NULL, TO_ROOM ); return TRUE; case 2: act( "$n sings 'Ole Ole Ole'.", ch, NULL, NULL, TO_ROOM ); return TRUE; case 3: act( "*hic*", ch, NULL, NULL, TO_ROOM ); return TRUE; case 4: act( "$n hiccups", ch, NULL, NULL, TO_ROOM ); return TRUE; case 5: act( "$n tries to hit $N but falls to the ground.", ch, NULL, victim, TO_ROOM ); return TRUE; case 6: case 7: act( "$n burps", ch, NULL, NULL, TO_ROOM ); return TRUE; case 8: act( "$n orders another bottle of beer.", ch, NULL, NULL, TO_ROOM ); return TRUE; case 9: do_say( ch, "Ohh i feel so sick..." ); return TRUE; case 10: do_yell( ch, "I'm so drunk I'm sober" ); return TRUE; case 11: do_say( ch, "En we gaan nog niet naar huis..." ); return TRUE; case 12: act( "$n pukes all over $N.", ch, NULL, victim, TO_ROOM ); return TRUE; case 13: do_say( ch, "If you want a drink..." ); do_say( ch, "You'll need to order one... Hahaha" ); return TRUE; case 14: do_say( ch, "Hey guys... buy me a beer will you...*hic*" ); return TRUE; case 15: do_say( ch, "Hey you bar-dude gimme another beer will ya" ); return TRUE; } } /* * Admin note: since a necro mob is NASTY, make it a rare mob that has * this spec. * Be aware of the player corpse looting technique offered by a naromantic * mob: * Player dies. * Evil player takes his necromancer charmie to the corpse. * Corpse gets animated and Mr. Evil slays the zombie and grabs the * stuff, disappears into the sunset in his hog... * --Symposium */ bool spec_necro( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { OBJ_DATA *obj; OBJ_DATA *corpse = NULL; int count = 0; for( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if( !obj->deleted && ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC ) && number_range( 0, count++ ) == 0 ) corpse = obj; } if( !corpse ) return FALSE; animate_corpse( ch, corpse, -1, -1 ); return TRUE; } /* * Admin note: changeling mobiles are supposed to be extremely difficult * to kill, or at least quite tricky. So that players cannot abuse the * changelings by having low level characters sit at them until they get * very low stats, make every changeling aggressive. * --Symposium */ bool spec_changeling( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim; char buf[ MAX_STRING_LENGTH ]; for( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if( can_see( ch, victim ) && number_bits( 2 ) == 0 ) break; } if( !victim || IS_NPC( victim ) || IS_IMMORTAL( victim ) ) return FALSE; act( "$n slowly morphs into a perfect semblance of $N.", ch, NULL, victim, TO_ALL ); sprintf( buf, "%s %s", ch->name, victim->name ); free_string( ch->name ); ch->name = str_dup( buf ); free_string( ch->short_descr ); if( victim->short_descr && victim->short_descr[0] != '\0' ) ch->short_descr = str_dup( victim->short_descr ); else ch->short_descr = str_dup( victim->name ); /* Everything that can be changed to match the victim is * however we should do little about hitpoints etc * as the changeling may have been hurt already and * mobile hitpoints are good enough. */ ch->sex = victim->sex; ch->class = victim->class; ch->race = victim->race; ch->hitroll = victim->hitroll; ch->damroll = victim->damroll; ch->speed = victim->speed; ch->armour = victim->armour; ch->body_parts = victim->body_parts; ch->damaged_parts = victim->damaged_parts; ch->spec_fun = 0; return TRUE; } bool death_explode( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { CHAR_DATA *victim, *victim_next; act( "$n reaches down to $s belt and presses a button.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; do_say( ch, "HAH! You wont take me alive!" ); act( "$n explodes violently!", ch, NULL, NULL, TO_ROOM ); for( victim = ch->in_room->people; victim; victim = victim_next ) { victim_next = victim->next_in_room; if( victim->deleted || victim == ch ) continue; ( *skill_table[gsn_explosive].spell_fun ) ( gsn_explosive, ch->level, ch, ( void * )victim ); } return FALSE; /* no corpse made here */ } bool death_ghost( CHAR_DATA *ch, CHAR_DATA *player, int type, void *thing ) { OBJ_DATA *obj, *obj_next; act( "$n screams then swiftly dissipates.", ch, NULL, NULL, TO_ROOM ); for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->deleted ) continue; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } return TRUE; }