/* ************************************************************************ * 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 "constants.h" /* external vars */ extern struct time_info_data time_info; extern struct spell_info_type spell_info[]; extern struct guild_info_type guild_info[]; /* extern functions */ ACMD(do_drop); ACMD(do_gen_door); ACMD(do_say); ACMD(do_action); /* local functions */ void sort_spells(void); int compare_spells(const void *x, const void *y); 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(thief); SPECIAL(magic_user); SPECIAL(guild_guard); SPECIAL(puff); SPECIAL(fido); SPECIAL(janitor); SPECIAL(cityguard); SPECIAL(pet_shops); SPECIAL(bank); /* ******************************************************************** * Special procedures for mobiles * ******************************************************************** */ SPECIAL(dump) { struct obj_data *k; int value = 0; for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) { act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM); extract_obj(k); } if (!CMD_IS("drop")) return (FALSE); do_drop(ch, argument, cmd, SCMD_DROP); for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) { act("$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) { send_to_char(ch, "You are awarded for outstanding performance.\r\n"); act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM); if (GET_LEVEL(ch) < 3) gain_exp(ch, value); else GET_GOLD(ch) += value; } return (TRUE); } SPECIAL(mayor) { char actbuf[MAX_INPUT_LENGTH]; const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path = NULL; static int path_index; static bool move = FALSE; if (!move) { if (time_info.hours == 6) { move = TRUE; path = open_path; path_index = 0; } else if (time_info.hours == 20) { move = TRUE; path = close_path; path_index = 0; } } if (cmd || !move || (GET_POS(ch) < POS_SLEEPING) || (GET_POS(ch) == POS_FIGHTING)) return (FALSE); switch (path[path_index]) { case '0': case '1': case '2': case '3': perform_move(ch, path[path_index] - '0', 1); break; case 'W': GET_POS(ch) = POS_STANDING; act("$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, strcpy(actbuf, "gate"), 0, SCMD_UNLOCK); /* strcpy: OK */ do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_OPEN); /* strcpy: OK */ break; case 'C': do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_CLOSE); /* strcpy: OK */ do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_LOCK); /* strcpy: OK */ break; case '.': move = FALSE; break; } path_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 (!CAN_SEE(ch, victim)) return; if (AWAKE(victim) && (rand_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 $N.", TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal some gold coins */ gold = (GET_GOLD(victim) * rand_number(1, 10)) / 100; if (gold > 0) { GET_GOLD(ch) += gold; GET_GOLD(victim) -= gold; } } } /* * Quite lethal to low-level characters. */ SPECIAL(snake) { if (cmd || GET_POS(ch) != POS_FIGHTING || !FIGHTING(ch)) return (FALSE); if (IN_ROOM(FIGHTING(ch)) != IN_ROOM(ch) || rand_number(0, GET_LEVEL(ch)) != 0) return (FALSE); act("$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), CAST_SPELL); return (TRUE); } SPECIAL(thief) { struct char_data *cons; if (cmd || GET_POS(ch) != POS_STANDING) return (FALSE); for (cons = world[IN_ROOM(ch)].people; cons; cons = cons->next_in_room) if (!IS_NPC(cons) && GET_LEVEL(cons) < LVL_IMMORT && !rand_number(0, 4)) { npc_steal(ch, cons); return (TRUE); } return (FALSE); } SPECIAL(magic_user_orig) { 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[IN_ROOM(ch)].people; vict; vict = vict->next_in_room) if (FIGHTING(vict) == ch && !rand_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 && rand_number(0, 10) == 0) cast_spell(ch, vict, NULL, SPELL_POISON); if (GET_LEVEL(ch) > 7 && rand_number(0, 8) == 0) cast_spell(ch, vict, NULL, SPELL_BLINDNESS); if (GET_LEVEL(ch) > 12 && rand_number(0, 12) == 0) { if (IS_EVIL(ch)) cast_spell(ch, vict, NULL, SPELL_ENERGY_DRAIN); else if (IS_GOOD(ch)) cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL); } if (rand_number(0, 4)) return (TRUE); switch (GET_LEVEL(ch)) { case 4: case 5: cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE); break; case 6: case 7: cast_spell(ch, vict, NULL, SPELL_CHILL_TOUCH); break; case 8: case 9: cast_spell(ch, vict, NULL, SPELL_BURNING_HANDS); break; case 10: case 11: cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP); break; case 12: case 13: cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT); break; case 14: case 15: case 16: case 17: cast_spell(ch, vict, NULL, SPELL_COLOR_SPRAY); break; default: cast_spell(ch, vict, NULL, SPELL_FIREBALL); 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 $s way."; if (!IS_MOVE(cmd) || AFF_FLAGGED(guard, AFF_BLIND)) return (FALSE); if (GET_LEVEL(ch) >= LVL_IMMORT) return (FALSE); for (i = 0; guild_info[i].guild_room != NOWHERE; i++) { /* Wrong guild or not trying to enter. */ if (GET_ROOM_VNUM(IN_ROOM(ch)) != guild_info[i].guild_room || cmd != guild_info[i].direction) continue; /* Allow the people of the guild through. */ if (!IS_NPC(ch) && GET_CLASS(ch) == guild_info[i].pc_class) continue; send_to_char(ch, "%s", buf); act(buf2, FALSE, ch, 0, 0, TO_ROOM); return (TRUE); } return (FALSE); } SPECIAL(puff) { char actbuf[MAX_INPUT_LENGTH]; if (cmd) return (FALSE); switch (rand_number(0, 60)) { case 0: do_say(ch, strcpy(actbuf, "My god! It's full of stars!"), 0, 0); /* strcpy: OK */ return (TRUE); case 1: do_say(ch, strcpy(actbuf, "How'd all those fish get up here?"), 0, 0); /* strcpy: OK */ return (TRUE); case 2: do_say(ch, strcpy(actbuf, "I'm a very female dragon."), 0, 0); /* strcpy: OK */ return (TRUE); case 3: do_say(ch, strcpy(actbuf, "I've got a peaceful, easy feeling."), 0, 0); /* strcpy: OK */ return (TRUE); default: return (FALSE); } } SPECIAL(fido) { struct obj_data *i, *temp, *next_obj; if (cmd || !AWAKE(ch)) return (FALSE); for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) { if (!IS_CORPSE(i)) continue; act("$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, IN_ROOM(ch)); } extract_obj(i); return (TRUE); } return (FALSE); } SPECIAL(janitor) { struct obj_data *i; if (cmd || !AWAKE(ch)) return (FALSE); for (i = world[IN_ROOM(ch)].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("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM); obj_from_room(i); obj_to_char(i, ch); return (TRUE); } return (FALSE); } SPECIAL(cityguard) { struct char_data *tch, *evil, *spittle; int max_evil, min_cha; if (cmd || !AWAKE(ch) || FIGHTING(ch)) return (FALSE); max_evil = 1000; min_cha = 6; spittle = evil = NULL; for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) { if (!CAN_SEE(ch, tch)) continue; if (!IS_NPC(tch) && PLR_FLAGGED(tch, PLR_KILLER)) { act("$n screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, tch, TYPE_UNDEFINED); return (TRUE); } if (!IS_NPC(tch) && PLR_FLAGGED(tch, PLR_THIEF)) { act("$n screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, tch, TYPE_UNDEFINED); return (TRUE); } if (FIGHTING(tch) && GET_ALIGNMENT(tch) < max_evil && (IS_NPC(tch) || IS_NPC(FIGHTING(tch)))) { max_evil = GET_ALIGNMENT(tch); evil = tch; } if (GET_CHA(tch) < min_cha) { spittle = tch; min_cha = GET_CHA(tch); } } if (evil && GET_ALIGNMENT(FIGHTING(evil)) >= 0) { act("$n screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, evil, TYPE_UNDEFINED); return (TRUE); } /* Reward the socially inept. */ if (spittle && !rand_number(0, 9)) { static int spit_social; if (!spit_social) spit_social = find_command("spit"); if (spit_social > 0) { char spitbuf[MAX_NAME_LENGTH + 1]; strncpy(spitbuf, GET_NAME(spittle), sizeof(spitbuf)); /* strncpy: OK */ spitbuf[sizeof(spitbuf) - 1] = '\0'; do_action(ch, spitbuf, spit_social, 0); return (TRUE); } } return (FALSE); } #define PET_PRICE(pet) (GET_LEVEL(pet) * 300) SPECIAL(pet_shops) { char buf[MAX_STRING_LENGTH], pet_name[256]; room_rnum pet_room; struct char_data *pet; /* Gross. */ pet_room = IN_ROOM(ch) + 1; if (CMD_IS("list")) { send_to_char(ch, "Available pets are:\r\n"); for (pet = world[pet_room].people; pet; pet = pet->next_in_room) { /* No, you can't have the Implementor as a pet if he's in there. */ if (!IS_NPC(pet)) continue; send_to_char(ch, "%8d - %s\r\n", PET_PRICE(pet), GET_NAME(pet)); } return (TRUE); } else if (CMD_IS("buy")) { two_arguments(argument, buf, pet_name); if (!(pet = get_char_room(buf, NULL, pet_room)) || !IS_NPC(pet)) { send_to_char(ch, "There is no such pet!\r\n"); return (TRUE); } if (GET_GOLD(ch) < PET_PRICE(pet)) { send_to_char(ch, "You don't have enough gold!\r\n"); return (TRUE); } GET_GOLD(ch) -= PET_PRICE(pet); pet = read_mobile(GET_MOB_RNUM(pet), REAL); GET_EXP(pet) = 0; SET_BIT_AR(AFF_FLAGS(pet), AFF_CHARM); if (*pet_name) { snprintf(buf, sizeof(buf), "%s %s", pet->player.name, pet_name); /* free(pet->player.name); don't free the prototype! */ pet->player.name = strdup(buf); snprintf(buf, sizeof(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 = strdup(buf); } char_to_room(pet, IN_ROOM(ch)); add_follower(pet, ch); /* 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(ch, "May you enjoy your pet.\r\n"); act("$n buys $N as a pet.", FALSE, ch, 0, pet, TO_ROOM); return (TRUE); } /* All commands except list and buy */ return (FALSE); } /* ******************************************************************** * Special procedures for objects * ******************************************************************** */ SPECIAL(bank) { int amount; if (CMD_IS("balance")) { if (GET_BANK_GOLD(ch) > 0) send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_GOLD(ch)); else send_to_char(ch, "You currently have no money deposited.\r\n"); return (TRUE); } else if (CMD_IS("deposit")) { if ((amount = atoi(argument)) <= 0) { send_to_char(ch, "How much do you want to deposit?\r\n"); return (TRUE); } if (GET_GOLD(ch) < amount) { send_to_char(ch, "You don't have that many coins!\r\n"); return (TRUE); } GET_GOLD(ch) -= amount; GET_BANK_GOLD(ch) += amount; send_to_char(ch, "You deposit %d coins.\r\n", amount); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return (TRUE); } else if (CMD_IS("withdraw")) { if ((amount = atoi(argument)) <= 0) { send_to_char(ch, "How much do you want to withdraw?\r\n"); return (TRUE); } if (GET_BANK_GOLD(ch) < amount) { send_to_char(ch, "You don't have that many coins deposited!\r\n"); return (TRUE); } GET_GOLD(ch) += amount; GET_BANK_GOLD(ch) -= amount; send_to_char(ch, "You withdraw %d coins.\r\n", amount); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return (TRUE); } else return (FALSE); } SPECIAL(cleric_marduk) { int tmp, num_used = 0; 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 && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL) vict = FIGHTING(ch); num_used = 12; tmp = rand_number(1, 10); if ( (tmp == 7 ) || (tmp == 8) || (tmp == 9) || (tmp == 10)) { tmp = rand_number(1, num_used); if ((tmp == 1) && (GET_LEVEL(ch) > 13)) { cast_spell(ch, vict, NULL, SPELL_EARTHQUAKE); return TRUE; } if ((tmp == 2) && ( (GET_LEVEL(ch) > 8) && (IS_EVIL(vict)))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL); return TRUE; } if ((tmp == 3) && (GET_LEVEL(ch) > 4 )) { cast_spell(ch, vict, NULL, SPELL_CURSE); return TRUE; } if ((tmp == 4) && ((GET_LEVEL(ch) > 8) && (IS_GOOD(vict)))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD); return TRUE; } if ((tmp == 5) && (GET_LEVEL(ch) > 4 && affected_by_spell(ch, SPELL_CURSE))) { cast_spell(ch, ch, NULL, SPELL_REMOVE_CURSE); return TRUE; } if ((tmp == 6) && (GET_LEVEL(ch) > 6 && affected_by_spell(ch, SPELL_POISON))) { cast_spell(ch, ch, NULL, SPELL_REMOVE_POISON); return TRUE; } if (tmp == 7) { cast_spell(ch, ch, NULL, SPELL_CURE_LIGHT); return TRUE; } if ((tmp == 8) && (GET_LEVEL(ch) > 6 ) && (!IS_UNDEAD(vict))) { cast_spell(ch, vict, NULL, SPELL_POISON); return TRUE; } if (tmp == 9 && GET_LEVEL(ch) > 8) { cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC); return TRUE; } if ((tmp == 10) && (GET_LEVEL(ch) > 10)) { cast_spell(ch, vict, NULL, SPELL_HARM); return TRUE; } if (tmp == 11) { cast_spell(ch, vict, NULL, SPELL_CAUSE_LIGHT); return TRUE; } if (tmp == 12 && GET_LEVEL(ch) > 8) { cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC); return TRUE; } } return FALSE; } SPECIAL(cleric_ao) { int tmp, num_used = 0; 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 && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL) vict = FIGHTING(ch); num_used = 8; tmp = rand_number(1, 10); if ( (tmp == 7 ) || (tmp == 8) || (tmp == 9) || (tmp == 10)) { tmp = rand_number(1, num_used); if ((tmp == 1) && (GET_LEVEL(ch) > 13)) { cast_spell(ch, vict, NULL, SPELL_EARTHQUAKE); return TRUE; } if ((tmp == 2) && ( (GET_LEVEL(ch) > 8) && (IS_EVIL(vict)))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL); return TRUE; } if ((tmp == 3) && ((GET_LEVEL(ch) > 8) && (IS_GOOD(vict)))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD); return TRUE; } if ((tmp == 4) && (GET_LEVEL(ch) > 4 && affected_by_spell(ch, SPELL_CURSE))) { cast_spell(ch, ch, NULL, SPELL_REMOVE_CURSE); return TRUE; } if ((tmp == 5) && (GET_LEVEL(ch) > 6 && affected_by_spell(ch, SPELL_POISON))) { cast_spell(ch, ch, NULL, SPELL_REMOVE_POISON); return TRUE; } if (tmp == 6) { cast_spell(ch, ch, NULL, SPELL_CURE_LIGHT); return TRUE; } if (tmp == 7 && GET_LEVEL(ch) > 8) { cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC); return TRUE; } if (tmp == 8 && GET_LEVEL(ch) > 10) { cast_spell(ch, ch, NULL, SPELL_HEAL); return TRUE; } if (tmp == 9) { cast_spell(ch, vict, NULL, SPELL_CAUSE_LIGHT); return TRUE; } if (tmp == 10 && GET_LEVEL(ch) > 8) { cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC); return TRUE; } } return FALSE; } SPECIAL(dziak) { int tmp, num_used = 0; 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 && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL) vict = FIGHTING(ch); num_used = 9; tmp = rand_number(3, 10); if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) { tmp = rand_number(1, num_used); if (tmp == 2 || tmp == 1) { cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP); return TRUE; } if (tmp == 3) { cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE); return TRUE; } if (tmp == 4) { cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT); return TRUE; } if (tmp == 5) { cast_spell(ch, vict, NULL, SPELL_FIREBALL); return TRUE; } if (tmp == 6) { cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC); return TRUE; } if (tmp == 7) { cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC); return TRUE; } if ((tmp == 8) && (IS_GOOD(vict))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD); return TRUE; } if (tmp == 9) { cast_spell(ch, ch, NULL, SPELL_HEAL); return TRUE; } } return FALSE; } SPECIAL(azimer) { int tmp, num_used = 0; 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 && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL) vict = FIGHTING(ch); num_used = 8; tmp = rand_number(3, 10); if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) { tmp = rand_number(1, num_used); if (tmp == 2 || tmp == 1) { cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE); return TRUE; } if (tmp == 3) { cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP); return TRUE; } if (tmp == 4) { cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT); return TRUE; } if (tmp == 5) { cast_spell(ch, vict, NULL, SPELL_FIREBALL); return TRUE; } if (tmp == 6) { cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC); return TRUE; } if (tmp == 7) { cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC); return TRUE; } if ((tmp == 8) && (IS_GOOD(vict))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD); return TRUE; } } return FALSE; } SPECIAL(lyrzaxyn) { int tmp, num_used = 0; 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 && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL) vict = FIGHTING(ch); num_used = 8; tmp = rand_number(3, 10); if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) { tmp = rand_number(1, num_used); if (tmp == 2 || tmp == 1) { cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE); return TRUE; } if (tmp == 3) { cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP); return TRUE; } if (tmp == 4) { cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT); return TRUE; } if (tmp == 5) { cast_spell(ch, vict, NULL, SPELL_FIREBALL); return TRUE; } if (tmp == 6) { cast_spell(ch, ch, NULL, SPELL_CURE_CRITIC); return TRUE; } if (tmp == 7) { cast_spell(ch, vict, NULL, SPELL_CAUSE_CRITIC); return TRUE; } if ((tmp == 8) && (IS_GOOD(vict))) { cast_spell(ch, vict, NULL, SPELL_DISPEL_GOOD); return TRUE; } } return FALSE; } SPECIAL(magic_user) { int tmp, num_used = 0; struct char_data *vict; if (IS_NPC(ch) && GET_POS(ch) > POS_SITTING && GET_CLASS(ch) == CLASS_MAGIC_USER) { if (!affected_by_spell(ch, SPELL_ARMOR)) { cast_spell(ch, ch, NULL, SPELL_ARMOR); return TRUE; } } 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 && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL) vict = FIGHTING(ch); num_used = 6; tmp = rand_number(2, 10); if ( (tmp == 8) || (tmp == 9) || (tmp == 10)) { tmp = rand_number(1, num_used); if ((tmp == 1) && GET_LEVEL(ch) > 1) { cast_spell(ch, vict, NULL, SPELL_CHILL_TOUCH); return TRUE; } if ((tmp == 2) && !affected_by_spell(ch, SPELL_ARMOR)) { cast_spell(ch, ch, NULL, SPELL_ARMOR); return TRUE; } if ((tmp == 3) && GET_LEVEL(ch) > 1) { cast_spell(ch, vict, NULL, SPELL_BURNING_HANDS); return TRUE; } if ((tmp == 4) && GET_LEVEL(ch) > 1) { cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE); return TRUE; } if ((tmp == 5) && GET_LEVEL(ch) > 5) { cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP); return TRUE; } if ((tmp == 6) && GET_LEVEL(ch) > 9) { cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT); return TRUE; } } return FALSE; }