/***************************************************************************
* 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 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.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 <time.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
/*
* 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_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_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 );
/* 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_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},
{NULL, NULL}
};
/*
* 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 != NULL )
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 != NULL )
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 $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL,
TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch->next )
{
if ( vch->in_room == NULL )
continue;
if ( vch->in_room != ch->in_room &&
vch->in_room->area == ch->in_room->area )
chsend ( "You hear a shrill whistling sound.\n\r", vch );
}
}
switch ( number_range ( 0, 6 ) )
{
default:
message = NULL;
break;
case 0:
message = "$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 != NULL )
act ( message, ch, NULL, NULL, TO_ALL );
multi_hit ( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
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 != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC ( victim ) && ( victim->level > ch->level ) &&
( victim->level < ch->level + 10 ) )
{
do_function ( ch, &do_backstab, victim->name );
if ( ch->position != POS_FIGHTING )
{
do_function ( ch, &do_murder, 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_function ( ch, &do_flee, "" );
return TRUE;
default:
return FALSE;
}
}
/*
* Core procedure for dragons.
*/
bool dragon ( CHAR_DATA * ch, char *spell_name );
bool dragon ( CHAR_DATA * ch, char *spell_name )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits ( 3 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
if ( ( sn = skill_lookup ( spell_name ) ) < 0 )
return FALSE;
( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR );
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 )
{
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, TARGET_CHAR );
return TRUE;
}
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 < 11 )
break;
}
if ( victim == NULL )
return FALSE;
switch ( number_bits ( 4 ) )
{
case 0:
act ( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM );
spell_armor ( skill_lookup ( "armor" ), ch->level, ch, victim,
TARGET_CHAR );
return TRUE;
case 1:
act ( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM );
spell_bless ( skill_lookup ( "bless" ), ch->level, ch, victim,
TARGET_CHAR );
return TRUE;
case 2:
act ( "$n utters the words 'judicandus noselacri'.", ch, NULL,
NULL, TO_ROOM );
spell_cure_blindness ( skill_lookup ( "cure blindness" ),
ch->level, ch, victim, TARGET_CHAR );
return TRUE;
case 3:
act ( "$n utters the words 'judicandus dies'.", ch, NULL, NULL,
TO_ROOM );
spell_cure_light ( skill_lookup ( "cure light" ), ch->level, ch,
victim, TARGET_CHAR );
return TRUE;
case 4:
act ( "$n utters the words 'judicandus sausabru'.", ch, NULL,
NULL, TO_ROOM );
spell_cure_poison ( skill_lookup ( "cure poison" ), ch->level, ch,
victim, TARGET_CHAR );
return TRUE;
case 5:
act ( "$n utters the word 'candusima'.", ch, NULL, NULL,
TO_ROOM );
spell_refresh ( skill_lookup ( "refresh" ), ch->level, ch, victim,
TARGET_CHAR );
return TRUE;
case 6:
act ( "$n utters the words 'judicandus eugzagz'.", ch, NULL, NULL,
TO_ROOM );
spell_cure_disease ( skill_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;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; 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;
}
if ( ( sn = skill_lookup ( spell ) ) < 0 )
return FALSE;
( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR );
return TRUE;
}
bool spec_cast_judge ( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( victim->fighting == ch && number_bits ( 2 ) == 0 )
break;
}
if ( victim == NULL )
return FALSE;
spell = "high explosive";
if ( ( sn = skill_lookup ( spell ) ) < 0 )
return FALSE;
( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR );
return TRUE;
}
bool spec_cast_mage ( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; 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 = 20;
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, TARGET_CHAR );
return TRUE;
}
bool spec_cast_undead ( CHAR_DATA * ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
if ( ch->position != POS_FIGHTING )
return FALSE;
for ( victim = ch->in_room->people; victim != NULL; 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;
}
if ( ( sn = skill_lookup ( spell ) ) < 0 )
return FALSE;
( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, victim, TARGET_CHAR );
return TRUE;
}
bool spec_executioner ( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *crime;
if ( !IS_AWAKE ( ch ) || ch->fighting != NULL )
return FALSE;
crime = "";
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_KILLER ) &&
can_see ( ch, victim ) )
{
crime = "KILLER";
break;
}
if ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_THIEF ) &&
can_see ( ch, victim ) )
{
crime = "THIEF";
break;
}
}
if ( victim == NULL )
return FALSE;
sprintf ( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!",
victim->name, crime );
REMOVE_BIT ( ch->comm, COMM_NOSHOUT );
do_function ( ch, &do_yell, buf );
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 != NULL; corpse = c_next )
{
c_next = corpse->next_content;
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;
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 buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *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 = "";
for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
{
v_next = victim->next_in_room;
if ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_KILLER ) &&
can_see ( ch, victim ) )
{
crime = "KILLER";
break;
}
if ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_THIEF ) &&
can_see ( ch, victim ) )
{
crime = "THIEF";
break;
}
if ( victim->fighting != NULL && victim->fighting != ch &&
victim->alignment < max_evil )
{
max_evil = victim->alignment;
ech = victim;
}
}
if ( victim != NULL )
{
sprintf ( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!",
victim->name, crime );
REMOVE_BIT ( ch->comm, COMM_NOSHOUT );
do_function ( ch, &do_yell, buf );
multi_hit ( ch, victim, TYPE_UNDEFINED );
return TRUE;
}
if ( ech != NULL )
{
act ( "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL,
TO_ROOM );
multi_hit ( ch, ech, TYPE_UNDEFINED );
return TRUE;
}
return FALSE;
}
bool spec_janitor ( CHAR_DATA * ch )
{
OBJ_DATA *trash;
OBJ_DATA *trash_next;
if ( !IS_AWAKE ( ch ) )
return FALSE;
for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next )
{
trash_next = trash->next_content;
if ( !IS_SET ( trash->wear_flags, ITEM_TAKE ) ||
!can_loot ( ch, trash ) )
continue;
if ( trash->item_type == ITEM_DRINK_CON ||
trash->item_type == ITEM_TRASH || trash->cost < 10 )
{
act ( "$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_mayor ( CHAR_DATA * ch )
{
static const char open_path[] =
"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
static const char close_path[] =
"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
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_mage ( 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 ( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM );
break;
case 'S':
ch->position = POS_SLEEPING;
act ( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM );
break;
case 'a':
act ( "$n says 'Hello Honey!'", ch, NULL, NULL, TO_ROOM );
break;
case 'b':
act ( "$n says 'What a view! I must do something about that dump!'", ch, NULL, NULL, TO_ROOM );
break;
case 'c':
act ( "$n says 'Vandals! Youngsters have no respect for anything!'", ch, NULL, NULL, TO_ROOM );
break;
case 'd':
act ( "$n says 'Good day, citizens!'", ch, NULL, NULL, TO_ROOM );
break;
case 'e':
act ( "$n says 'I hereby declare the city of Midgaard open!'", ch,
NULL, NULL, TO_ROOM );
break;
case 'E':
act ( "$n says 'I hereby declare the city of Midgaard closed!'",
ch, NULL, NULL, TO_ROOM );
break;
case 'O':
/* do_function(ch, &do_unlock, "gate" ); */
do_function ( ch, &do_open, "gate" );
break;
case 'C':
do_function ( ch, &do_close, "gate" );
/* do_function(ch, &do_lock, "gate" ); */
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 ||
number_percent ( ) > 2 * ch->level )
return FALSE;
act ( "You bite $N!", ch, NULL, victim, TO_CHAR );
act ( "$n bites $N!", ch, NULL, victim, TO_NOTVICT );
act ( "$n bites you!", ch, NULL, victim, TO_VICT );
spell_poison ( gsn_poison, ch->level, ch, victim, TARGET_CHAR );
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 != NULL; 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;
}