/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements 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 * * benefiting. 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 * *************************************************************************** * 1stMud ROM Derivative (c) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "magic.h" #include "vnums.h" #include "special.h" Nanny_Fun (HANDLE_CON_PLAYING) { return; } const struct nanny_type nanny_table[] = { {"Chossing Terminal", CON_GET_TERM, HANDLE_CON_GET_TERM}, {"Entering Name", CON_GET_NAME, HANDLE_CON_GET_NAME}, {"Entering Passwd", CON_GET_OLD_PASSWORD, HANDLE_CON_GET_OLD_PASSWORD}, {"Immortal Login", CON_GET_WIZ, HANDLE_CON_GET_WIZ}, {"Broken Connection", CON_BREAK_CONNECT, HANDLE_CON_BREAK_CONNECT}, {"Confirming New Name", CON_CONFIRM_NEW_NAME, HANDLE_CON_CONFIRM_NEW_NAME}, {"Entering New Passwd", CON_GET_NEW_PASSWORD, HANDLE_CON_GET_NEW_PASSWORD}, {"Confirming New Passwd", CON_CONFIRM_NEW_PASSWORD, HANDLE_CON_CONFIRM_NEW_PASSWORD}, {"Entering New Race", CON_GET_NEW_RACE, HANDLE_CON_GET_NEW_RACE}, {"Entering New Sex", CON_GET_NEW_SEX, HANDLE_CON_GET_NEW_SEX}, {"Entering New Class", CON_GET_NEW_CLASS, HANDLE_CON_GET_NEW_CLASS}, {"Entering Alignment", CON_GET_ALIGNMENT, HANDLE_CON_GET_ALIGNMENT}, {"Entering Deity", CON_GET_DEITY, HANDLE_CON_GET_DEITY}, {"Entering Timezone", CON_GET_TIMEZONE, HANDLE_CON_GET_TIMEZONE}, {"Entering Screen Width", CON_GET_SCR_WIDTH, HANDLE_CON_GET_SCR_WIDTH}, {"Confirming Screen Width", CON_CONFIRM_SCR_WIDTH, HANDLE_CON_CONFIRM_SCR_WIDTH}, {"Entering Screen Lines", CON_GET_SCR_LINES, HANDLE_CON_GET_SCR_LINES}, {"Rolling Stats", CON_ROLL_STATS, HANDLE_CON_ROLL_STATS}, {"Choosing Skill Customizing", CON_DEFAULT_CHOICE, HANDLE_CON_DEFAULT_CHOICE}, {"Picking Weapon", CON_PICK_WEAPON, HANDLE_CON_PICK_WEAPON}, {"Customizing Skills", CON_GEN_GROUPS, HANDLE_CON_GEN_GROUPS}, {"Reading IMOTD", CON_READ_IMOTD, HANDLE_CON_READ_IMOTD}, {"Entering Note To", CON_NOTE_TO, HANDLE_CON_NOTE_TO}, {"Entering Note Subj", CON_NOTE_SUBJECT, HANDLE_CON_NOTE_SUBJECT}, {"Entering Note Expire", CON_NOTE_EXPIRE, HANDLE_CON_NOTE_EXPIRE}, {"Entering Note Text", CON_NOTE_TEXT, HANDLE_CON_NOTE_TEXT}, {"Finishing Note", CON_NOTE_FINISH, HANDLE_CON_NOTE_FINISH}, {"Reading MOTD", CON_READ_MOTD, HANDLE_CON_READ_MOTD}, {"Playing", CON_PLAYING, HANDLE_CON_PLAYING}, {NULL, (connect_t) - 1, NULL} }; int nanny_lookup (connect_t state) { int i; for (i = 0; nanny_table[i].fun != NULL; i++) { if (state == nanny_table[i].state) return i; } return -1; } 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}, {"spec_questmaster", spec_questmaster}, {"spec_triviamob", spec_triviamob}, {"spec_registar", spec_registar}, {"spec_warmaster", spec_warmaster}, {NULL, NULL} }; Spec_F * spec_lookup (const char *name) { int i; for (i = 0; spec_table[i].name != NULL; i++) { if (tolower (name[0]) == tolower (spec_table[i].name[0]) && !str_prefix (name, spec_table[i].name)) return spec_table[i].function; } return 0; } const char * spec_name (Spec_F * 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; } Spec_Fun (spec_troll_member) { CharData *vch, *victim = NULL; int count = 0; char *message; if (!IsAwake (ch) || IsAffected (ch, AFF_CALM) || ch->in_room == NULL || IsAffected (ch, AFF_CHARM) || ch->fighting != NULL) return false; for (vch = ch->in_room->person_first; vch != NULL; vch = vch->next_in_room) { if (!IsNPC (vch) || ch == vch) continue; if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN) return false; if (vch->pIndexData->group == MOB_VNUM_GROUP_OGRES && ch->level > vch->level - 2 && !is_safe (ch, vch)) { if (number_range (0, count) == 0) victim = vch; count++; } } if (victim == NULL) return false; 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; } Spec_Fun (spec_ogre_member) { CharData *vch, *victim = NULL; int count = 0; char *message; if (!IsAwake (ch) || IsAffected (ch, AFF_CALM) || ch->in_room == NULL || IsAffected (ch, AFF_CHARM) || ch->fighting != NULL) return false; for (vch = ch->in_room->person_first; vch != NULL; vch = vch->next_in_room) { if (!IsNPC (vch) || ch == vch) continue; if (vch->pIndexData->vnum == MOB_VNUM_PATROLMAN) return false; if (vch->pIndexData->group == MOB_VNUM_GROUP_TROLLS && ch->level > vch->level - 2 && !is_safe (ch, vch)) { if (number_range (0, count) == 0) victim = vch; count++; } } if (victim == NULL) return false; 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; } Spec_Fun (spec_patrolman) { CharData *vch, *victim = NULL; ObjData *obj; char *message; int count = 0; if (!IsAwake (ch) || IsAffected (ch, AFF_CALM) || ch->in_room == NULL || IsAffected (ch, AFF_CHARM) || ch->fighting != NULL) return false; for (vch = ch->in_room->person_first; vch != NULL; vch = vch->next_in_room) { if (vch == ch) continue; if (vch->fighting != NULL) { if (number_range (0, count) == 0) victim = (vch->level > vch->fighting->level) ? vch : vch->fighting; count++; } } if (victim == NULL || (IsNPC (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 $p, ***WHEEEEEEEEEEEET***", ch, obj, NULL, TO_ROOM); for (vch = char_first; vch != NULL; vch = vch->next) { if (vch->in_room == NULL) continue; if (vch->in_room != ch->in_room && vch->in_room->area == ch->in_room->area) chprintln (vch, "You hear a shrill whistling sound."); } } switch (number_range (0, 6)) { default: message = NULL; break; case 0: message = "$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; } Spec_Fun (spec_nasty) { CharData *victim, *v_next; money_t gold; if (!IsAwake (ch)) { return false; } if (ch->position != POS_FIGHTING) { for (victim = ch->in_room->person_first; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!IsNPC (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); } return true; } } return false; } if ((victim = ch->fighting) == NULL) return false; 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; victim->gold -= gold; ch->gold += gold; return true; case 1: do_function (ch, &do_flee, ""); return true; default: return false; } } bool dragon (CharData * ch, char *spell_name) { CharData *victim; CharData *v_next; int sn; if (ch->position != POS_FIGHTING) return false; for (victim = ch->in_room->person_first; 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; } Spec_Fun (spec_breath_any) { 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; } Spec_Fun (spec_breath_acid) { return dragon (ch, "acid breath"); } Spec_Fun (spec_breath_fire) { return dragon (ch, "fire breath"); } Spec_Fun (spec_breath_frost) { return dragon (ch, "frost breath"); } Spec_Fun (spec_breath_gas) { 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; } Spec_Fun (spec_breath_lightning) { return dragon (ch, "lightning breath"); } Spec_Fun (spec_cast_adept) { CharData *victim; CharData *v_next; if (!IsAwake (ch)) return false; for (victim = ch->in_room->person_first; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (victim != ch && can_see (ch, victim) && number_bits (1) == 0 && !IsNPC (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; } Spec_Fun (spec_cast_cleric) { CharData *victim; CharData *v_next; char *spell; int sn; if (ch->position != POS_FIGHTING) return false; for (victim = ch->in_room->person_first; 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; } Spec_Fun (spec_cast_judge) { CharData *victim; CharData *v_next; char *spell; int sn; if (ch->position != POS_FIGHTING) return false; for (victim = ch->in_room->person_first; 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; } Spec_Fun (spec_cast_mage) { CharData *victim; CharData *v_next; char *spell; int sn; if (ch->position != POS_FIGHTING) return false; for (victim = ch->in_room->person_first; 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 = "color 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; } Spec_Fun (spec_cast_undead) { CharData *victim; CharData *v_next; char *spell; int sn; if (ch->position != POS_FIGHTING) return false; for (victim = ch->in_room->person_first; 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; } Spec_Fun (spec_executioner) { char buf[MAX_STRING_LENGTH]; CharData *victim; CharData *v_next; char *crime; if (!IsAwake (ch) || ch->fighting != NULL) return false; crime = ""; for (victim = ch->in_room->person_first; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!IsNPC (victim) && IsSet (victim->act, PLR_KILLER) && can_see (ch, victim)) { crime = "KILLER"; break; } if (!IsNPC (victim) && IsSet (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); RemBit (ch->comm, COMM_NOSHOUT); do_function (ch, &do_yell, buf); multi_hit (ch, victim, TYPE_UNDEFINED); return true; } Spec_Fun (spec_fido) { ObjData *corpse; ObjData *c_next; ObjData *obj; ObjData *obj_next; if (!IsAwake (ch)) return false; for (corpse = ch->in_room->content_first; 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->content_first; 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; } Spec_Fun (spec_guard) { char buf[MAX_STRING_LENGTH]; CharData *victim; CharData *v_next; CharData *ech; char *crime; int max_evil; if (!IsAwake (ch) || ch->fighting != NULL) return false; max_evil = 300; ech = NULL; crime = ""; for (victim = ch->in_room->person_first; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!IsNPC (victim) && IsSet (victim->act, PLR_KILLER) && can_see (ch, victim)) { crime = "KILLER"; break; } if (!IsNPC (victim) && IsSet (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); RemBit (ch->comm, COMM_NOSHOUT); do_function (ch, &do_yell, buf); multi_hit (ch, victim, TYPE_UNDEFINED); return true; } if (ech != NULL) { act ("$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM); multi_hit (ch, ech, TYPE_UNDEFINED); return true; } return false; } Spec_Fun (spec_janitor) { ObjData *trash; ObjData *trash_next; if (!IsAwake (ch)) return false; for (trash = ch->in_room->content_first; trash != NULL; trash = trash_next) { trash_next = trash->next_content; if (!IsSet (trash->wear_flags, ITEM_TAKE) || !can_loot (ch, trash)) continue; if (trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10) { act ("$n picks up some trash.", ch, NULL, NULL, TO_ROOM); obj_from_room (trash); obj_to_char (trash, ch); return true; } } return false; } Spec_Fun (spec_mayor) { 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_open, "gate"); break; case 'C': do_function (ch, &do_close, "gate"); break; case '.': move = false; break; } pos++; return false; } Spec_Fun (spec_poison) { CharData *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; } Spec_Fun (spec_thief) { CharData *victim; CharData *v_next; money_t gold, silver; if (ch->position != POS_STANDING) return false; for (victim = ch->in_room->person_first; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (IsNPC (victim) || victim->level >= LEVEL_IMMORTAL || number_bits (5) != 0 || !can_see (ch, victim)) continue; if (IsAwake (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 * Min (number_range (1, 20), ch->level / 2) / 100; gold = Min (gold, (money_t) (ch->level * ch->level * 10)); ch->gold += gold; victim->gold -= gold; silver = victim->silver * Min (number_range (1, 20), ch->level / 2) / 100; silver = Min (silver, (money_t) (ch->level * ch->level * 25)); ch->silver += silver; victim->silver -= silver; return true; } } return false; } Spec_Fun (spec_questmaster) { if (ch->fighting != NULL) return spec_cast_mage (ch); return false; } Spec_Fun (spec_triviamob) { if (ch->fighting != NULL) return spec_cast_mage (ch); return false; } Spec_Fun (spec_registar) { if (ch->fighting != NULL) return spec_cast_mage (ch); return false; } Spec_Fun (spec_warmaster) { if (ch->fighting != NULL) return spec_cast_mage (ch); return false; }