/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 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. * * ------------------------------------------------------------------------ * * "Special procedure" module * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include <stdlib.h> #include "mud.h" /* jails for wanted flags */ bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN( spec_fido ); DECLARE_SPEC_FUN( spec_guardian ); DECLARE_SPEC_FUN( spec_janitor ); DECLARE_SPEC_FUN( spec_poison ); DECLARE_SPEC_FUN( spec_thief ); DECLARE_SPEC_FUN( spec_customs_smut ); DECLARE_SPEC_FUN( spec_customs_alcohol ); DECLARE_SPEC_FUN( spec_customs_weapons ); DECLARE_SPEC_FUN( spec_customs_spice ); DECLARE_SPEC_FUN( spec_police_attack ); DECLARE_SPEC_FUN( spec_police_jail ); DECLARE_SPEC_FUN( spec_police_fine ); DECLARE_SPEC_FUN( spec_police ); DECLARE_SPEC_FUN( spec_clan_guard ); DECLARE_SPEC_FUN( spec_questmaster ); DECLARE_SPEC_FUN( spec_clan_patrol ); DECLARE_SPEC_FUN( spec_player_patrol ); DECLARE_SPEC_FUN( spec_finer ); DECLARE_SPEC_FUN( spec_droid_lang ); DECLARE_SPEC_FUN( spec_tax ); DECLARE_SPEC_FUN( spec_clan_order ); /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup( const char *name ) { if ( !str_cmp( name, "spec_fido" ) ) return spec_fido; if ( !str_cmp( name, "spec_guardian" ) ) return spec_guardian; if ( !str_cmp( name, "spec_janitor" ) ) return spec_janitor; if ( !str_cmp( name, "spec_poison" ) ) return spec_poison; if ( !str_cmp( name, "spec_thief" ) ) return spec_thief; if ( !str_cmp( name, "spec_customs_smut" ) ) return spec_customs_smut; if ( !str_cmp( name, "spec_customs_alcohol" ) ) return spec_customs_alcohol; if ( !str_cmp( name, "spec_customs_weapons" ) ) return spec_customs_weapons; if ( !str_cmp( name, "spec_customs_spice" ) ) return spec_customs_spice; if ( !str_cmp( name, "spec_police_attack" ) ) return spec_police_attack; if ( !str_cmp( name, "spec_police_jail" ) ) return spec_police_jail; if ( !str_cmp( name, "spec_police_fine" )) return spec_police_fine; if ( !str_cmp( name, "spec_police" )) return spec_police; if ( !str_cmp( name, "spec_clan_guard" )) return spec_clan_guard; if ( !str_cmp( name, "spec_questmaster" )) return spec_questmaster; if ( !str_cmp( name, "spec_clan_patrol" )) return spec_clan_patrol; if ( !str_cmp( name, "spec_player_patrol")) return spec_player_patrol; if ( !str_cmp( name, "spec_finer" )) return spec_finer; if ( !str_cmp( name, "spec_droid_lang" )) return spec_droid_lang; if ( !str_cmp( name, "spec_tax" )) return spec_tax; if ( !str_cmp( name, "spec_clan_order" )) return spec_clan_order; return 0; } /* * Given a pointer, return the appropriate spec fun text. */ char *lookup_spec( SPEC_FUN *special ) { if ( special == spec_fido ) return "spec_fido"; if ( special == spec_guardian ) return "spec_guardian"; if ( special == spec_janitor ) return "spec_janitor"; if ( special == spec_poison ) return "spec_poison"; if ( special == spec_thief ) return "spec_thief"; if ( special == spec_customs_smut ) return "spec_customs_smut"; if ( special == spec_customs_weapons ) return "spec_customs_weapons"; if ( special == spec_customs_alcohol ) return "spec_customs_alcohol"; if ( special == spec_customs_spice ) return "spec_customs_spice"; if ( special == spec_police_attack ) return "spec_police_attack"; if ( special == spec_police_jail ) return "spec_police_jail"; if ( special == spec_police_fine ) return "spec_police_fine"; if ( special == spec_police ) return "spec_police"; if ( special == spec_clan_guard ) return "spec_clan_guard"; if ( special == spec_questmaster ) return "spec_questmaster"; if ( special == spec_clan_patrol ) return "spec_clan_patrol"; if ( special == spec_player_patrol ) return "spec_player_patrol"; if ( special == spec_finer ) return "spec_finer"; if ( special == spec_droid_lang ) return "spec_droid_lang"; if ( special == spec_tax ) return "spec_tax"; if ( special == spec_clan_order) return "spec_clan_order"; return ""; } bool spec_questmaster( CHAR_DATA *ch ) { if ( !IS_NPC(ch) ) return FALSE; else return TRUE; } bool spec_finer( CHAR_DATA *ch ) { if ( !IS_NPC(ch) ) return FALSE; else return TRUE; } bool spec_customs_smut( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; long ch_exp; if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || victim->position == POS_FIGHTING ) continue; for ( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_SMUT) { if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) ) { sprintf( buf , "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr ); do_say( ch , buf ); if ( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience.\n\r " , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , obj->short_descr ); gain_exp( victim, ch_exp , SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp, obj->short_descr ); gain_exp( victim, ch_exp , SMUGGLING_ABILITY ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } } else if ( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for ( content = obj->first_content; content; content = content->next_content ) { if (content->pIndexData->item_type == ITEM_SMUT && !IS_SET( content->extra_flags , ITEM_CONTRABAND ) ) { ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , content->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); SET_BIT( content->extra_flags , ITEM_CONTRABAND); return TRUE; } } } } } return FALSE; } bool spec_customs_weapons( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; long ch_exp; CLAN_DATA *clan; CLAN_DATA *vclan; if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || victim->position == POS_FIGHTING ) continue; if ( victim->pcdata && victim->pcdata->clan ) vclan = victim->pcdata->clan; if ( IS_NPC(ch) && ch->mob_clan ) clan = ch->mob_clan; if ( victim->pcdata && vclan && ch->mob_clan && clan && clan == vclan) continue; for ( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_WEAPON) { if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) ) { sprintf( buf , "Weapons are banned from non-military usage. I'm going to have to confiscate %s.", obj->short_descr ); do_say( ch , buf ); if ( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); if ( obj->value[3] != WEAPON_LIGHTSABER) { act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); } else { if ( !IS_NPC(ch) && IS_SET( ch->act , PLR_SOUND ) ) { act( AT_ACTION, "!!SOUND(saberoff.wav U=http://mercury.spaceports.com/~gavin1/)$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "!!SOUND(saberoff.wav U=http://mercury.spaceports.com/~gavin1/)$n takes $p from you.", ch, obj, victim, TO_VICT ); } else { act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); } } obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience.\n\r " , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r " , ch_exp, obj->short_descr ); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } } else if ( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for ( content = obj->first_content; content; content = content->next_content ) { if (content->pIndexData->item_type == ITEM_WEAPON && !IS_SET( content->extra_flags , ITEM_CONTRABAND ) ) { ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , content->short_descr); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); SET_BIT( content->extra_flags , ITEM_CONTRABAND); return TRUE; } } } } } return FALSE; } bool spec_customs_alcohol( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; int liquid; long ch_exp; if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || victim->position == POS_FIGHTING ) continue; for ( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_DRINK_CON) { if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) liquid = obj->value[2] = 0; if ( liq_table[ liquid ].liq_affect[COND_DRUNK] > 0 ) { if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) ) { sprintf( buf , "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr ); do_say( ch , buf ); if ( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience. \n\r" , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r" , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d. \n\r" , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } } } else if ( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for ( content = obj->first_content; content; content = content->next_content ) { if (content->pIndexData->item_type == ITEM_DRINK_CON && !IS_SET( content->extra_flags , ITEM_CONTRABAND ) ) { if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) liquid = obj->value[2] = 0; if ( liq_table[ liquid ].liq_affect[COND_DRUNK] <= 0 ) continue; ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %d.\n\r " , ch_exp , content->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY); SET_BIT( content->extra_flags , ITEM_CONTRABAND); return TRUE; } } } } } return FALSE; } bool spec_customs_spice( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; long ch_exp; if ( !IS_AWAKE(ch) || ch->position == POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || victim->position == POS_FIGHTING ) continue; for ( obj = victim->last_carrying; obj; obj = obj->prev_content ) { if (obj->pIndexData->item_type == ITEM_SPICE || obj->pIndexData->item_type == ITEM_RAWSPICE) { if ( victim != ch && can_see( ch, victim ) && can_see_obj( ch,obj ) ) { sprintf( buf , "%s is illegal contraband. I'm going to have to confiscate that.", obj->short_descr ); do_say( ch , buf ); if ( obj->wear_loc != WEAR_NONE ) remove_obj( victim, obj->wear_loc, TRUE ); separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n confiscates $p from $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n takes $p from you.", ch, obj, victim, TO_VICT ); obj = obj_to_char( obj, ch ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You lose %ld experience. \n\r" , ch_exp ); gain_exp( victim, 0-ch_exp , SMUGGLING_ABILITY); return TRUE; } else if ( can_see( ch, victim ) && !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r" , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY ); act( AT_ACTION, "$n looks at $N suspiciously.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n look at you suspiciously.", ch, NULL, victim, TO_VICT ); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } else if ( !IS_SET( obj->extra_flags , ITEM_CONTRABAND) ) { ch_exp = UMIN( obj->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s. \n\r" , ch_exp , obj->short_descr); gain_exp( victim, ch_exp , SMUGGLING_ABILITY); SET_BIT( obj->extra_flags , ITEM_CONTRABAND); return TRUE; } } else if ( obj->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; for ( content = obj->first_content; content; content = content->next_content ) { if (content->pIndexData->item_type == ITEM_SPICE && !IS_SET( content->extra_flags , ITEM_CONTRABAND ) ) { ch_exp = UMIN( content->cost*10 , ( exp_level( victim->skill_level[SMUGGLING_ABILITY]+1) - exp_level( victim->skill_level[SMUGGLING_ABILITY]) ) ); ch_printf( victim, "You receive %ld experience for smuggling %s.\n\r " , ch_exp , content->short_descr); gain_exp( victim, ch_exp, SMUGGLING_ABILITY ); SET_BIT( content->extra_flags , ITEM_CONTRABAND); return TRUE; } } } } } return FALSE; } bool spec_police( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) ) continue; if ( !can_see( ch, victim ) ) continue; if ( number_bits ( 1 ) == 0 ) continue; for ( vip = 0 ; vip < 32 ; vip++ ) { if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) ) { sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch , buf ); REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip ); if ( ch->top_level >= victim->top_level ) multi_hit( ch, victim, TYPE_UNDEFINED ); else { act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT ); victim->gold /= 2; } return TRUE; } } } return FALSE; } bool spec_police_attack( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) ) continue; if ( !can_see( ch, victim ) ) continue; if ( number_bits ( 1 ) == 0 ) continue; for ( vip = 0 ; vip < 32 ; vip++ ) if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) ) { sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch , buf ); REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_police_fine( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int vip; char buf[MAX_STRING_LENGTH]; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) ) continue; if ( !can_see( ch, victim ) ) continue; if ( number_bits ( 1 ) == 0 ) continue; for ( vip = 0 ; vip <= 31 ; vip++ ) if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) ) { sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch , buf ); act( AT_ACTION, "$n fines $N an enormous amount of money.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n fines you an enourmous amount of money.", ch, NULL, victim, TO_VICT ); victim->gold /= 2; REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip ); return TRUE; } } return FALSE; } bool spec_police_jail( CHAR_DATA *ch ) { ROOM_INDEX_DATA *jail = NULL; CHAR_DATA *victim; CHAR_DATA *v_next; PLANET_DATA *planet = NULL; CLAN_DATA *clan = NULL; int vip; char buf[MAX_STRING_LENGTH]; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) ) continue; if ( !can_see( ch, victim ) ) continue; if ( number_bits ( 1 ) == 0 ) continue; for ( vip = 0 ; vip <= 31 ; vip++ ) if ( IS_SET ( ch->vip_flags , 1 << vip ) && IS_SET( victim->pcdata->wanted_flags , 1 << vip) ) { sprintf( buf , "Hey you're wanted on %s!", planet_flags[vip] ); do_say( ch , buf ); sprintf(buf, "You Are Under Arrest!"); do_say( ch , buf ); sprintf(buf, "You have the right to remain silent, anything you , do , or think, can, and will be used against you in a court of law."); do_say( ch , buf ); if (ch->in_room->area->planet) planet = ch->in_room->area->planet; if ( planet ) clan = planet->governed_by; if ( clan ) jail = get_room_index(clan->jail); if ( jail ) { REMOVE_BIT( victim->pcdata->wanted_flags , 1 << vip ); act( AT_ACTION, "$n ushers $N off to jail.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n escorts you to jail.", ch, NULL, victim, TO_VICT ); char_from_room( victim ); char_to_room( victim , jail ); } return TRUE; } } return FALSE; } 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->first_content; corpse; corpse = c_next ) { c_next = corpse->next_content; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act( AT_ACTION, "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guardian( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting && who_fighting( victim ) != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim && xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { sprintf( buf, "%s is a %s! As well as a COWARD!", victim->name, crime ); do_yell( ch, buf ); return TRUE; } if ( victim ) { sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech ) { act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!!", 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->first_content; trash; trash = trash_next ) { trash_next = trash->next_content; if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) || IS_OBJ_STAT( trash, ITEM_BURRIED ) ) continue; if ( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10 || (trash->pIndexData->vnum == OBJ_VNUM_SHOPPING_BAG && !trash->first_content) ) { act( AT_ACTION, "$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 *victim; if ( ch->position != POS_FIGHTING || ( victim = who_fighting( ch ) ) == NULL || number_percent( ) > 2 * ch->top_level ) return FALSE; act( AT_HIT, "You bite $N!", ch, NULL, victim, TO_CHAR ); act( AT_ACTION, "$n bites $N!", ch, NULL, victim, TO_NOTVICT ); act( AT_POISON, "$n bites you!", ch, NULL, victim, TO_VICT ); spell_poison( gsn_poison, ch->top_level, ch, victim ); return TRUE; } bool spec_thief( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int gold, maxgold; if ( ch->position != POS_STANDING ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || get_trust(victim) >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ continue; if ( IS_AWAKE(victim) && number_range( 0, ch->top_level ) == 0 ) { act( AT_ACTION, "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { maxgold = ch->top_level * ch->top_level * 1000; gold = victim->gold * number_range( 1, URANGE(2, ch->top_level/4, 10) ) / 100; ch->gold += 9 * gold / 10; victim->gold -= gold; if ( ch->gold > maxgold ) { boost_economy( ch->in_room->area, ch->gold - maxgold/2 ); ch->gold = maxgold/2; } return TRUE; } } return FALSE; } bool spec_clan_guard( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; CLAN_DATA *vclan; CLAN_DATA *clan; if ( !IS_AWAKE(ch) || ch->fighting || !ch->mob_clan ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !can_see( ch, victim ) ) continue; if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) continue; if ( !IS_NPC(victim) && IS_AWAKE(victim) && victim->pcdata && victim->pcdata->clan ) vclan = victim->pcdata->clan; if ( IS_NPC(ch) && ch->mob_clan ) clan = ch->mob_clan; if ( !IS_NPC( victim ) && vclan && IS_AWAKE(victim) && IS_NPC(ch) && clan != vclan && nifty_is_name(vclan->name , clan->atwar ) ) { do_yell( ch, "Hey your not allowed in here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_player_guard( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !can_see( ch, victim ) ) continue; if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) continue; if ( !IS_NPC( victim ) && victim->pcdata && IS_AWAKE(victim) && str_cmp( ch->leader->name , victim->name ) ) { do_yell( ch, "Hey you're not allowed in here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_clan_patrol( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( IS_NPC(ch) ) return FALSE; /* If its a char BAAAAD */ if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !can_see( ch, victim ) ) continue; if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) continue; if ( !IS_NPC( victim ) ) { if ( victim->pcdata->clan ) { if ( ch->mob_clan == victim->pcdata->clan ) return FALSE; if ( !IS_AWAKE(victim) || !nifty_is_name(victim->pcdata->clan->name , ch->mob_clan->atwar ) ) return FALSE; } else return FALSE; } else if ( IS_NPC(victim) ) { if ( victim->mob_clan ) { if ( ch->mob_clan == victim->mob_clan ) return FALSE; if ( !IS_AWAKE(victim) || !nifty_is_name(victim->mob_clan->name , ch->mob_clan->atwar ) ) return FALSE; } else return FALSE; } do_yell( ch, "Hey you're not allowed around here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_player_patrol( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !can_see( ch, victim ) ) continue; if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) continue; if ( !IS_NPC( victim ) && victim->pcdata && IS_AWAKE(victim) && ( victim->top_level > 29 ) && str_cmp( ch->leader->name , victim->name ) ) { do_yell( ch, "Hey you're not allowed around here!" ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } } return FALSE; } bool spec_droid_lang( CHAR_DATA *ch) /*You can add here special characteristics*/ { if (!IS_NPC(ch)) return FALSE; else return TRUE; } bool spec_tax( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; PLANET_DATA *planet; int tax; char buf[MAX_STRING_LENGTH]; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) ) continue; if ( !can_see( ch, victim ) ) continue; if ( number_bits ( 1 ) == 0 ) continue; if ( victim->top_level > 100 ) continue; if ( victim->gold < 1 ) continue; do_say( ch , "Due to the inflation of credits we must collect 8% of your current credits." ); tax = (victim->gold*0.08); victim->gold -= tax; ch_printf( victim, "You pay %d credits to the planet administration.\n\r", tax ); if (ch->in_room && ch->in_room->area && ch->in_room->area->planet ) { planet = ch->in_room->area->planet; if (planet->governed_by) { planet->governed_by->funds += tax; sprintf( buf , "I am sure that %s is greatful for your contribution.\n\r", planet->governed_by->name ); do_say( ch , buf ); } } } return FALSE; } bool spec_clan_order( CHAR_DATA *ch) /*You can add here special characteristics*/ { if (!IS_NPC(ch)) return FALSE; else return TRUE; }