/*************************************************************************** * 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. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.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_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_eater ); DECLARE_SPEC_FUN( spec_gremlin_original ); DECLARE_SPEC_FUN( spec_gremlin_born ); DECLARE_SPEC_FUN( spec_rogue ); /* * Given a name, return the appropriate spec fun. */ SPEC_FUN *spec_lookup( const char *name ) { if ( !str_cmp( name, "spec_breath_any" ) ) return spec_breath_any; if ( !str_cmp( name, "spec_breath_acid" ) ) return spec_breath_acid; if ( !str_cmp( name, "spec_breath_fire" ) ) return spec_breath_fire; if ( !str_cmp( name, "spec_breath_frost" ) ) return spec_breath_frost; if ( !str_cmp( name, "spec_breath_gas" ) ) return spec_breath_gas; if ( !str_cmp( name, "spec_breath_lightning" ) ) return spec_breath_lightning; if ( !str_cmp( name, "spec_cast_adept" ) ) return spec_cast_adept; if ( !str_cmp( name, "spec_cast_cleric" ) ) return spec_cast_cleric; if ( !str_cmp( name, "spec_cast_judge" ) ) return spec_cast_judge; if ( !str_cmp( name, "spec_cast_mage" ) ) return spec_cast_mage; if ( !str_cmp( name, "spec_cast_undead" ) ) return spec_cast_undead; if ( !str_cmp( name, "spec_fido" ) ) return spec_fido; if ( !str_cmp( name, "spec_guard" ) ) return spec_guard; if ( !str_cmp( name, "spec_janitor" ) ) return spec_janitor; if ( !str_cmp( name, "spec_mayor" ) ) return spec_mayor; if ( !str_cmp( name, "spec_poison" ) ) return spec_poison; if ( !str_cmp( name, "spec_thief" ) ) return spec_thief; if ( !str_cmp( name, "spec_eater" ) ) return spec_eater; if ( !str_cmp( name, "spec_gremlin_original" ) ) return spec_gremlin_original; if ( !str_cmp( name, "spec_gremlin_born" ) ) return spec_gremlin_born; if ( !str_cmp( name, "spec_rogue" ) ) return spec_rogue; return 0; } /* * Core procedure for dragons. */ 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( 2 ) == 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 ); 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 ); 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 ) break; } if ( victim == NULL ) return FALSE; switch ( number_bits( 3 ) ) { case 0: act( "$n utters the word 'tehctah'.", ch, NULL, NULL, TO_ROOM ); spell_armor( skill_lookup( "armor" ), ch->level, ch, victim ); return TRUE; case 1: act( "$n utters the word 'nhak'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 2: act( "$n utters the word 'yeruf'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act( "$n utters the word 'garf'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure light" ), ch->level, ch, victim ); return TRUE; case 4: act( "$n utters the words 'rozar'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act( "$n utters the words 'nadroj'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim ); return TRUE; } 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; 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 ); 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 ); 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; 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 ); 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; default: min_level = 24; spell = "gate"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); return TRUE; } bool spec_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 ); } if (corpse != NULL) 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; int max_evil; int rand; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; max_evil = 300; ech = NULL; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && victim->race > 24 && number_percent() > 95) break; if ( victim->fighting != NULL && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim != NULL ) { rand=number_range(1,5); if (rand == 1) { sprintf( buf, "It is an honour to meet you, %s!", victim->name); do_say( ch, buf ); } else if (rand == 2) { act("You bow deeply before $N.",ch,NULL,victim,TO_CHAR); act("$n bows deeply before you.",ch,NULL,victim,TO_VICT); act("$n bows deeply before $N.",ch,NULL,victim,TO_NOTVICT); } else if (rand == 3) { act("You shake $N's hand.",ch,NULL,victim,TO_CHAR); act("$n shakes your hand.",ch,NULL,victim,TO_VICT); act("$n shakes $N's hand.",ch,NULL,victim,TO_NOTVICT); sprintf( buf, "It's a pleasure to see you again, %s!", victim->name); do_say( ch, buf ); } else if (rand == 4) { act("You pat $N on the back.",ch,NULL,victim,TO_CHAR); act("$n pats you on the back.",ch,NULL,victim,TO_VICT); act("$n pats $N on the back.",ch,NULL,victim,TO_NOTVICT); sprintf( buf, "Greetings %s! If you need anything, just say!", victim->name); do_say( ch, buf ); } else { act("You beam a smile at $N.",ch,NULL,victim,TO_CHAR); act("$n beams a smile at you.",ch,NULL,victim,TO_VICT); act("$n beams a smile at $N.",ch,NULL,victim,TO_NOTVICT); } return TRUE; } if ( ech != NULL ) { if (!IS_NPC(ech) && ech->race >= 25) { sprintf( buf, "How DARE you attack %s? You shall DIE!", ech->name); do_say( ch, buf ); do_rescue( ch, ech->name ); return TRUE; } act( "$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 ) ) continue; if ( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10 ) { act( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM ); obj_from_room( trash ); obj_to_char( trash, ch ); return TRUE; } } return FALSE; } bool spec_mayor( CHAR_DATA *ch ) { static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path; static int pos; static bool move; if ( !move ) { if ( time_info.hour == 6 ) { path = open_path; move = TRUE; pos = 0; } if ( time_info.hour == 20 ) { path = close_path; move = TRUE; pos = 0; } } if ( ch->fighting != NULL ) return spec_cast_cleric( ch ); if ( !move || ch->position < POS_SLEEPING ) return FALSE; switch ( path[pos] ) { case '0': case '1': case '2': case '3': move_char( ch, path[pos] - '0' ); break; case 'W': ch->position = POS_STANDING; act( "$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_unlock( ch, "gate" ); do_open( ch, "gate" ); break; case 'C': do_close( ch, "gate" ); do_lock( ch, "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 ); return TRUE; } bool spec_thief( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; int gold; 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) || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || victim->level >= LEVEL_IMMORTAL || number_bits( 2 ) != 0 || !can_see( ch, victim ) ) /* Thx Glop */ 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 $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * number_range( 1, 20 ) / 100; ch->gold += 7 * gold / 8; victim->gold -= gold; return TRUE; } } return FALSE; } bool spec_eater( CHAR_DATA *ch ) { /* The spec_eater is a hungry bugger who eats players. If they get * eaten, they get transported to the room with the same vnum as the * mob Example: A spec_eater dragon with the vnum 31305 would send * anybody eaten to room 31305. * KaVir. */ CHAR_DATA *victim; ROOM_INDEX_DATA *pRoomIndex; if ( ch->position != POS_FIGHTING ) { return FALSE; } if (number_percent() > 50 ) return FALSE; victim=ch->fighting; act( "$n stares at $N hungrily and licks $s lips!", ch, NULL, victim, TO_NOTVICT ); act( "$n stares at you hungrily and licks $s lips!", ch, NULL, victim, TO_VICT ); if (number_percent() > 25 ) return FALSE; pRoomIndex = get_room_index(ch->pIndexData->vnum); act( "$n opens $s mouth wide and lunges at you!", ch, NULL, victim, TO_VICT ); act( "$n swallows you whole!", ch, NULL, victim, TO_VICT ); act( "$n opens $s mouth wide and lunges at $N!", ch, NULL, victim, TO_NOTVICT ); act( "$n swallows $N whole!", ch, NULL, victim, TO_NOTVICT ); char_from_room(victim); char_to_room(victim,pRoomIndex); do_emote(ch,"burps loudly."); do_look(victim,"auto"); return TRUE; } bool spec_gremlin_original( CHAR_DATA *ch ) { OBJ_DATA *object; OBJ_DATA *object_next; OBJ_DATA *obj; if ( !IS_AWAKE( ch ) ) return FALSE; if (number_percent() > 25) { CHAR_DATA *victim; CHAR_DATA *v_next; char buf [MAX_INPUT_LENGTH]; /* Lets make this mob DO things! KaVir */ int speech; speech = number_range(1,8); 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 ) break; } if ( victim != NULL ) { if (speech == 1) do_say(ch,"Anyone got any food? I'm famished!"); if (speech == 2) do_emote(ch,"rubs his tummy hungrily."); if (speech == 3) do_emote(ch,"looks around for any scraps of food."); if (speech == 4) { if(!IS_NPC(victim)) sprintf(buf,"Excuse me %s, have you got any spare food?",victim->name); else sprintf(buf,"I wonder if %s has got any spare food?",victim->short_descr); do_say(ch,buf); } if (speech == 5) do_say(ch,"If you're not hungry, drop that pie for me!"); if (speech == 6) { if(!IS_NPC(victim)) sprintf(buf,"Do you have any food, %s? Pleeeaaase?",victim->name); else sprintf(buf,"I bet %s has lots of spare food!",victim->short_descr); do_say(ch,buf); } if (speech == 7) { if(!IS_NPC(victim)) sprintf(buf,"Why won't you give me any food, %s?",victim->name); else sprintf(buf,"Why won't you give me any food, %s?",victim->short_descr); do_say(ch,buf); } if (speech == 8) { if(!IS_NPC(victim)) sprintf(buf,"I think i'll follow you around for a while, ok %s?",victim->name); else sprintf(buf,"I bet %s has lots of food.",victim->short_descr); do_say(ch,buf); do_follow(ch,victim->name); } } /* return TRUE; */ } do_drop(ch,"all"); for ( object = ch->in_room->contents; object; object = object_next ) { object_next = object->next_content; if ( !IS_SET(object->wear_flags, ITEM_TAKE) ) continue; if (object == NULL) continue; if ( object->item_type == ITEM_FOOD || object->item_type == ITEM_TRASH || object->item_type == ITEM_CORPSE_NPC ) { act( "$n picks $p up.", ch, object, NULL, TO_ROOM ); obj_from_room( object ); obj_to_char( object, ch ); do_say(ch,"Ah....foooood....goooood!"); if (object->item_type == ITEM_CORPSE_NPC) do_get(ch,"all corpse"); act( "$n eats $p.", ch, object, NULL, TO_ROOM ); if (object != NULL) extract_obj(object); if (number_percent() > 25) return TRUE; act( "$n sits down and curls up into a ball.", ch, NULL, NULL, TO_ROOM ); act( "You watch in amazement as a cocoon forms around $n.", ch, NULL, NULL, TO_ROOM ); obj=create_object(get_obj_index(30008),0); obj->value[0] = 30002; obj->timer = 1; obj_to_room(obj,ch->in_room); extract_char(ch,TRUE); return TRUE; } } return FALSE; } bool spec_gremlin_born( CHAR_DATA *ch ) { OBJ_DATA *object; OBJ_DATA *object_next; OBJ_DATA *obj; CHAR_DATA *victim; EXIT_DATA *pexit; ROOM_INDEX_DATA *to_room; int door; /* When they first appear, they try to equip themselves as best they can */ if ( ch->max_move == 100 ) { do_get(ch,"all"); do_wear(ch,"all"); do_drop(ch,"all"); } ch->max_move = ch->max_move -1; if ( ch->max_mana > 249 ) { do_say(ch,"I cannot go any further...my task is complete."); act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM ); extract_char(ch,TRUE); return TRUE; } if ( ch->max_move < 5 ) { do_say(ch,"Alas, there is not enough food to go around..."); act( "$n falls to the floor and crumbles into dust.", ch, NULL, NULL, TO_ROOM ); extract_char(ch,TRUE); return TRUE; } else if (( ch->max_move < 35) && number_percent() > 95 ) act( "$n's stomach growls with hunger.", ch, NULL, NULL, TO_ROOM ); if ( !IS_AWAKE( ch ) ) return FALSE; for ( object = ch->in_room->contents; object; object = object_next ) { object_next = object->next_content; if ( !IS_SET(object->wear_flags, ITEM_TAKE) ) continue; if (object == NULL) continue; if ( object->item_type == ITEM_FOOD || object->item_type == ITEM_TRASH || object->item_type == ITEM_CORPSE_NPC ) { act( "$n picks $p up.", ch, object, NULL, TO_ROOM ); obj_from_room( object ); obj_to_char( object, ch ); if (object->item_type == ITEM_CORPSE_NPC) do_get(ch,"all corpse"); act( "$n eats $p.", ch, object, NULL, TO_ROOM ); if (object != NULL) extract_obj(object); if (ch->max_move < 80) ch->max_move = ch->max_move + 20; do_wear(ch,"all"); do_drop(ch,"all"); /* Increase the following if gremlins reproduce too fast, and * reduce it if they reproduce too slowly. KaVir. */ if (ch->max_move > 75 && number_percent() > 25) { if (ch->pIndexData->vnum == 30004) obj=create_object(get_obj_index(30009),0); else { obj=create_object(get_obj_index(30008),0); obj->value[0] = 30003; if (ch->pIndexData->vnum == 30003) obj->value[0] = 30004; obj->timer = number_range(8,10); } act( "$n squats down and lays $p!", ch, obj, NULL, TO_ROOM ); obj_to_room(obj,ch->in_room); if (number_percent() > 25) ch->max_mana = ch->max_mana +50; } return TRUE; } } if ( ch->fighting != NULL ) return spec_poison( ch ); /* We'll give him 3 chances to find an open door */ door = number_range(0,5); if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL) door = number_range(0,5); if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL) door = number_range(0,5); if (!(((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)) { /* If the door is closed they'll have to open it */ if (IS_SET(pexit->exit_info, EX_CLOSED)) { if (door == 0) do_open(ch,"north"); if (door == 1) do_open(ch,"east"); if (door == 2) do_open(ch,"south"); if (door == 3) do_open(ch,"west"); if (door == 4) do_open(ch,"up"); if (door == 5) do_open(ch,"down"); } /* Now they know where they are going, they have to move */ move_char(ch,door); /* return FALSE; */ } /* Now we check the room for someone to kill */ for (victim = char_list; victim; victim = victim->next) { if ( victim->in_room != ch->in_room || !victim->in_room || victim == ch || (!IS_NPC(victim) && IS_HERO(victim) && victim->hit < 0) || ((victim->name == ch->name) && (ch->max_move > 30)) || ((victim->level > ch->level) && (ch->level < 12 )) || IS_IMMORTAL(victim) ) continue; if (victim->in_room == ch->in_room) { if (victim->name == ch->name) { do_say(ch,"Sorry brother, but I must eat you or I'll starve."); do_kill(ch,"gremlin"); do_kill(ch,"2.gremlin"); return TRUE; } else { do_kill(ch,victim->name); return TRUE; } return TRUE; } continue; } return FALSE; } /* Spec_rogue, coded by Malice. */ bool spec_rogue( CHAR_DATA *ch ) { /* To add to the life of mobs... they pickup and wear equipment */ OBJ_DATA *object; OBJ_DATA *obj2; OBJ_DATA *object_next; if ( !IS_AWAKE( ch ) ) return FALSE; for ( object = ch->in_room->contents; object; object = object_next ) { object_next = object->next_content; if ( object == NULL ) continue; if ( !IS_SET( object->wear_flags, ITEM_TAKE ) ) continue; if ( ( object->item_type != ITEM_DRINK_CON && object->item_type != ITEM_TRASH ) && !(( IS_OBJ_STAT( object, ITEM_ANTI_EVIL ) && IS_EVIL ( ch ) ) || ( IS_OBJ_STAT( object, ITEM_ANTI_GOOD ) && IS_GOOD ( ch ) ) || ( IS_OBJ_STAT( object, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL( ch ) ) ) ) { act( "$n picks up $p and examines it carefully.", ch, object, NULL, TO_ROOM ); obj_from_room( object ); obj_to_char( object, ch ); /*Now compare it to what we already have*/ for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content ) { if ( obj2->wear_loc != WEAR_NONE && can_see_obj( ch, obj2 ) && object->item_type == obj2->item_type && ( object->wear_flags & obj2->wear_flags & ~ITEM_TAKE) != 0 ) break; } if (!obj2) { switch (object->item_type) { default: do_say(ch,"Hey, what a find!"); break; case ITEM_FOOD: do_say(ch, "This looks like a tasty morsel!"); do_eat(ch,object->name); break; case ITEM_WAND: do_say(ch,"Wow, a magic wand!"); wear_obj(ch,object,FALSE); break; case ITEM_STAFF: do_say(ch,"Kewl, a magic staff!"); wear_obj(ch,object,FALSE); break; case ITEM_WEAPON: do_say(ch,"Hey, this looks like a nifty weapon!"); wear_obj(ch,object,FALSE); break; case ITEM_ARMOR: do_say(ch,"Oooh...a nice piece of armor!"); wear_obj(ch,object,FALSE); break; case ITEM_POTION: do_say(ch, "Great! I was feeling a little thirsty!"); act( "You quaff $p.", ch, object, NULL ,TO_CHAR ); act( "$n quaffs $p.", ch, object, NULL, TO_ROOM ); obj_cast_spell( object->value[1], object->level, ch, ch, NULL ); obj_cast_spell( object->value[2], object->level, ch, ch, NULL ); obj_cast_spell( object->value[3], object->level, ch, ch, NULL ); extract_obj( object ); break; case ITEM_SCROLL: do_say(ch,"Hmmm I wonder what this says?"); act( "You recite $p.", ch, object, NULL, TO_CHAR ); act( "$n recites $p.", ch, object, NULL, TO_ROOM ); obj_cast_spell( object->value[1], object->level, ch, NULL, object ); obj_cast_spell( object->value[2], object->level, ch, NULL, object ); obj_cast_spell( object->value[3], object->level, ch, NULL, object ); extract_obj( object ); break; } return TRUE; } if ((object->level > obj2->level)) { do_say(ch,"Now THIS looks like an improvement!"); remove_obj(ch,obj2->wear_loc,TRUE); wear_obj(ch,object,FALSE); } else { do_say(ch,"I don't want this piece of junk!"); act("You don't like the look of $p.",ch,object,NULL,TO_CHAR); do_drop(ch,object->name); do_sacrifice(ch,object->name); } return TRUE; } } return FALSE; }