/* ************************************************************************ * file: spec_procs.c , Special module. Part of DIKUMUD * * Usage: Procedures handling special procedures for object/room/mobile * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <string.h> #include <ctype.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "limits.h" /* external vars */ extern struct room_data *world; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct index_data *obj_index; extern struct time_info_data time_info; /* extern procedures */ void hit(struct char_data *ch, struct char_data *victim, int type); void gain_exp(struct char_data *ch, int gain); /* Data declarations */ struct social_type { char *cmd; int next_line; }; /* ******************************************************************** * Special procedures for rooms * ******************************************************************** */ char *how_good(int percent) { static char buf[256]; if (percent == 0) strcpy(buf, " (not learned)"); else if (percent <= 10) strcpy(buf, " (awful)"); else if (percent <= 20) strcpy(buf, " (bad)"); else if (percent <= 40) strcpy(buf, " (poor)"); else if (percent <= 55) strcpy(buf, " (average)"); else if (percent <= 70) strcpy(buf, " (fair)"); else if (percent <= 80) strcpy(buf, " (good)"); else if (percent <= 85) strcpy(buf, " (very good)"); else strcpy(buf, " (Superb)"); return (buf); } int guild(struct char_data *ch, int cmd, char *arg) { char arg1[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; int number, i, percent; extern char *spells[]; extern struct spell_info_type spell_info[MAX_SPL_LIST]; extern struct int_app_type int_app[26]; static char *w_skills[] = { "kick", /* No. 50 */ "bash", "rescue", "\n" }; static char *t_skills[] = { "sneak", /* No. 45 */ "hide", "steal", "backstab", "pick", "\n" }; if ((cmd != 164) && (cmd != 170)) return(FALSE); for(; *arg==' '; arg++); switch (GET_CLASS(ch)) { case CLASS_MAGIC_USER :{ if (!*arg) { sprintf(buf,"You have got %d practice sessions left.\n\r", ch->specials.spells_to_learn); send_to_char(buf, ch); send_to_char("You can practise any of these spells:\n\r", ch); for(i=0; *spells[i] != '\n'; i++) if (spell_info[i+1].spell_pointer && (spell_info[i+1].min_level_magic <= GET_LEVEL(ch))) { send_to_char(spells[i], ch); send_to_char(how_good(ch->skills[i+1].learned), ch); send_to_char("\n\r", ch); } return(TRUE); } number = old_search_block(arg,0,strlen(arg),spells,FALSE); if(number == -1) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (GET_LEVEL(ch) < spell_info[number].min_level_magic) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (ch->specials.spells_to_learn <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (ch->skills[number].learned >= 95) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); ch->specials.spells_to_learn--; percent = ch->skills[number].learned+MAX(25,int_app[GET_INT(ch)].learn); ch->skills[number].learned = MIN(95, percent); if (ch->skills[number].learned >= 95) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } } break; case CLASS_THIEF: { if (!*arg) { sprintf(buf,"You have got %d practice sessions left.\n\r", ch->specials.spells_to_learn); send_to_char(buf, ch); send_to_char("You can practise any of these skills:\n\r", ch); for(i=0; *t_skills[i] != '\n';i++) { send_to_char(t_skills[i], ch); send_to_char(how_good(ch->skills[i+45].learned), ch); send_to_char("\n\r", ch); } return(TRUE); } number = search_block(arg,t_skills,FALSE); if(number == -1) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (ch->specials.spells_to_learn <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (ch->skills[number+SKILL_SNEAK].learned >= 85) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); ch->specials.spells_to_learn--; percent = ch->skills[number+SKILL_SNEAK].learned + MIN(int_app[GET_INT(ch)].learn, 12); ch->skills[number+SKILL_SNEAK].learned = MIN(85, percent); if (ch->skills[number+SKILL_SNEAK].learned >= 85) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } } break; case CLASS_CLERIC :{ if (!*arg) { sprintf(buf,"You have got %d practice sessions left.\n\r", ch->specials.spells_to_learn); send_to_char(buf, ch); send_to_char("You can practise any of these spells:\n\r", ch); for(i=0; *spells[i] != '\n'; i++) if (spell_info[i+1].spell_pointer && (spell_info[i+1].min_level_cleric <= GET_LEVEL(ch))) { send_to_char(spells[i], ch); send_to_char(how_good(ch->skills[i+1].learned), ch); send_to_char("\n\r", ch); } return(TRUE); } number = old_search_block(arg,0,strlen(arg),spells,FALSE); if(number == -1) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (GET_LEVEL(ch) < spell_info[number].min_level_cleric) { send_to_char("You do not know of this spell...\n\r", ch); return(TRUE); } if (ch->specials.spells_to_learn <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (ch->skills[number].learned >= 95) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); ch->specials.spells_to_learn--; percent = ch->skills[number].learned+MAX(25,int_app[GET_INT(ch)].learn); ch->skills[number].learned = MIN(95, percent); if (ch->skills[number].learned >= 95) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } } break; case CLASS_WARRIOR: { if (!*arg) { sprintf(buf,"You have got %d practice sessions left.\n\r", ch->specials.spells_to_learn); send_to_char(buf, ch); send_to_char("You can practise any of these skills:\n\r", ch); for(i=0; *w_skills[i] != '\n';i++) { send_to_char(w_skills[i], ch); send_to_char(how_good(ch->skills[i+SKILL_KICK].learned), ch); send_to_char("\n\r", ch); } return(TRUE); } number = search_block(arg, w_skills, FALSE); if(number == -1) { send_to_char("You do not have ability to practise this skill!\n\r", ch); return(TRUE); } if (ch->specials.spells_to_learn <= 0) { send_to_char("You do not seem to be able to practice now.\n\r", ch); return(TRUE); } if (ch->skills[number+SKILL_KICK].learned >= 80) { send_to_char("You are already learned in this area.\n\r", ch); return(TRUE); } send_to_char("You Practice for a while...\n\r", ch); ch->specials.spells_to_learn--; percent = ch->skills[number+SKILL_KICK].learned + MIN(12, int_app[GET_INT(ch)].learn); ch->skills[number+SKILL_KICK].learned = MIN(80, percent); if (ch->skills[number+SKILL_KICK].learned >= 80) { send_to_char("You are now learned in this area.\n\r", ch); return(TRUE); } } break; } } int dump(struct char_data *ch, int cmd, char *arg) { struct obj_data *k; char buf[100]; struct char_data *tmp_char; int value=0; void do_drop(struct char_data *ch, char *argument, int cmd); char *fname(char *namelist); for(k = world[ch->in_room].contents; k ; k = world[ch->in_room].contents) { sprintf(buf, "The %s vanish in a puff of smoke.\n\r" ,fname(k->name)); for(tmp_char = world[ch->in_room].people; tmp_char; tmp_char = tmp_char->next_in_room) if (CAN_SEE_OBJ(tmp_char, k)) send_to_char(buf,tmp_char); extract_obj(k); } if(cmd!=60) return(FALSE); do_drop(ch, arg, cmd); value = 0; for(k = world[ch->in_room].contents; k ; k = world[ch->in_room].contents) { sprintf(buf, "The %s vanish in a puff of smoke.\n\r",fname(k->name)); for(tmp_char = world[ch->in_room].people; tmp_char; tmp_char = tmp_char->next_in_room) if (CAN_SEE_OBJ(tmp_char, k)) send_to_char(buf,tmp_char); value += MAX(1, MIN(50, k->obj_flags.cost/10)); extract_obj(k); } if (value) { act("You are awarded for outstanding performance.", FALSE, ch, 0, 0, TO_CHAR); act("$n has been awarded for being a good citizen.", TRUE, ch, 0,0, TO_ROOM); if (GET_LEVEL(ch) < 3) gain_exp(ch, value); else GET_GOLD(ch) += value; } } int mayor(struct char_data *ch, int cmd, char *arg) { static char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; /* const struct social_type open_path[] = { {"G",0} }; static void *thingy = 0; static int cur_line = 0; for (i=0; i < 1; i++) { if (*(open_path[cur_line].cmd) == '!') { i++; exec_social(ch, (open_path[cur_line].cmd)+1, open_path[cur_line].next_line, &cur_line, &thingy); } else { exec_social(ch, open_path[cur_line].cmd, open_path[cur_line].next_line, &cur_line, &thingy); } */ static char *path; static int index; static bool move = FALSE; void do_move(struct char_data *ch, char *argument, int cmd); void do_open(struct char_data *ch, char *argument, int cmd); void do_lock(struct char_data *ch, char *argument, int cmd); void do_unlock(struct char_data *ch, char *argument, int cmd); void do_close(struct char_data *ch, char *argument, int cmd); if (!move) { if (time_info.hours == 6) { move = TRUE; path = open_path; index = 0; } else if (time_info.hours == 20) { move = TRUE; path = close_path; index = 0; } } if (cmd || !move || (GET_POS(ch) < POSITION_SLEEPING) || (GET_POS(ch) == POSITION_FIGHTING)) return FALSE; switch (path[index]) { case '0' : case '1' : case '2' : case '3' : do_move(ch,"",path[index]-'0'+1); break; case 'W' : GET_POS(ch) = POSITION_STANDING; act("$n awakens and groans loudly.",FALSE,ch,0,0,TO_ROOM); break; case 'S' : GET_POS(ch) = POSITION_SLEEPING; act("$n lies down and instantly falls asleep.",FALSE,ch,0,0,TO_ROOM); break; case 'a' : act("$n says 'Hello Honey!'",FALSE,ch,0,0,TO_ROOM); act("$n smirks.",FALSE,ch,0,0,TO_ROOM); break; case 'b' : act("$n says 'What a view! I must get something done about that dump!'", FALSE,ch,0,0,TO_ROOM); break; case 'c' : act("$n says 'Vandals! Youngsters nowadays have no respect for anything!'", FALSE,ch,0,0,TO_ROOM); break; case 'd' : act("$n says 'Good day, citizens!'", FALSE, ch, 0,0,TO_ROOM); break; case 'e' : act("$n says 'I hereby declare the bazaar open!'",FALSE,ch,0,0,TO_ROOM); break; case 'E' : act("$n says 'I hereby declare Midgaard closed!'",FALSE,ch,0,0,TO_ROOM); break; case 'O' : do_unlock(ch, "gate", 0); do_open(ch, "gate", 0); break; case 'C' : do_close(ch, "gate", 0); do_lock(ch, "gate", 0); break; case '.' : move = FALSE; break; } index++; return FALSE; } /* ******************************************************************** * General special procedures for mobiles * ******************************************************************** */ /* SOCIAL GENERAL PROCEDURES If first letter of the command is '!' this will mean that the following command will be executed immediately. "G",n : Sets next line to n "g",n : Sets next line relative to n, fx. line+=n "m<dir>",n : move to <dir>, <dir> is 0,1,2,3,4 or 5 "w",n : Wake up and set standing (if possible) "c<txt>",n : Look for a person named <txt> in the room "o<txt>",n : Look for an object named <txt> in the room "r<int>",n : Test if the npc in room number <int>? "s",n : Go to sleep, return false if can't go sleep "e<txt>",n : echo <txt> to the room, can use $o/$p/$N depending on contents of the **thing "E<txt>",n : Send <txt> to person pointed to by thing "B<txt>",n : Send <txt> to room, except to thing "?<num>",n : <num> in [1..99]. A random chance of <num>% success rate. Will as usual advance one line upon sucess, and change relative n lines upon failure. "O<txt>",n : Open <txt> if in sight. "C<txt>",n : Close <txt> if in sight. "L<txt>",n : Lock <txt> if in sight. "U<txt>",n : Unlock <txt> if in sight. */ /* Execute a social command. */ void exec_social(struct char_data *npc, char *cmd, int next_line, int *cur_line, void **thing) { bool ok; void do_move(struct char_data *ch, char *argument, int cmd); void do_open(struct char_data *ch, char *argument, int cmd); void do_lock(struct char_data *ch, char *argument, int cmd); void do_unlock(struct char_data *ch, char *argument, int cmd); void do_close(struct char_data *ch, char *argument, int cmd); if (GET_POS(npc) == POSITION_FIGHTING) return; ok = TRUE; switch (*cmd) { case 'G' : *cur_line = next_line; return; case 'g' : *cur_line += next_line; return; case 'e' : act(cmd+1, FALSE, npc, *thing, *thing, TO_ROOM); break; case 'E' : act(cmd+1, FALSE, npc, 0, *thing, TO_VICT); break; case 'B' : act(cmd+1, FALSE, npc, 0, *thing, TO_NOTVICT); break; case 'm' : do_move(npc, "", *(cmd+1)-'0'+1); break; case 'w' : if (GET_POS(npc) != POSITION_SLEEPING) ok = FALSE; else GET_POS(npc) = POSITION_STANDING; break; case 's' : if (GET_POS(npc) <= POSITION_SLEEPING) ok = FALSE; else GET_POS(npc) = POSITION_SLEEPING; break; case 'c' : /* Find char in room */ *thing = get_char_room_vis(npc, cmd+1); ok = (*thing != 0); break; case 'o' : /* Find object in room */ *thing = get_obj_in_list_vis(npc, cmd+1, world[npc->in_room].contents); ok = (*thing != 0); break; case 'r' : /* Test if in a certain room */ ok = (npc->in_room == atoi(cmd+1)); break; case 'O' : /* Open something */ do_open(npc, cmd+1, 0); break; case 'C' : /* Close something */ do_close(npc, cmd+1, 0); break; case 'L' : /* Lock something */ do_lock(npc, cmd+1, 0); break; case 'U' : /* UnLock something */ do_unlock(npc, cmd+1, 0); break; case '?' : /* Test a random number */ if (atoi(cmd+1) <= number(1,100)) ok = FALSE; break; default: break; } /* End Switch */ if (ok) (*cur_line)++; else (*cur_line) += next_line; } void npc_steal(struct char_data *ch,struct char_data *victim) { int gold; if(IS_NPC(victim)) return; if(GET_LEVEL(victim)>20) return; if (AWAKE(victim) && (number(0,GET_LEVEL(ch)) == 0)) { act("You discover that $n has $s hands in your wallet.",FALSE,ch,0,victim,TO_VICT); act("$n tries to steal gold from $N.",TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal some gold coins */ gold = (int) ((GET_GOLD(victim)*number(1,10))/100); if (gold > 0) { GET_GOLD(ch) += gold; GET_GOLD(victim) -= gold; } } } int snake(struct char_data *ch, int cmd, char *arg) { void cast_poison( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); if(cmd) return FALSE; if(GET_POS(ch)!=POSITION_FIGHTING) return FALSE; if(ch->specials.fighting && (ch->specials.fighting->in_room == ch->in_room) && (number(0,32-GET_LEVEL(ch))==0)) { act("$n bites $N!", 1, ch, 0, ch->specials.fighting, TO_NOTVICT); act("$n bites you!", 1, ch, 0, ch->specials.fighting, TO_VICT); cast_poison( GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, ch->specials.fighting, 0); return TRUE; } return FALSE; } int thief(struct char_data *ch, int cmd, char *arg) { struct char_data *cons; if(cmd) return FALSE; if(GET_POS(ch)!=POSITION_STANDING)return FALSE; for(cons = world[ch->in_room].people; cons; cons = cons->next_in_room ) if((!IS_NPC(cons)) && (GET_LEVEL(cons)<21) && (number(1,5)==1)) npc_steal(ch,cons); return TRUE; } int magic_user(struct char_data *ch, int cmd, char *arg) { struct char_data *vict; void cast_burning_hands( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_chill_touch( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_colour_spray( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_energy_drain( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_fireball( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_magic_missile( byte level, struct char_data *ch, char *arg, int type, struct char_data *victim, struct obj_data *tar_obj ); void cast_blindness( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); void cast_curse( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); void cast_sleep( byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj ); if(cmd) return FALSE; if(GET_POS(ch)!=POSITION_FIGHTING) return FALSE; if(!ch->specials.fighting) return FALSE; /* Find a dude to to evil things upon ! */ for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room ) if (vict->specials.fighting==ch && number(0,5)==0) break; if (!vict) return FALSE; if( (vict!=ch->specials.fighting) && (GET_LEVEL(ch)>13) && (number(0,7)==0) ) { act("$n utters the words 'dilan oso'.", 1, ch, 0, 0, TO_ROOM); cast_sleep(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if( (GET_LEVEL(ch)>12) && (number(0,6)==0) ) { act("$n utters the words 'gharia miwi'.", 1, ch, 0, 0, TO_ROOM); cast_curse(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if( (GET_LEVEL(ch)>7) && (number(0,5)==0) ) { act("$n utters the words 'koholian dia'.", 1, ch, 0, 0, TO_ROOM); cast_blindness(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if( (GET_LEVEL(ch)>12) && (number(0,8)==0) && IS_EVIL(ch)) { act("$n utters the words 'ib er dranker'.", 1, ch, 0, 0, TO_ROOM); cast_energy_drain(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } switch (GET_LEVEL(ch)) { case 1: case 2: case 3: case 4: act("$n utters the words 'hahili duvini'.", 1, ch, 0, 0, TO_ROOM); cast_magic_missile(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 5: case 6: case 7: case 8: act("$n utters the words 'grynt oef'.", 1, ch, 0, 0, TO_ROOM); cast_burning_hands(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 9: case 10: act("$n utters the words 'sjulk divi'.", 1, ch, 0, 0, TO_ROOM); cast_lightning_bolt(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 11: case 12: case 13: case 14: act("$n utters the words 'nasson hof'.", 1, ch, 0, 0, TO_ROOM); cast_colour_spray(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; default: act("$n utters the words 'tuborg'.", 1, ch, 0, 0, TO_ROOM); cast_fireball(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; } return TRUE; } /* ******************************************************************** * Special procedures for mobiles * ******************************************************************** */ int guild_guard(struct char_data *ch, int cmd, char *arg) { char buf[256], buf2[256]; if (cmd>6 || cmd<1) return FALSE; strcpy(buf, "The guard humiliates you, and block your way.\n\r"); strcpy(buf2, "The guard humiliates $n, and blocks $s way."); if ((ch->in_room == real_room(3017)) && (cmd == 3)) { if (GET_CLASS(ch) != CLASS_MAGIC_USER) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } else if ((ch->in_room == real_room(3004)) && (cmd == 1)) { if (GET_CLASS(ch) != CLASS_CLERIC) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } else if ((ch->in_room == real_room(3027)) && (cmd == 2)) { if (GET_CLASS(ch) != CLASS_THIEF) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } else if ((ch->in_room == real_room(3021)) && (cmd == 2)) { if (GET_CLASS(ch) != CLASS_WARRIOR) { act(buf2, FALSE, ch, 0, 0, TO_ROOM); send_to_char(buf, ch); return TRUE; } } return FALSE; } int puff(struct char_data *ch, int cmd, char *arg) { void do_say(struct char_data *ch, char *argument, int cmd); if (cmd) return(0); switch (number(0, 60)) { case 0: do_say(ch, "My god! It's full of stars!", 0); return(1); case 1: do_say(ch, "How'd all those fish get up here?", 0); return(1); case 2: do_say(ch, "I'm a very female dragon.", 0); return(1); case 3: do_say(ch, "I've got a peaceful, easy feeling.", 0); return(1); default: return(0); } } int fido(struct char_data *ch, int cmd, char *arg) { struct obj_data *i, *temp, *next_obj; if (cmd || !AWAKE(ch)) return(FALSE); for (i = world[ch->in_room].contents; i; i = i->next_content) { if (GET_ITEM_TYPE(i)==ITEM_CONTAINER && i->obj_flags.value[3]) { act("$n savagely devour a corpse.", FALSE, ch, 0, 0, TO_ROOM); for(temp = i->contains; temp; temp=next_obj) { next_obj = temp->next_content; obj_from_obj(temp); obj_to_room(temp,ch->in_room); } extract_obj(i); return(TRUE); } } return(FALSE); } int janitor(struct char_data *ch, int cmd, char *arg) { struct obj_data *i, *temp, *next_obj; if (cmd || !AWAKE(ch)) return(FALSE); for (i = world[ch->in_room].contents; i; i = i->next_content) { if (IS_SET(i->obj_flags.wear_flags, ITEM_TAKE) && ((i->obj_flags.type_flag == ITEM_DRINKCON) || (i->obj_flags.cost <= 10))) { act("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM); obj_from_room(i); obj_to_char(i, ch); return(TRUE); } } return(FALSE); } int cityguard(struct char_data *ch, int cmd, char *arg) { struct char_data *tch, *evil; int max_evil; if (cmd || !AWAKE(ch) || (GET_POS(ch) == POSITION_FIGHTING)) return (FALSE); max_evil = 1000; evil = 0; for (tch=world[ch->in_room].people; tch; tch = tch->next_in_room) { if (tch->specials.fighting) { if ((GET_ALIGNMENT(tch) < max_evil) && (IS_NPC(tch) || IS_NPC(tch->specials.fighting))) { max_evil = GET_ALIGNMENT(tch); evil = tch; } } } if (evil && (GET_ALIGNMENT(evil->specials.fighting) >= 0)) { act("$n screams 'PROTECT THE INNOCENT! BANZAI!!! CHARGE!!! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, evil, TYPE_UNDEFINED); return(TRUE); } return(FALSE); } int pet_shops(struct char_data *ch, int cmd, char *arg) { char buf[MAX_STRING_LENGTH], pet_name[256]; int pet_room; struct char_data *pet; pet_room = ch->in_room+1; if (cmd==59) { /* List */ send_to_char("Available pets are:\n\r", ch); for(pet = world[pet_room].people; pet; pet = pet->next_in_room) { sprintf(buf, "%8d - %s\n\r", 3*GET_EXP(pet), pet->player.short_descr); send_to_char(buf, ch); } return(TRUE); } else if (cmd==56) { /* Buy */ arg = one_argument(arg, buf); arg = one_argument(arg, pet_name); /* Pet_Name is for later use when I feel like it */ if (!(pet = get_char_room(buf, pet_room))) { send_to_char("There is no such pet!\n\r", ch); return(TRUE); } if (GET_GOLD(ch) < (GET_EXP(pet)*3)) { send_to_char("You don't have enough gold!\n\r", ch); return(TRUE); } GET_GOLD(ch) -= GET_EXP(pet)*3; pet = read_mobile(pet->nr, REAL); GET_EXP(pet) = 0; SET_BIT(pet->specials.affected_by, AFF_CHARM); if (*pet_name) { sprintf(buf,"%s %s", pet->player.name, pet_name); free(pet->player.name); pet->player.name = strdup(buf); sprintf(buf,"%sA small sign on a chain around the neck says 'My Name is %s'\n\r", pet->player.description, pet_name); free(pet->player.description); pet->player.description = strdup(buf); } char_to_room(pet, ch->in_room); add_follower(pet, ch); /* Be certain that pet's can't get/carry/use/weild/wear items */ IS_CARRYING_W(pet) = 1000; IS_CARRYING_N(pet) = 100; send_to_char("May you enjoy your pet.\n\r", ch); act("$n bought $N as a pet.",FALSE,ch,0,pet,TO_ROOM); return(TRUE); } /* All commands except list and buy */ return(FALSE); } /* Idea of the LockSmith is functionally similar to the Pet Shop */ /* The problem here is that each key must somehow be associated */ /* with a certain player. My idea is that the players name will */ /* appear as the another Extra description keyword, prefixed */ /* by the words 'item_for_' and followed by the player name. */ /* The (keys) must all be stored in a room which is (virtually) */ /* adjacent to the room of the lock smith. */ int pray_for_items(struct char_data *ch, int cmd, char *arg) { char buf[256]; int key_room, gold; bool found; struct obj_data *tmp_obj, *obj; struct extra_descr_data *ext; if (cmd != 176) /* You must pray to get the stuff */ return FALSE; key_room = 1+ch->in_room; strcpy(buf, "item_for_"); strcat(buf, GET_NAME(ch)); gold = 0; found = FALSE; for (tmp_obj = world[key_room].contents; tmp_obj; tmp_obj = tmp_obj->next_content) for(ext = tmp_obj->ex_description; ext; ext = ext->next) if (str_cmp(buf, ext->keyword) == 0) { if (gold == 0) { gold = 1; act("$n kneels and at the altar and chants a prayer to Odin.", FALSE, ch, 0, 0, TO_ROOM); act("You notice a faint light in Odin's eye.", FALSE, ch, 0, 0, TO_CHAR); } obj = read_object(tmp_obj->item_number, REAL); obj_to_room(obj, ch->in_room); act("$p slowly fades into existence.",FALSE,ch,obj,0,TO_ROOM); act("$p slowly fades into existence.",FALSE,ch,obj,0,TO_CHAR); gold += obj->obj_flags.cost; found = TRUE; } if (found) { GET_GOLD(ch) -= gold; GET_GOLD(ch) = MAX(0, GET_GOLD(ch)); return TRUE; } return FALSE; } /* ******************************************************************** * Special procedures for objects * ******************************************************************** */ #define CHAL_ACT \ "You are torn out of reality!\n\r\ You roll and tumble through endless voids for what seems like eternity...\n\r\ \n\r\ After a time, a new reality comes into focus... you are elsewhere.\n\r" int chalice(struct char_data *ch, int cmd, char *arg) { /* 222 is the normal chalice, 223 is chalice-on-altar */ struct obj_data *chalice; char buf1[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH]; static int chl = -1, achl = -1; if (chl < 1) { chl = real_object(222); achl = real_object(223); } switch(cmd) { case 10: /* get */ if (!(chalice = get_obj_in_list_num(chl, world[ch->in_room].contents)) && CAN_SEE_OBJ(ch, chalice)) if (!(chalice = get_obj_in_list_num(achl, world[ch->in_room].contents)) && CAN_SEE_OBJ(ch, chalice)) return(0); /* we found a chalice.. now try to get us */ do_get(ch, arg, cmd); /* if got the altar one, switch her */ if (chalice == get_obj_in_list_num(achl, ch->carrying)) { extract_obj(chalice); chalice = read_object(chl, VIRTUAL); obj_to_char(chalice, ch); } return(1); break; case 67: /* put */ if (!(chalice = get_obj_in_list_num(chl, ch->carrying))) return(0); argument_interpreter(arg, buf1, buf2); if (!str_cmp(buf1, "chalice") && !str_cmp(buf2, "altar")) { extract_obj(chalice); chalice = read_object(achl, VIRTUAL); obj_to_room(chalice, ch->in_room); send_to_char("Ok.\n\r", ch); } return(1); break; case 176: /* pray */ if (!(chalice = get_obj_in_list_num(achl, world[ch->in_room].contents))) return(0); do_action(ch, arg, cmd); /* pray */ send_to_char(CHAL_ACT, ch); extract_obj(chalice); act("$n is torn out of existence!", TRUE, ch, 0, 0, TO_ROOM); char_from_room(ch); char_to_room(ch, real_room(2500)); /* before the fiery gates */ do_look(ch, "", 15); return(1); break; default: return(0); break; } } int kings_hall(struct char_data *ch, int cmd, char *arg) { if (cmd != 176) return(0); do_action(ch, arg, 176); send_to_char("You feel as if some mighty force has been offended.\n\r", ch); send_to_char(CHAL_ACT, ch); act("$n is struck by an intense beam of light and vanishes.", TRUE, ch, 0, 0, TO_ROOM); char_from_room(ch); char_to_room(ch, real_room(1420)); /* behind the altar */ do_look(ch, "", 15); return(1); }