/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "magic.h" #include "const.h" /* * The following special functions are available for mobiles. */ DECLARE_SPEC_FUN( spec_breath_any ); DECLARE_SPEC_FUN( spec_breath_acid ); DECLARE_SPEC_FUN( spec_breath_fire ); DECLARE_SPEC_FUN( spec_breath_frost ); DECLARE_SPEC_FUN( spec_breath_gas ); DECLARE_SPEC_FUN( spec_breath_lightning ); DECLARE_SPEC_FUN( spec_cast_adept ); DECLARE_SPEC_FUN( spec_cast_cleric ); DECLARE_SPEC_FUN( spec_cast_judge ); DECLARE_SPEC_FUN( spec_cast_mage ); DECLARE_SPEC_FUN( spec_cast_undead ); DECLARE_SPEC_FUN( spec_executioner ); DECLARE_SPEC_FUN( spec_fido ); DECLARE_SPEC_FUN( spec_guard ); DECLARE_SPEC_FUN( spec_janitor ); DECLARE_SPEC_FUN( spec_mayor ); DECLARE_SPEC_FUN( spec_poison ); DECLARE_SPEC_FUN( spec_thief ); DECLARE_SPEC_FUN( spec_nasty ); DECLARE_SPEC_FUN( spec_troll_member ); DECLARE_SPEC_FUN( spec_ogre_member ); DECLARE_SPEC_FUN( spec_summoner ); DECLARE_SPEC_FUN( spec_questmaster ); DECLARE_SPEC_FUN( spec_triviamob ); DECLARE_SPEC_FUN( spec_restringer ); DECLARE_SPEC_FUN( spec_registar ); DECLARE_SPEC_FUN( spec_innkeeper ); DECLARE_SPEC_FUN( spec_warmaster ); DECLARE_SPEC_FUN( spec_blacksmith ); DECLARE_SPEC_FUN( spec_blesser ); DECLARE_SPEC_FUN( spec_sage ); DECLARE_SPEC_FUN( spec_smith ); DECLARE_SPEC_FUN( spec_architect ); /* the function table */ const struct spec_type spec_table[] = { { "spec_breath_any", spec_breath_any }, { "spec_breath_acid", spec_breath_acid }, { "spec_breath_fire", spec_breath_fire }, { "spec_breath_frost", spec_breath_frost }, { "spec_breath_gas", spec_breath_gas }, { "spec_breath_lightning", spec_breath_lightning }, { "spec_cast_adept", spec_cast_adept }, { "spec_cast_cleric", spec_cast_cleric }, { "spec_cast_judge", spec_cast_judge }, { "spec_cast_mage", spec_cast_mage }, { "spec_cast_undead", spec_cast_undead }, { "spec_executioner", spec_executioner }, { "spec_fido", spec_fido }, { "spec_guard", spec_guard }, { "spec_janitor", spec_janitor }, { "spec_mayor", spec_mayor }, { "spec_poison", spec_poison }, { "spec_thief", spec_thief }, { "spec_nasty", spec_nasty }, { "spec_summoner", spec_summoner }, { "spec_questmaster", spec_questmaster }, { "spec_triviamob", spec_triviamob }, { "spec_restringer", spec_restringer }, { "spec_registar", spec_registar }, { "spec_innkeeper", spec_innkeeper }, { "spec_warmaster", spec_warmaster }, { "spec_blacksmith", spec_blacksmith }, { "spec_blesser", spec_blesser }, { "spec_sage", spec_sage }, { "spec_smith", spec_smith }, { "spec_architect", spec_architect }, { NULL, NULL } }; char *spec_name( SPEC_FUN *function) { int i; for (i = 0; spec_table[i].function != NULL; i++) { if (function == spec_table[i].function) return spec_table[i].name; } return NULL; } bool spec_nasty( CHAR_DATA *ch ) { CHAR_DATA *victim, *v_next; long gold; if (!IS_AWAKE(ch)) { return FALSE; } if (ch->position != POS_FIGHTING) { for ( victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!IS_NPC(victim) && (victim->level > ch->level) && (victim->level < ch->level + 10)) { do_function(ch, &do_backstab, victim->name); if (ch->position != POS_FIGHTING) { do_function(ch, &do_murder, victim->name); } /* should steal some coins right away? :) */ return TRUE; } } return FALSE; /* No one to attack */ } /* okay, we must be fighting.... steal some coins and flee */ if ( (victim = ch->fighting) == NULL) return FALSE; /* let's be paranoid.... */ switch ( number_bits(2) ) { case 0: act( "$n rips apart your coin purse, spilling your gold!", ch, NULL, victim, TO_VICT); act( "You slash apart $N's coin purse and gather his gold.", ch, NULL, victim, TO_CHAR); act( "$N's coin purse is ripped apart!", ch, NULL, victim, TO_NOTVICT); gold = victim->gold / 10; /* steal 10% of his gold */ victim->gold -= gold; ch->gold += gold; return TRUE; case 1: do_function(ch, &do_flee, ""); return TRUE; default: return FALSE; } } /* * Core procedure for dragons. */ bool dragon( CHAR_DATA *ch, char *spell_name ) { CHAR_DATA *victim; CHAR_DATA *v_next; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 3 ) == 0 ) break; } if ( victim == NULL ) return FALSE; if ( ( sn = skill_lookup( spell_name ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim, TARGET_CHAR); return TRUE; } /* * Special procedures for mobiles. */ bool spec_breath_any( CHAR_DATA *ch ) { if ( ch->position != POS_FIGHTING ) return FALSE; switch ( number_bits( 3 ) ) { case 0: return spec_breath_fire ( ch ); case 1: case 2: return spec_breath_lightning ( ch ); case 3: return spec_breath_gas ( ch ); case 4: return spec_breath_acid ( ch ); case 5: case 6: case 7: return spec_breath_frost ( ch ); } return FALSE; } bool spec_breath_acid( CHAR_DATA *ch ) { return dragon( ch, "acid breath" ); } bool spec_breath_fire( CHAR_DATA *ch ) { return dragon( ch, "fire breath" ); } bool spec_breath_frost( CHAR_DATA *ch ) { return dragon( ch, "frost breath" ); } bool spec_breath_gas( CHAR_DATA *ch ) { int sn; if ( ch->position != POS_FIGHTING ) return FALSE; if ( ( sn = skill_lookup( "gas breath" ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL,TARGET_CHAR); return TRUE; } bool spec_breath_lightning( CHAR_DATA *ch ) { return dragon( ch, "lightning breath" ); } bool spec_cast_adept( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 && !IS_NPC(victim) && victim->level < 11) break; } if ( victim == NULL ) return FALSE; switch ( number_bits( 4 ) ) { case 0: act( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM ); spell_armor( skill_lookup( "armor" ), ch->level,ch,victim,TARGET_CHAR); return TRUE; case 1: act( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level,ch,victim,TARGET_CHAR); return TRUE; case 2: act("$n utters the words 'judicandus noselacri'.",ch,NULL,NULL,TO_ROOM); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim,TARGET_CHAR); return TRUE; case 3: act("$n utters the words 'judicandus dies'.", ch,NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure light" ), ch->level, ch, victim,TARGET_CHAR); return TRUE; case 4: act( "$n utters the words 'judicandus sausabru'.",ch,NULL,NULL,TO_ROOM); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim,TARGET_CHAR); return TRUE; case 5: act("$n utters the word 'candusima'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup("refresh"),ch->level,ch,victim,TARGET_CHAR); return TRUE; case 6: act("$n utters the words 'judicandus eugzagz'.",ch,NULL,NULL,TO_ROOM); spell_cure_disease(skill_lookup("cure disease"), ch->level,ch,victim,TARGET_CHAR); } return FALSE; } bool spec_cast_cleric( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "cause serious"; break; case 2: min_level = 7; spell = "earthquake"; break; case 3: min_level = 9; spell = "cause critical"; break; case 4: min_level = 10; spell = "dispel evil"; break; case 5: min_level = 12; spell = "curse"; break; case 6: min_level = 12; spell = "change sex"; break; case 7: min_level = 13; spell = "flamestrike"; break; case 8: case 9: case 10: min_level = 15; spell = "harm"; break; case 11: min_level = 15; spell = "plague"; break; default: min_level = 16; spell = "dispel magic"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim,TARGET_CHAR); return TRUE; } bool spec_cast_judge( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; spell = "high explosive"; if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim,TARGET_CHAR); return TRUE; } bool spec_cast_mage( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "blindness"; break; case 1: min_level = 3; spell = "chill touch"; break; case 2: min_level = 7; spell = "weaken"; break; case 3: min_level = 8; spell = "teleport"; break; case 4: min_level = 11; spell = "colour spray"; break; case 5: min_level = 12; spell = "change sex"; break; case 6: min_level = 13; spell = "energy drain"; break; case 7: case 8: case 9: min_level = 15; spell = "fireball"; break; case 10: min_level = 20; spell = "plague"; break; default: min_level = 20; spell = "acid blast"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim,TARGET_CHAR); return TRUE; } bool spec_cast_undead( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; char *spell; int sn; if ( ch->position != POS_FIGHTING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim->fighting == ch && number_bits( 2 ) == 0 ) break; } if ( victim == NULL ) return FALSE; for ( ;; ) { int min_level; switch ( number_bits( 4 ) ) { case 0: min_level = 0; spell = "curse"; break; case 1: min_level = 3; spell = "weaken"; break; case 2: min_level = 6; spell = "chill touch"; break; case 3: min_level = 9; spell = "blindness"; break; case 4: min_level = 12; spell = "poison"; break; case 5: min_level = 15; spell = "energy drain"; break; case 6: min_level = 18; spell = "harm"; break; case 7: min_level = 21; spell = "teleport"; break; case 8: min_level = 20; spell = "plague"; break; default: min_level = 18; spell = "harm"; break; } if ( ch->level >= min_level ) break; } if ( ( sn = skill_lookup( spell ) ) < 0 ) return FALSE; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim,TARGET_CHAR); return TRUE; } bool spec_executioner( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) && can_see(ch,victim)) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) && can_see(ch,victim)) { crime = "THIEF"; break; } } if ( victim == NULL ) return FALSE; sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime ); sound( "guard3.wav", victim ); REMOVE_BIT(ch->comm,COMM_NOSHOUT); do_function(ch, &do_yell, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } bool spec_fido( CHAR_DATA *ch ) { OBJ_DATA *corpse; OBJ_DATA *c_next; OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next ) { c_next = corpse->next_content; if ( corpse->item_type != ITEM_CORPSE_NPC ) continue; act( "$n savagely devours a corpse.", ch, NULL, NULL, TO_ROOM ); for ( obj = corpse->contains; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj->carried_by = ch; obj_to_room( obj, ch->in_room ); } extract_obj( corpse ); return TRUE; } return FALSE; } bool spec_guard( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; CHAR_DATA *ech; char *crime; int max_evil; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; max_evil = 300; ech = NULL; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) && can_see(ch,victim)) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) && can_see(ch,victim)) { crime = "THIEF"; break; } if ( victim->fighting != NULL && victim->fighting != ch && victim->alignment < max_evil ) { max_evil = victim->alignment; ech = victim; } } if ( victim != NULL ) { sprintf( buf, "%s is a %s! PROTECT THE INNOCENT!! BANZAI!!", victim->name, crime ); sound( "guard3.wav", victim ); REMOVE_BIT(ch->comm,COMM_NOSHOUT); do_function(ch, &do_yell, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return TRUE; } if ( ech != NULL ) { act( "$n screams 'PROTECT THE INNOCENT!! BANZAI!!", ch, NULL, NULL, TO_ROOM ); multi_hit( ch, ech, TYPE_UNDEFINED ); return TRUE; } return FALSE; } bool spec_janitor( CHAR_DATA *ch ) { OBJ_DATA *trash; OBJ_DATA *trash_next; if ( !IS_AWAKE(ch) ) return FALSE; if (IS_SET(ch->in_room->room_flags, ROOM_DONATION)) return FALSE; for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next ) { trash_next = trash->next_content; if ( !IS_SET( trash->wear_flags, ITEM_TAKE ) || !can_loot(ch,trash)) continue; if ( trash->item_type == ITEM_DRINK_CON || trash->item_type == ITEM_TRASH || trash->cost < 10 ) { act( "$n picks up some trash.", ch, NULL, NULL, TO_ROOM ); wait_act( 0, "$n says, {ca janitors work is never done.{x", ch, NULL, NULL, TO_ROOM ); wait_act( 1, "$n says, {cI clean this place up and someone just comes along and messes it up again.{x", ch, NULL, NULL, TO_ROOM ); obj_from_room( trash ); obj_to_char( trash, ch ); return TRUE; } } return FALSE; } bool spec_mayor( CHAR_DATA *ch ) { static const char open_path[] = "W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S."; static const char close_path[] = "W3a3003b33000c111d0d111CE333333CE22c222112212111a1S."; static const char *path; static int pos; static bool move; if ( !move ) { if ( time_info.hour == 6 ) { path = open_path; move = TRUE; pos = 0; } if ( time_info.hour == 20 ) { path = close_path; move = TRUE; pos = 0; } } if ( ch->fighting != NULL ) return spec_cast_mage( ch ); if ( !move || ch->position < POS_SLEEPING ) return FALSE; switch ( path[pos] ) { case '0': case '1': case '2': case '3': move_char( ch, path[pos] - '0', FALSE ); break; case 'W': ch->position = POS_STANDING; act( "$n awakens and groans loudly.", ch, NULL, NULL, TO_ROOM ); break; case 'S': ch->position = POS_SLEEPING; act( "$n lies down and falls asleep.", ch, NULL, NULL, TO_ROOM ); break; case 'a': act( "$n says 'Hey baby, thanks for having me over tonight you were great, but next time bring some more toys.'", ch, NULL, NULL, TO_ROOM ); break; case 'b': act( "$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; } 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( skill_lookup("poison"), ch->level, ch, victim,TARGET_CHAR); return TRUE; } bool spec_thief( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; long gold,silver; if ( ch->position != POS_STANDING ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( IS_NPC(victim) || victim->level >= LEVEL_IMMORTAL || number_bits( 5 ) != 0 || !can_see(ch,victim)) continue; if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 ) { act( "You discover $n's hands in your wallet!", ch, NULL, victim, TO_VICT ); act( "$N discovers $n's hands in $S wallet!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } else { gold = victim->gold * UMIN(number_range(1,20),ch->level / 2) / 100; gold = UMIN(gold, ch->level * ch->level * 10 ); ch->gold += gold; victim->gold -= gold; silver = victim->silver * UMIN(number_range(1,20),ch->level/2)/100; silver = UMIN(silver,ch->level*ch->level * 25); ch->silver += silver; victim->silver -= silver; return TRUE; } } return FALSE; } /* OLC Inserted */ /***************************************************************************** Name: spec_string Purpose: Given a function, return the appropriate name. Called by: <???> ****************************************************************************/ char *spec_string( SPEC_FUN *fun ) /* OLC */ { int cmd; for ( cmd = 0; spec_table[cmd].function != '\0'; cmd++ ) if ( fun == spec_table[cmd].function ) return spec_table[cmd].name; return 0; } /***************************************************************************** Name: spec_lookup Purpose: Given a name, return the appropriate spec fun. Called by: do_mset(act_wiz.c) load_specials,reset_area(db.c) ****************************************************************************/ SPEC_FUN *spec_lookup( const char *name ) /* OLC */ { int cmd; for ( cmd = 0; spec_table[cmd].name != NULL; cmd++ ) if ( !str_cmp( name, spec_table[cmd].name ) ) return spec_table[cmd].function; return 0; } bool spec_summoner( CHAR_DATA *ch ) { return TRUE; } bool spec_questmaster(CHAR_DATA * ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_triviamob(CHAR_DATA * ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_restringer ( CHAR_DATA *ch ) { if (ch->fighting != NULL) return spec_cast_mage( ch ); return FALSE; } bool spec_registar(CHAR_DATA * ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_innkeeper(CHAR_DATA *ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_warmaster(CHAR_DATA * ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_blacksmith(CHAR_DATA *ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_blesser(CHAR_DATA *ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_sage(CHAR_DATA *ch) { /* if (ch->fighting != NULL) return spec_cast_sage(ch); */ return FALSE; } bool spec_smith(CHAR_DATA *ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; } bool spec_architect(CHAR_DATA * ch) { if (ch->fighting != NULL) return spec_cast_mage(ch); return FALSE; }