756 lines
19 KiB
C
756 lines
19 KiB
C
/* ************************************************************************
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* File: spec_procs.c Part of CircleMUD *
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* Usage: implementation of special procedures for mobiles/objects/rooms *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "utils.h"
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#include "comm.h"
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#include "interpreter.h"
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#include "handler.h"
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#include "db.h"
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#include "spells.h"
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#include "constants.h"
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/* external vars */
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extern struct time_info_data time_info;
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extern struct spell_info_type spell_info[];
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extern struct guild_info_type guild_info[];
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/* extern functions */
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ACMD(do_drop);
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ACMD(do_gen_door);
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ACMD(do_say);
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ACMD(do_action);
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/* local functions */
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void sort_spells(void);
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int compare_spells(const void *x, const void *y);
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const char *how_good(int percent);
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void list_skills(struct char_data *ch);
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SPECIAL(guild);
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SPECIAL(dump);
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SPECIAL(mayor);
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void npc_steal(struct char_data *ch, struct char_data *victim);
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SPECIAL(snake);
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SPECIAL(thief);
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SPECIAL(magic_user);
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SPECIAL(guild_guard);
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SPECIAL(puff);
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SPECIAL(fido);
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SPECIAL(janitor);
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SPECIAL(cityguard);
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SPECIAL(pet_shops);
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SPECIAL(bank);
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/* ********************************************************************
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* Special procedures for mobiles *
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******************************************************************** */
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int spell_sort_info[MAX_SKILLS + 1];
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int compare_spells(const void *x, const void *y)
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{
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int a = *(const int *)x,
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b = *(const int *)y;
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return strcmp(spell_info[a].name, spell_info[b].name);
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}
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void sort_spells(void)
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{
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int a;
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/* initialize array, avoiding reserved. */
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for (a = 1; a <= MAX_SKILLS; a++)
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spell_sort_info[a] = a;
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qsort(&spell_sort_info[1], MAX_SKILLS, sizeof(int), compare_spells);
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}
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const char *how_good(int percent)
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{
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if (percent < 0)
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return " error)";
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if (percent == 0)
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return " (not learned)";
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if (percent <= 10)
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return " (awful)";
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if (percent <= 20)
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return " (bad)";
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if (percent <= 40)
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return " (poor)";
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if (percent <= 55)
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return " (average)";
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if (percent <= 70)
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return " (fair)";
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if (percent <= 80)
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return " (good)";
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if (percent <= 85)
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return " (very good)";
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return " (superb)";
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}
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const char *prac_types[] = {
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"spell",
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"skill"
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};
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#define LEARNED_LEVEL 0 /* % known which is considered "learned" */
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#define MAX_PER_PRAC 1 /* max percent gain in skill per practice */
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#define MIN_PER_PRAC 2 /* min percent gain in skill per practice */
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#define PRAC_TYPE 3 /* should it say 'spell' or 'skill'? */
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/* actual prac_params are in class.c */
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extern int prac_params[4][NUM_CLASSES];
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#define LEARNED(ch) (prac_params[LEARNED_LEVEL][(int)GET_CLASS(ch)])
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#define MINGAIN(ch) (prac_params[MIN_PER_PRAC][(int)GET_CLASS(ch)])
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#define MAXGAIN(ch) (prac_params[MAX_PER_PRAC][(int)GET_CLASS(ch)])
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#define SPLSKL(ch) (prac_types[prac_params[PRAC_TYPE][(int)GET_CLASS(ch)]])
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void list_skills(struct char_data *ch)
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{
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const char *overflow = "\r\n**OVERFLOW**\r\n";
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int i, sortpos, nlen;
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size_t len = 0;
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char buf2[MAX_STRING_LENGTH];
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if (!GET_PRACTICES(ch)) {
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send_to_char(ch, "You have no practice sessions remaining.\r\n");
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return;
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}
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len = snprintf(buf2, sizeof(buf2), "You have %d practice session%s remaining.\r\n"
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"You know of the following %ss:\r\n", GET_PRACTICES(ch),
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GET_PRACTICES(ch) == 1 ? "" : "s", SPLSKL(ch));
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for (sortpos = 1; sortpos <= MAX_SKILLS; sortpos++) {
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i = spell_sort_info[sortpos];
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if (GET_LEVEL(ch) >= spell_info[i].min_level[(int) GET_CLASS(ch)]) {
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nlen = snprintf(buf2 + len, sizeof(buf2) - len, "%-20s %s\r\n", spell_info[i].name, how_good(GET_SKILL(ch, i)));
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if (len + nlen >= sizeof(buf2) || nlen < 0)
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break;
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len += nlen;
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}
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}
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if (len >= sizeof(buf2))
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strcpy(buf2 + sizeof(buf2) - strlen(overflow) - 1, overflow); /* strcpy: OK */
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page_string(ch->desc, buf2, TRUE);
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}
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SPECIAL(guild)
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{
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int skill_num, percent;
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if (IS_NPC(ch) || !CMD_IS("practice"))
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return (FALSE);
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skip_spaces(&argument);
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if (!*argument) {
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list_skills(ch);
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return (TRUE);
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}
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if (GET_PRACTICES(ch) <= 0) {
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send_to_char(ch, "You do not seem to be able to practice now.\r\n");
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return (TRUE);
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}
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skill_num = find_skill_num(argument);
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if (skill_num < 1 ||
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GET_LEVEL(ch) < spell_info[skill_num].min_level[(int) GET_CLASS(ch)]) {
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send_to_char(ch, "You do not know of that %s.\r\n", SPLSKL(ch));
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return (TRUE);
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}
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if (GET_SKILL(ch, skill_num) >= LEARNED(ch)) {
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send_to_char(ch, "You are already learned in that area.\r\n");
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return (TRUE);
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}
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send_to_char(ch, "You practice for a while...\r\n");
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GET_PRACTICES(ch)--;
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percent = GET_SKILL(ch, skill_num);
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percent += MIN(MAXGAIN(ch), MAX(MINGAIN(ch), int_app[GET_INT(ch)].learn));
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SET_SKILL(ch, skill_num, MIN(LEARNED(ch), percent));
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if (GET_SKILL(ch, skill_num) >= LEARNED(ch))
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send_to_char(ch, "You are now learned in that area.\r\n");
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return (TRUE);
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}
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SPECIAL(dump)
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{
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struct obj_data *k;
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int value = 0;
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for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) {
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act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM);
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extract_obj(k);
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}
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if (!CMD_IS("drop"))
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return (FALSE);
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do_drop(ch, argument, cmd, SCMD_DROP);
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for (k = world[IN_ROOM(ch)].contents; k; k = world[IN_ROOM(ch)].contents) {
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act("$p vanishes in a puff of smoke!", FALSE, 0, k, 0, TO_ROOM);
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value += MAX(1, MIN(50, GET_OBJ_COST(k) / 10));
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extract_obj(k);
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}
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if (value) {
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send_to_char(ch, "You are awarded for outstanding performance.\r\n");
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act("$n has been awarded for being a good citizen.", TRUE, ch, 0, 0, TO_ROOM);
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if (GET_LEVEL(ch) < 3)
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gain_exp(ch, value);
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else
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GET_GOLD(ch) += value;
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}
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return (TRUE);
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}
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SPECIAL(mayor)
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{
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char actbuf[MAX_INPUT_LENGTH];
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const char open_path[] =
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"W3a3003b33000c111d0d111Oe333333Oe22c222112212111a1S.";
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const char close_path[] =
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"W3a3003b33000c111d0d111CE333333CE22c222112212111a1S.";
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static const char *path = NULL;
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static int path_index;
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static bool move = FALSE;
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if (!move) {
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if (time_info.hours == 6) {
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move = TRUE;
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path = open_path;
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path_index = 0;
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} else if (time_info.hours == 20) {
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move = TRUE;
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path = close_path;
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path_index = 0;
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}
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}
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if (cmd || !move || (GET_POS(ch) < POS_SLEEPING) ||
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(GET_POS(ch) == POS_FIGHTING))
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return (FALSE);
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switch (path[path_index]) {
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case '0':
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case '1':
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case '2':
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case '3':
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perform_move(ch, path[path_index] - '0', 1);
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break;
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case 'W':
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GET_POS(ch) = POS_STANDING;
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act("$n awakens and groans loudly.", FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'S':
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GET_POS(ch) = POS_SLEEPING;
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act("$n lies down and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'a':
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act("$n says 'Hello Honey!'", FALSE, ch, 0, 0, TO_ROOM);
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act("$n smirks.", FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'b':
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act("$n says 'What a view! I must get something done about that dump!'",
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FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'c':
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act("$n says 'Vandals! Youngsters nowadays have no respect for anything!'",
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FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'd':
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act("$n says 'Good day, citizens!'", FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'e':
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act("$n says 'I hereby declare the bazaar open!'", FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'E':
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act("$n says 'I hereby declare Midgaard closed!'", FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'O':
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do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_UNLOCK); /* strcpy: OK */
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do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_OPEN); /* strcpy: OK */
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break;
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case 'C':
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do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_CLOSE); /* strcpy: OK */
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do_gen_door(ch, strcpy(actbuf, "gate"), 0, SCMD_LOCK); /* strcpy: OK */
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break;
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case '.':
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move = FALSE;
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break;
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}
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path_index++;
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return (FALSE);
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}
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/* ********************************************************************
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* General special procedures for mobiles *
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******************************************************************** */
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void npc_steal(struct char_data *ch, struct char_data *victim)
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{
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int gold;
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if (IS_NPC(victim))
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return;
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if (GET_LEVEL(victim) >= LVL_IMMORT)
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return;
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if (!CAN_SEE(ch, victim))
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return;
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if (AWAKE(victim) && (rand_number(0, GET_LEVEL(ch)) == 0)) {
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act("You discover that $n has $s hands in your wallet.", FALSE, ch, 0, victim, TO_VICT);
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act("$n tries to steal gold from $N.", TRUE, ch, 0, victim, TO_NOTVICT);
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} else {
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/* Steal some gold coins */
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gold = (GET_GOLD(victim) * rand_number(1, 10)) / 100;
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if (gold > 0) {
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GET_GOLD(ch) += gold;
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GET_GOLD(victim) -= gold;
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}
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}
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}
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/*
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* Quite lethal to low-level characters.
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*/
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SPECIAL(snake)
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{
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if (cmd || GET_POS(ch) != POS_FIGHTING || !FIGHTING(ch))
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return (FALSE);
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if (IN_ROOM(FIGHTING(ch)) != IN_ROOM(ch) || rand_number(0, GET_LEVEL(ch)) != 0)
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return (FALSE);
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act("$n bites $N!", 1, ch, 0, FIGHTING(ch), TO_NOTVICT);
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act("$n bites you!", 1, ch, 0, FIGHTING(ch), TO_VICT);
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call_magic(ch, FIGHTING(ch), 0, SPELL_POISON, GET_LEVEL(ch), CAST_SPELL);
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return (TRUE);
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}
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SPECIAL(thief)
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{
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struct char_data *cons;
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if (cmd || GET_POS(ch) != POS_STANDING)
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return (FALSE);
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for (cons = world[IN_ROOM(ch)].people; cons; cons = cons->next_in_room)
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if (!IS_NPC(cons) && GET_LEVEL(cons) < LVL_IMMORT && !rand_number(0, 4)) {
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npc_steal(ch, cons);
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return (TRUE);
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}
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return (FALSE);
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}
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SPECIAL(magic_user)
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{
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struct char_data *vict;
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if (cmd || GET_POS(ch) != POS_FIGHTING)
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return (FALSE);
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/* pseudo-randomly choose someone in the room who is fighting me */
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for (vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room)
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if (FIGHTING(vict) == ch && !rand_number(0, 4))
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break;
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/* if I didn't pick any of those, then just slam the guy I'm fighting */
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if (vict == NULL && IN_ROOM(FIGHTING(ch)) == IN_ROOM(ch))
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vict = FIGHTING(ch);
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/* Hm...didn't pick anyone...I'll wait a round. */
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if (vict == NULL)
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return (TRUE);
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if (GET_LEVEL(ch) > 13 && rand_number(0, 10) == 0)
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cast_spell(ch, vict, NULL, SPELL_POISON);
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if (GET_LEVEL(ch) > 7 && rand_number(0, 8) == 0)
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cast_spell(ch, vict, NULL, SPELL_BLINDNESS);
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if (GET_LEVEL(ch) > 12 && rand_number(0, 12) == 0) {
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if (IS_EVIL(ch))
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cast_spell(ch, vict, NULL, SPELL_ENERGY_DRAIN);
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else if (IS_GOOD(ch))
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cast_spell(ch, vict, NULL, SPELL_DISPEL_EVIL);
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}
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if (rand_number(0, 4))
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return (TRUE);
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switch (GET_LEVEL(ch)) {
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case 4:
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case 5:
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cast_spell(ch, vict, NULL, SPELL_MAGIC_MISSILE);
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break;
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case 6:
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case 7:
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cast_spell(ch, vict, NULL, SPELL_CHILL_TOUCH);
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break;
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case 8:
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case 9:
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cast_spell(ch, vict, NULL, SPELL_BURNING_HANDS);
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break;
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case 10:
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case 11:
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cast_spell(ch, vict, NULL, SPELL_SHOCKING_GRASP);
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break;
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case 12:
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case 13:
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cast_spell(ch, vict, NULL, SPELL_LIGHTNING_BOLT);
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break;
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case 14:
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case 15:
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case 16:
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case 17:
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cast_spell(ch, vict, NULL, SPELL_COLOR_SPRAY);
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break;
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default:
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cast_spell(ch, vict, NULL, SPELL_FIREBALL);
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break;
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}
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return (TRUE);
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}
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/* ********************************************************************
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* Special procedures for mobiles *
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******************************************************************** */
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SPECIAL(guild_guard)
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{
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int i;
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struct char_data *guard = (struct char_data *)me;
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const char *buf = "The guard humiliates you, and blocks your way.\r\n";
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const char *buf2 = "The guard humiliates $n, and blocks $s way.";
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if (!IS_MOVE(cmd) || AFF_FLAGGED(guard, AFF_BLIND))
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return (FALSE);
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if (GET_LEVEL(ch) >= LVL_IMMORT)
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return (FALSE);
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for (i = 0; guild_info[i].guild_room != NOWHERE; i++) {
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/* Wrong guild or not trying to enter. */
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if (GET_ROOM_VNUM(IN_ROOM(ch)) != guild_info[i].guild_room || cmd != guild_info[i].direction)
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continue;
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/* Allow the people of the guild through. */
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if (!IS_NPC(ch) && GET_CLASS(ch) == guild_info[i].pc_class)
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continue;
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send_to_char(ch, "%s", buf);
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act(buf2, FALSE, ch, 0, 0, TO_ROOM);
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return (TRUE);
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}
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return (FALSE);
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}
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SPECIAL(puff)
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{
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char actbuf[MAX_INPUT_LENGTH];
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if (cmd)
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return (FALSE);
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switch (rand_number(0, 60)) {
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case 0:
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do_say(ch, strcpy(actbuf, "My god! It's full of stars!"), 0, 0); /* strcpy: OK */
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return (TRUE);
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case 1:
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do_say(ch, strcpy(actbuf, "How'd all those fish get up here?"), 0, 0); /* strcpy: OK */
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return (TRUE);
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case 2:
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do_say(ch, strcpy(actbuf, "I'm a very female dragon."), 0, 0); /* strcpy: OK */
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return (TRUE);
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case 3:
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do_say(ch, strcpy(actbuf, "I've got a peaceful, easy feeling."), 0, 0); /* strcpy: OK */
|
|
return (TRUE);
|
|
default:
|
|
return (FALSE);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
SPECIAL(fido)
|
|
{
|
|
struct obj_data *i, *temp, *next_obj;
|
|
|
|
if (cmd || !AWAKE(ch))
|
|
return (FALSE);
|
|
|
|
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
|
|
if (!IS_CORPSE(i))
|
|
continue;
|
|
|
|
act("$n savagely devours 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, IN_ROOM(ch));
|
|
}
|
|
extract_obj(i);
|
|
return (TRUE);
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
|
|
SPECIAL(janitor)
|
|
{
|
|
struct obj_data *i;
|
|
|
|
if (cmd || !AWAKE(ch))
|
|
return (FALSE);
|
|
|
|
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
|
|
if (!CAN_WEAR(i, ITEM_WEAR_TAKE))
|
|
continue;
|
|
if (GET_OBJ_TYPE(i) != ITEM_DRINKCON && GET_OBJ_COST(i) >= 15)
|
|
continue;
|
|
act("$n picks up some trash.", FALSE, ch, 0, 0, TO_ROOM);
|
|
obj_from_room(i);
|
|
obj_to_char(i, ch);
|
|
return (TRUE);
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
SPECIAL(cityguard)
|
|
{
|
|
struct char_data *tch, *evil, *spittle;
|
|
int max_evil, min_cha;
|
|
|
|
if (cmd || !AWAKE(ch) || FIGHTING(ch))
|
|
return (FALSE);
|
|
|
|
max_evil = 1000;
|
|
min_cha = 6;
|
|
spittle = evil = NULL;
|
|
|
|
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) {
|
|
if (!CAN_SEE(ch, tch))
|
|
continue;
|
|
|
|
if (!IS_NPC(tch) && PLR_FLAGGED(tch, PLR_KILLER)) {
|
|
act("$n screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'", FALSE, ch, 0, 0, TO_ROOM);
|
|
hit(ch, tch, TYPE_UNDEFINED);
|
|
return (TRUE);
|
|
}
|
|
|
|
if (!IS_NPC(tch) && PLR_FLAGGED(tch, PLR_THIEF)) {
|
|
act("$n screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'", FALSE, ch, 0, 0, TO_ROOM);
|
|
hit(ch, tch, TYPE_UNDEFINED);
|
|
return (TRUE);
|
|
}
|
|
|
|
if (FIGHTING(tch) && GET_ALIGNMENT(tch) < max_evil && (IS_NPC(tch) || IS_NPC(FIGHTING(tch)))) {
|
|
max_evil = GET_ALIGNMENT(tch);
|
|
evil = tch;
|
|
}
|
|
|
|
if (GET_CHA(tch) < min_cha) {
|
|
spittle = tch;
|
|
min_cha = GET_CHA(tch);
|
|
}
|
|
}
|
|
|
|
if (evil && GET_ALIGNMENT(FIGHTING(evil)) >= 0) {
|
|
act("$n screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM);
|
|
hit(ch, evil, TYPE_UNDEFINED);
|
|
return (TRUE);
|
|
}
|
|
|
|
/* Reward the socially inept. */
|
|
if (spittle && !rand_number(0, 9)) {
|
|
static int spit_social;
|
|
|
|
if (!spit_social)
|
|
spit_social = find_command("spit");
|
|
|
|
if (spit_social > 0) {
|
|
char spitbuf[MAX_NAME_LENGTH + 1];
|
|
|
|
strncpy(spitbuf, GET_NAME(spittle), sizeof(spitbuf)); /* strncpy: OK */
|
|
spitbuf[sizeof(spitbuf) - 1] = '\0';
|
|
|
|
do_action(ch, spitbuf, spit_social, 0);
|
|
return (TRUE);
|
|
}
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
#define PET_PRICE(pet) (GET_LEVEL(pet) * 300)
|
|
|
|
SPECIAL(pet_shops)
|
|
{
|
|
char buf[MAX_STRING_LENGTH], pet_name[256];
|
|
room_rnum pet_room;
|
|
struct char_data *pet;
|
|
|
|
/* Gross. */
|
|
pet_room = IN_ROOM(ch) + 1;
|
|
|
|
if (CMD_IS("list")) {
|
|
send_to_char(ch, "Available pets are:\r\n");
|
|
for (pet = world[pet_room].people; pet; pet = pet->next_in_room) {
|
|
/* No, you can't have the Implementor as a pet if he's in there. */
|
|
if (!IS_NPC(pet))
|
|
continue;
|
|
send_to_char(ch, "%8d - %s\r\n", PET_PRICE(pet), GET_NAME(pet));
|
|
}
|
|
return (TRUE);
|
|
} else if (CMD_IS("buy")) {
|
|
|
|
two_arguments(argument, buf, pet_name);
|
|
|
|
if (!(pet = get_char_room(buf, NULL, pet_room)) || !IS_NPC(pet)) {
|
|
send_to_char(ch, "There is no such pet!\r\n");
|
|
return (TRUE);
|
|
}
|
|
if (GET_GOLD(ch) < PET_PRICE(pet)) {
|
|
send_to_char(ch, "You don't have enough gold!\r\n");
|
|
return (TRUE);
|
|
}
|
|
GET_GOLD(ch) -= PET_PRICE(pet);
|
|
|
|
pet = read_mobile(GET_MOB_RNUM(pet), REAL);
|
|
GET_EXP(pet) = 0;
|
|
SET_BIT(AFF_FLAGS(pet), AFF_CHARM);
|
|
|
|
if (*pet_name) {
|
|
snprintf(buf, sizeof(buf), "%s %s", pet->player.name, pet_name);
|
|
/* free(pet->player.name); don't free the prototype! */
|
|
pet->player.name = strdup(buf);
|
|
|
|
snprintf(buf, sizeof(buf), "%sA small sign on a chain around the neck says 'My name is %s'\r\n",
|
|
pet->player.description, pet_name);
|
|
/* free(pet->player.description); don't free the prototype! */
|
|
pet->player.description = strdup(buf);
|
|
}
|
|
char_to_room(pet, IN_ROOM(ch));
|
|
add_follower(pet, ch);
|
|
|
|
/* Be certain that pets can't get/carry/use/wield/wear items */
|
|
IS_CARRYING_W(pet) = 1000;
|
|
IS_CARRYING_N(pet) = 100;
|
|
|
|
send_to_char(ch, "May you enjoy your pet.\r\n");
|
|
act("$n buys $N as a pet.", FALSE, ch, 0, pet, TO_ROOM);
|
|
|
|
return (TRUE);
|
|
}
|
|
|
|
/* All commands except list and buy */
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
|
|
/* ********************************************************************
|
|
* Special procedures for objects *
|
|
******************************************************************** */
|
|
|
|
|
|
SPECIAL(bank)
|
|
{
|
|
int amount;
|
|
|
|
if (CMD_IS("balance")) {
|
|
if (GET_BANK_GOLD(ch) > 0)
|
|
send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_GOLD(ch));
|
|
else
|
|
send_to_char(ch, "You currently have no money deposited.\r\n");
|
|
return (TRUE);
|
|
} else if (CMD_IS("deposit")) {
|
|
if ((amount = atoi(argument)) <= 0) {
|
|
send_to_char(ch, "How much do you want to deposit?\r\n");
|
|
return (TRUE);
|
|
}
|
|
if (GET_GOLD(ch) < amount) {
|
|
send_to_char(ch, "You don't have that many coins!\r\n");
|
|
return (TRUE);
|
|
}
|
|
GET_GOLD(ch) -= amount;
|
|
GET_BANK_GOLD(ch) += amount;
|
|
send_to_char(ch, "You deposit %d coins.\r\n", amount);
|
|
act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM);
|
|
return (TRUE);
|
|
} else if (CMD_IS("withdraw")) {
|
|
if ((amount = atoi(argument)) <= 0) {
|
|
send_to_char(ch, "How much do you want to withdraw?\r\n");
|
|
return (TRUE);
|
|
}
|
|
if (GET_BANK_GOLD(ch) < amount) {
|
|
send_to_char(ch, "You don't have that many coins deposited!\r\n");
|
|
return (TRUE);
|
|
}
|
|
GET_GOLD(ch) += amount;
|
|
GET_BANK_GOLD(ch) -= amount;
|
|
send_to_char(ch, "You withdraw %d coins.\r\n", amount);
|
|
act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM);
|
|
return (TRUE);
|
|
} else
|
|
return (FALSE);
|
|
}
|
|
|