931 lines
25 KiB
C
931 lines
25 KiB
C
/* ************************************************************************
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* File: castle.c Part of CircleMUD *
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* Usage: Special procedures for King's Castle area *
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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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* Special procedures for Kings Castle by Pjotr (d90-pem@nada.kth.se) *
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* Coded by Sapowox (d90-jkr@nada.kth.se) *
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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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/* IMPORTANT!
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The below defined number is the zone number of the Kings Castle.
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Change it to apply to your chosen zone number. The default zone
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number (On Alex and Alfa) is 80 (That is rooms and mobs have numbers
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in the 8000 series... */
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#define Z_KINGS_C 150
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/* external variables */
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extern struct time_info_data time_info;
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extern int mini_mud;
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/* local functions */
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mob_vnum castle_virtual(mob_vnum offset);
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room_rnum castle_real_room(room_vnum roomoffset);
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struct char_data *find_npc_by_name(struct char_data *chAtChar, const char *pszName, int iLen);
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int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction);
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void assign_kings_castle(void);
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int member_of_staff(struct char_data *chChar);
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int member_of_royal_guard(struct char_data *chChar);
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struct char_data *find_guard(struct char_data *chAtChar);
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struct char_data *get_victim(struct char_data *chAtChar);
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int banzaii(struct char_data *ch);
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int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim);
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int is_trash(struct obj_data *i);
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void fry_victim(struct char_data *ch);
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int castle_cleaner(struct char_data *ch, int cmd, int gripe);
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int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname);
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void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc));
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/**********************************************************************\
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|* Special procedures for Kings Castle by Pjotr (d90-pem@nada.kth.se) *|
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|* Coded by Sapowox (d90-jkr@nada.kth.se) *|
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\**********************************************************************/
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SPECIAL(CastleGuard);
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SPECIAL(James);
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SPECIAL(cleaning);
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SPECIAL(DicknDavid);
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SPECIAL(tim);
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SPECIAL(tom);
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SPECIAL(king_welmar);
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SPECIAL(training_master);
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SPECIAL(peter);
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SPECIAL(jerry);
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SPECIAL(guild);
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ACMD(do_gen_door);
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ACMD(do_follow);
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/*
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* Assign castle special procedures.
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*
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* NOTE: The mobile number isn't fully specified. It's only an offset
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* from the zone's base.
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*/
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void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc))
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{
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mob_vnum vmv = castle_virtual(mobnum);
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mob_rnum rmr = NOBODY;
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if (vmv != NOBODY)
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rmr = real_mobile(vmv);
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if (rmr == NOBODY) {
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if (!mini_mud)
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log("SYSERR: assign_kings_castle(): can't find mob #%d.", vmv);
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/* SYSERR_DESC:
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* When the castle_mob_spec() function is given a mobnum that
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* does not correspond to a mod loaded (when not in minimud mode),
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* this error will result.
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*/
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} else
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mob_index[rmr].func = specproc;
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}
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mob_vnum castle_virtual(mob_vnum offset)
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{
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zone_rnum zon;
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if ((zon = real_zone(Z_KINGS_C)) == NOWHERE)
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return NOBODY;
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return zone_table[zon].bot + offset;
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}
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room_rnum castle_real_room(room_vnum roomoffset)
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{
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zone_rnum zon;
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if ((zon = real_zone(Z_KINGS_C)) == NOWHERE)
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return NOWHERE;
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return real_room(zone_table[zon].bot + roomoffset);
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}
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/*
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* Routine: assign_kings_castle
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*
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* Used to assign function pointers to all mobiles in the Kings Castle.
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* Called from spec_assign.c.
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*/
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void assign_kings_castle(void)
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{
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castle_mob_spec(0, CastleGuard); /* Gwydion */
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/* Added the previous line -- Furry */
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castle_mob_spec(1, king_welmar); /* Our dear friend, the King */
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castle_mob_spec(3, CastleGuard); /* Jim */
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castle_mob_spec(4, CastleGuard); /* Brian */
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castle_mob_spec(5, CastleGuard); /* Mick */
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castle_mob_spec(6, CastleGuard); /* Matt */
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castle_mob_spec(7, CastleGuard); /* Jochem */
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castle_mob_spec(8, CastleGuard); /* Anne */
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castle_mob_spec(9, CastleGuard); /* Andrew */
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castle_mob_spec(10, CastleGuard); /* Bertram */
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castle_mob_spec(11, CastleGuard); /* Jeanette */
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castle_mob_spec(12, peter); /* Peter */
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castle_mob_spec(13, training_master); /* The training master */
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castle_mob_spec(16, James); /* James the Butler */
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castle_mob_spec(17, cleaning); /* Ze Cleaning Fomen */
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castle_mob_spec(20, tim); /* Tim, Tom's twin */
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castle_mob_spec(21, tom); /* Tom, Tim's twin */
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castle_mob_spec(24, DicknDavid); /* Dick, guard of the
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* Treasury */
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castle_mob_spec(25, DicknDavid); /* David, Dicks brother */
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castle_mob_spec(26, jerry); /* Jerry, the Gambler */
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castle_mob_spec(27, CastleGuard); /* Michael */
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castle_mob_spec(28, CastleGuard); /* Hans */
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castle_mob_spec(29, CastleGuard); /* Boris */
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}
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/*
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* Routine: member_of_staff
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*
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* Used to see if a character is a member of the castle staff.
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* Used mainly by BANZAI:ng NPC:s.
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*/
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int member_of_staff(struct char_data *chChar)
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{
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int ch_num;
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if (!IS_NPC(chChar))
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return (FALSE);
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ch_num = GET_MOB_VNUM(chChar);
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if (ch_num == castle_virtual(1))
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return (TRUE);
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if (ch_num > castle_virtual(2) && ch_num < castle_virtual(15))
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return (TRUE);
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if (ch_num > castle_virtual(15) && ch_num < castle_virtual(18))
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return (TRUE);
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if (ch_num > castle_virtual(18) && ch_num < castle_virtual(30))
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return (TRUE);
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return (FALSE);
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}
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/*
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* Function: member_of_royal_guard
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*
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* Returns TRUE if the character is a guard on duty, otherwise FALSE.
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* Used by Peter the captain of the royal guard.
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*/
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int member_of_royal_guard(struct char_data *chChar)
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{
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int ch_num;
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if (!chChar || !IS_NPC(chChar))
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return (FALSE);
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ch_num = GET_MOB_VNUM(chChar);
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if (ch_num == castle_virtual(3) || ch_num == castle_virtual(6))
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return (TRUE);
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if (ch_num > castle_virtual(7) && ch_num < castle_virtual(12))
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return (TRUE);
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if (ch_num > castle_virtual(23) && ch_num < castle_virtual(26))
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return (TRUE);
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return (FALSE);
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}
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/*
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* Function: find_npc_by_name
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*
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* Returns a pointer to an npc by the given name.
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* Used by Tim and Tom
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*/
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struct char_data *find_npc_by_name(struct char_data *chAtChar,
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const char *pszName, int iLen)
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{
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struct char_data *ch;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
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if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen))
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return (ch);
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return (NULL);
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}
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/*
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* Function: find_guard
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*
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* Returns the pointer to a guard on duty.
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* Used by Peter the Captain of the Royal Guard
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*/
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struct char_data *find_guard(struct char_data *chAtChar)
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{
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struct char_data *ch;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
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if (!FIGHTING(ch) && member_of_royal_guard(ch))
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return (ch);
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return (NULL);
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}
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/*
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* Function: get_victim
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*
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* Returns a pointer to a randomly chosen character in the same room,
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* fighting someone in the castle staff...
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* Used by BANZAII-ing characters and King Welmar...
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*/
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struct char_data *get_victim(struct char_data *chAtChar)
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{
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struct char_data *ch;
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int iNum_bad_guys = 0, iVictim;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
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if (FIGHTING(ch) && member_of_staff(FIGHTING(ch)))
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iNum_bad_guys++;
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if (!iNum_bad_guys)
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return (NULL);
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iVictim = rand_number(0, iNum_bad_guys); /* How nice, we give them a chance */
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if (!iVictim)
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return (NULL);
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iNum_bad_guys = 0;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) {
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if (FIGHTING(ch) == NULL)
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continue;
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if (!member_of_staff(FIGHTING(ch)))
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continue;
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if (++iNum_bad_guys != iVictim)
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continue;
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return (ch);
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}
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return (NULL);
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}
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/*
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* Function: banzaii
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*
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* Makes a character banzaii on attackers of the castle staff.
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* Used by Guards, Tim, Tom, Dick, David, Peter, Master, King and Guards.
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*/
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int banzaii(struct char_data *ch)
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{
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struct char_data *chOpponent;
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if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || !(chOpponent = get_victim(ch)))
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return (FALSE);
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act("$n roars: 'Protect the Kingdom of Great King Welmar! BANZAIIII!!!'",
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FALSE, ch, 0, 0, TO_ROOM);
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hit(ch, chOpponent, TYPE_UNDEFINED);
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return (TRUE);
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}
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/*
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* Function: do_npc_rescue
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*
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* Makes ch_hero rescue ch_victim.
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* Used by Tim and Tom
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*/
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int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim)
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{
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struct char_data *ch_bad_guy;
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for (ch_bad_guy = world[IN_ROOM(ch_hero)].people;
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ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim);
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ch_bad_guy = ch_bad_guy->next_in_room);
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/* NO WAY I'll rescue the one I'm fighting! */
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if (!ch_bad_guy || ch_bad_guy == ch_hero)
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return (FALSE);
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act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR);
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act("You are rescued by $N, your loyal friend!\r\n",
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FALSE, ch_victim, 0, ch_hero, TO_CHAR);
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act("$n heroically rescues $N.", FALSE, ch_hero, 0, ch_victim, TO_NOTVICT);
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if (FIGHTING(ch_bad_guy))
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stop_fighting(ch_bad_guy);
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if (FIGHTING(ch_hero))
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stop_fighting(ch_hero);
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set_fighting(ch_hero, ch_bad_guy);
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set_fighting(ch_bad_guy, ch_hero);
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return (TRUE);
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}
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/*
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* Procedure to block a person trying to enter a room.
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* Used by Tim/Tom at Kings bedroom and Dick/David at treasury.
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*/
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int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room,
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int iProhibited_direction)
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{
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if (cmd != ++iProhibited_direction)
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return (FALSE);
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if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11))
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return (FALSE);
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if (IN_ROOM(ch) != real_room(iIn_room))
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return (FALSE);
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if (!member_of_staff(ch))
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act("The guard roars at $n and pushes $m back.", FALSE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n");
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return (TRUE);
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}
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/*
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* Routine to check if an object is trash...
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* Used by James the Butler and the Cleaning Lady.
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*/
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int is_trash(struct obj_data *i)
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{
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if (!OBJWEAR_FLAGGED(i, ITEM_WEAR_TAKE))
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return (FALSE);
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if (GET_OBJ_TYPE(i) == ITEM_DRINKCON || GET_OBJ_COST(i) <= 10)
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return (TRUE);
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return (FALSE);
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}
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/*
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* Function: fry_victim
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*
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* Finds a suitabe victim, and cast some _NASTY_ spell on him.
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* Used by King Welmar
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*/
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void fry_victim(struct char_data *ch)
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{
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struct char_data *tch;
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if (ch->points.mana < 10)
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return;
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/* Find someone suitable to fry ! */
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if (!(tch = get_victim(ch)))
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return;
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switch (rand_number(0, 8)) {
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case 1:
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case 2:
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case 3:
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send_to_char(ch, "You raise your hand in a dramatical gesture.\r\n");
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act("$n raises $s hand in a dramatical gesture.", 1, ch, 0, 0, TO_ROOM);
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cast_spell(ch, tch, 0, SPELL_COLOR_SPRAY);
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break;
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case 4:
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case 5:
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send_to_char(ch, "You concentrate and mumble to yourself.\r\n");
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act("$n concentrates, and mumbles to $mself.", 1, ch, 0, 0, TO_ROOM);
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cast_spell(ch, tch, 0, SPELL_HARM);
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break;
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case 6:
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case 7:
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act("You look deeply into the eyes of $N.", 1, ch, 0, tch, TO_CHAR);
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act("$n looks deeply into the eyes of $N.", 1, ch, 0, tch, TO_NOTVICT);
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act("You see an ill-boding flame in the eye of $n.", 1, ch, 0, tch, TO_VICT);
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cast_spell(ch, tch, 0, SPELL_FIREBALL);
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break;
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default:
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if (!rand_number(0, 1))
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cast_spell(ch, ch, 0, SPELL_HEAL);
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break;
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}
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ch->points.mana -= 10;
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return;
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}
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/*
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* Function: king_welmar
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*
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* Control the actions and movements of the King.
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* Used by King Welmar.
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*/
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SPECIAL(king_welmar)
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{
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char actbuf[MAX_INPUT_LENGTH];
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const char *monolog[] = {
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"$n proclaims 'Primus in regnis Geticis coronam'.",
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"$n proclaims 'regiam gessi, subiique regis'.",
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"$n proclaims 'munus et mores colui sereno'.",
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"$n proclaims 'principe dignos'."
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};
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const char bedroom_path[] = "s33004o1c1S.";
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const char throne_path[] = "W3o3cG52211rg.";
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const char monolog_path[] = "ABCDPPPP.";
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static const char *path;
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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 == 8 && IN_ROOM(ch) == castle_real_room(51)) {
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move = TRUE;
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path = throne_path;
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path_index = 0;
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} else if (time_info.hours == 21 && IN_ROOM(ch) == castle_real_room(17)) {
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move = TRUE;
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path = bedroom_path;
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path_index = 0;
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} else if (time_info.hours == 12 && IN_ROOM(ch) == castle_real_room(17)) {
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move = TRUE;
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path = monolog_path;
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path_index = 0;
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}
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}
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if (cmd || (GET_POS(ch) < POS_SLEEPING) ||
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(GET_POS(ch) == POS_SLEEPING && !move))
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return (FALSE);
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if (GET_POS(ch) == POS_FIGHTING) {
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fry_victim(ch);
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return (FALSE);
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} else if (banzaii(ch))
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return (FALSE);
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if (!move)
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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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case '4':
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case '5':
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perform_move(ch, path[path_index] - '0', 1);
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break;
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case 'A':
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case 'B':
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case 'C':
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case 'D':
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act(monolog[path[path_index] - 'A'], FALSE, ch, 0, 0, TO_ROOM);
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break;
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case 'P':
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break;
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case 'W':
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GET_POS(ch) = POS_STANDING;
|
|
act("$n awakens and stands up.", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
|
|
case 'S':
|
|
GET_POS(ch) = POS_SLEEPING;
|
|
act("$n lies down on $s beautiful bed and instantly falls asleep.", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
|
|
case 'r':
|
|
GET_POS(ch) = POS_SITTING;
|
|
act("$n sits down on $s great throne.", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
|
|
case 's':
|
|
GET_POS(ch) = POS_STANDING;
|
|
act("$n stands up.", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
|
|
case 'G':
|
|
act("$n says 'Good morning, trusted friends.'", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
|
|
case 'g':
|
|
act("$n says 'Good morning, dear subjects.'", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
|
|
case 'o':
|
|
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_UNLOCK); /* strcpy: OK */
|
|
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_OPEN); /* strcpy: OK */
|
|
break;
|
|
|
|
case 'c':
|
|
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_CLOSE); /* strcpy: OK */
|
|
do_gen_door(ch, strcpy(actbuf, "door"), 0, SCMD_LOCK); /* strcpy: OK */
|
|
break;
|
|
|
|
case '.':
|
|
move = FALSE;
|
|
break;
|
|
}
|
|
|
|
path_index++;
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
/*
|
|
* Function: training_master
|
|
*
|
|
* Acts actions to the training room, if his students are present.
|
|
* Also allowes warrior-class to practice.
|
|
* Used by the Training Master.
|
|
*/
|
|
SPECIAL(training_master)
|
|
{
|
|
struct char_data *pupil1, *pupil2 = NULL, *tch;
|
|
|
|
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
|
|
return (FALSE);
|
|
|
|
if (cmd)
|
|
return (FALSE);
|
|
|
|
if (banzaii(ch) || rand_number(0, 2))
|
|
return (FALSE);
|
|
|
|
if (!(pupil1 = find_npc_by_name(ch, "Brian", 5)))
|
|
return (FALSE);
|
|
|
|
if (!(pupil2 = find_npc_by_name(ch, "Mick", 4)))
|
|
return (FALSE);
|
|
|
|
if (FIGHTING(pupil1) || FIGHTING(pupil2))
|
|
return (FALSE);
|
|
|
|
if (rand_number(0, 1)) {
|
|
tch = pupil1;
|
|
pupil1 = pupil2;
|
|
pupil2 = tch;
|
|
}
|
|
|
|
switch (rand_number(0, 7)) {
|
|
case 0:
|
|
act("$n hits $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("You hit $N on $s head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_CHAR);
|
|
act("$n hits you on your head with a powerful blow.", FALSE, pupil1, 0, pupil2, TO_VICT);
|
|
break;
|
|
|
|
case 1:
|
|
act("$n hits $N in $s chest with a thrust.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("You manage to thrust $N in the chest.", FALSE, pupil1, 0, pupil2, TO_CHAR);
|
|
act("$n manages to thrust you in your chest.", FALSE, pupil1, 0, pupil2, TO_VICT);
|
|
break;
|
|
|
|
case 2:
|
|
send_to_char(ch, "You command your pupils to bow.\r\n");
|
|
act("$n commands $s pupils to bow.", FALSE, ch, 0, 0, TO_ROOM);
|
|
act("$n bows before $N.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("$N bows before $n.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("You bow before $N, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_CHAR);
|
|
act("You bow before $n, who returns your gesture.", FALSE, pupil1, 0, pupil2, TO_VICT);
|
|
break;
|
|
|
|
case 3:
|
|
act("$N yells at $n, as he fumbles and drops $s sword.", FALSE, pupil1, 0, ch, TO_NOTVICT);
|
|
act("$n quickly picks up $s weapon.", FALSE, pupil1, 0, 0, TO_ROOM);
|
|
act("$N yells at you, as you fumble, losing your weapon.", FALSE, pupil1, 0, ch, TO_CHAR);
|
|
send_to_char(pupil1, "You quickly pick up your weapon again.\r\n");
|
|
act("You yell at $n, as he fumbles, losing $s weapon.", FALSE, pupil1, 0, ch, TO_VICT);
|
|
break;
|
|
|
|
case 4:
|
|
act("$N tricks $n, and slashes him across the back.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("$N tricks you, and slashes you across your back.", FALSE, pupil1, 0, pupil2, TO_CHAR);
|
|
act("You trick $n, and quickly slash him across $s back.", FALSE, pupil1, 0, pupil2, TO_VICT);
|
|
break;
|
|
|
|
case 5:
|
|
act("$n lunges a blow at $N but $N parries skillfully.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("You lunge a blow at $N but $E parries skillfully.", FALSE, pupil1, 0, pupil2, TO_CHAR);
|
|
act("$n lunges a blow at you, but you skillfully parry it.", FALSE, pupil1, 0, pupil2, TO_VICT);
|
|
break;
|
|
|
|
case 6:
|
|
act("$n clumsily tries to kick $N, but misses.", FALSE, pupil1, 0, pupil2, TO_NOTVICT);
|
|
act("You clumsily miss $N with your poor excuse for a kick.", FALSE, pupil1, 0, pupil2, TO_CHAR);
|
|
act("$n fails an unusually clumsy attempt at kicking you.", FALSE, pupil1, 0, pupil2, TO_VICT);
|
|
break;
|
|
|
|
default:
|
|
send_to_char(ch, "You show your pupils an advanced technique.\r\n");
|
|
act("$n shows $s pupils an advanced technique.", FALSE, ch, 0, 0, TO_ROOM);
|
|
break;
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
SPECIAL(tom)
|
|
{
|
|
return castle_twin_proc(ch, cmd, argument, 48, "Tim");
|
|
}
|
|
|
|
SPECIAL(tim)
|
|
{
|
|
return castle_twin_proc(ch, cmd, argument, 49, "Tom");
|
|
}
|
|
|
|
/*
|
|
* Common routine for the Castle Twins.
|
|
*/
|
|
int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname)
|
|
{
|
|
struct char_data *king, *twin;
|
|
|
|
if (!AWAKE(ch))
|
|
return (FALSE);
|
|
|
|
if (cmd)
|
|
return block_way(ch, cmd, arg, castle_virtual(ctlnum), 1);
|
|
|
|
if ((king = find_npc_by_name(ch, "King Welmar", 11)) != NULL) {
|
|
char actbuf[MAX_INPUT_LENGTH];
|
|
|
|
if (!ch->master)
|
|
do_follow(ch, strcpy(actbuf, "King Welmar"), 0, 0); /* strcpy: OK */
|
|
if (FIGHTING(king))
|
|
do_npc_rescue(ch, king);
|
|
}
|
|
|
|
if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL)
|
|
if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch))
|
|
do_npc_rescue(ch, twin);
|
|
|
|
if (GET_POS(ch) != POS_FIGHTING)
|
|
banzaii(ch);
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
/*
|
|
* Routine for James the Butler.
|
|
* Complains if he finds any trash...
|
|
*
|
|
* This doesn't make sure he _can_ carry it...
|
|
*/
|
|
SPECIAL(James)
|
|
{
|
|
return castle_cleaner(ch, cmd, TRUE);
|
|
}
|
|
|
|
/*
|
|
* Common code for James and the Cleaning Woman.
|
|
*/
|
|
int castle_cleaner(struct char_data *ch, int cmd, int gripe)
|
|
{
|
|
struct obj_data *i;
|
|
|
|
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
|
return (FALSE);
|
|
|
|
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
|
|
if (!is_trash(i))
|
|
continue;
|
|
|
|
if (gripe) {
|
|
act("$n says: 'My oh my! I ought to fire that lazy cleaning woman!'",
|
|
FALSE, ch, 0, 0, TO_ROOM);
|
|
act("$n picks up a piece of trash.", FALSE, ch, 0, 0, TO_ROOM);
|
|
}
|
|
obj_from_room(i);
|
|
obj_to_char(i, ch);
|
|
return (TRUE);
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
/*
|
|
* Routine for the Cleaning Woman.
|
|
* Picks up any trash she finds...
|
|
*/
|
|
SPECIAL(cleaning)
|
|
{
|
|
return castle_cleaner(ch, cmd, FALSE);
|
|
}
|
|
|
|
|
|
/*
|
|
* Routine: CastleGuard
|
|
*
|
|
* Standard routine for ordinary castle guards.
|
|
*/
|
|
SPECIAL(CastleGuard)
|
|
{
|
|
if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
|
|
return (FALSE);
|
|
|
|
return (banzaii(ch));
|
|
}
|
|
|
|
|
|
/*
|
|
* Routine: DicknDave
|
|
*
|
|
* Routine for the guards Dick and David.
|
|
*/
|
|
SPECIAL(DicknDavid)
|
|
{
|
|
if (!AWAKE(ch))
|
|
return (FALSE);
|
|
|
|
if (!cmd && GET_POS(ch) != POS_FIGHTING)
|
|
banzaii(ch);
|
|
|
|
return (block_way(ch, cmd, argument, castle_virtual(36), 1));
|
|
}
|
|
|
|
|
|
/*
|
|
* Routine: peter
|
|
* Routine for Captain of the Guards.
|
|
*/
|
|
SPECIAL(peter)
|
|
{
|
|
struct char_data *ch_guard = NULL;
|
|
|
|
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
|
return (FALSE);
|
|
|
|
if (banzaii(ch))
|
|
return (FALSE);
|
|
|
|
if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch)))
|
|
switch (rand_number(0, 5)) {
|
|
case 0:
|
|
act("$N comes sharply into attention as $n inspects $M.",
|
|
FALSE, ch, 0, ch_guard, TO_NOTVICT);
|
|
act("$N comes sharply into attention as you inspect $M.",
|
|
FALSE, ch, 0, ch_guard, TO_CHAR);
|
|
act("You go sharply into attention as $n inspects you.",
|
|
FALSE, ch, 0, ch_guard, TO_VICT);
|
|
break;
|
|
case 1:
|
|
act("$N looks very small, as $n roars at $M.",
|
|
FALSE, ch, 0, ch_guard, TO_NOTVICT);
|
|
act("$N looks very small as you roar at $M.",
|
|
FALSE, ch, 0, ch_guard, TO_CHAR);
|
|
act("You feel very small as $N roars at you.",
|
|
FALSE, ch, 0, ch_guard, TO_VICT);
|
|
break;
|
|
case 2:
|
|
act("$n gives $N some Royal directions.",
|
|
FALSE, ch, 0, ch_guard, TO_NOTVICT);
|
|
act("You give $N some Royal directions.",
|
|
FALSE, ch, 0, ch_guard, TO_CHAR);
|
|
act("$n gives you some Royal directions.",
|
|
FALSE, ch, 0, ch_guard, TO_VICT);
|
|
break;
|
|
case 3:
|
|
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
|
|
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
|
|
act("$n growls: 'Those boots need polishing!'",
|
|
FALSE, ch, 0, ch_guard, TO_ROOM);
|
|
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
|
|
break;
|
|
case 4:
|
|
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
|
|
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
|
|
act("$n growls: 'Straighten that collar!'",
|
|
FALSE, ch, 0, ch_guard, TO_ROOM);
|
|
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
|
|
break;
|
|
default:
|
|
act("$n looks at you.", FALSE, ch, 0, ch_guard, TO_VICT);
|
|
act("$n looks at $N.", FALSE, ch, 0, ch_guard, TO_NOTVICT);
|
|
act("$n growls: 'That chain mail looks rusty! CLEAN IT !!!'",
|
|
FALSE, ch, 0, ch_guard, TO_ROOM);
|
|
act("You growl at $N.", FALSE, ch, 0, ch_guard, TO_CHAR);
|
|
break;
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
/*
|
|
* Procedure for Jerry and Michael in x08 of King's Castle.
|
|
* Code by Sapowox modified by Pjotr.(Original code from Master)
|
|
*/
|
|
SPECIAL(jerry)
|
|
{
|
|
struct char_data *gambler1, *gambler2 = NULL, *tch;
|
|
|
|
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
|
|
return (FALSE);
|
|
|
|
if (cmd)
|
|
return (FALSE);
|
|
|
|
if (banzaii(ch) || rand_number(0, 2))
|
|
return (FALSE);
|
|
|
|
if (!(gambler1 = ch))
|
|
return (FALSE);
|
|
|
|
if (!(gambler2 = find_npc_by_name(ch, "Michael", 7)))
|
|
return (FALSE);
|
|
|
|
if (FIGHTING(gambler1) || FIGHTING(gambler2))
|
|
return (FALSE);
|
|
|
|
if (rand_number(0, 1)) {
|
|
tch = gambler1;
|
|
gambler1 = gambler2;
|
|
gambler2 = tch;
|
|
}
|
|
|
|
switch (rand_number(0, 5)) {
|
|
case 0:
|
|
act("$n rolls the dice and cheers loudly at the result.",
|
|
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
|
|
act("You roll the dice and cheer. GREAT!",
|
|
FALSE, gambler1, 0, gambler2, TO_CHAR);
|
|
act("$n cheers loudly as $e rolls the dice.",
|
|
FALSE, gambler1, 0, gambler2, TO_VICT);
|
|
break;
|
|
case 1:
|
|
act("$n curses the Goddess of Luck roundly as he sees $N's roll.",
|
|
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
|
|
act("You curse the Goddess of Luck as $N rolls.",
|
|
FALSE, gambler1, 0, gambler2, TO_CHAR);
|
|
act("$n swears angrily. You are in luck!",
|
|
FALSE, gambler1, 0, gambler2, TO_VICT);
|
|
break;
|
|
case 2:
|
|
act("$n sighs loudly and gives $N some gold.",
|
|
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
|
|
act("You sigh loudly at the pain of having to give $N some gold.",
|
|
FALSE, gambler1, 0, gambler2, TO_CHAR);
|
|
act("$n sighs loudly as $e gives you your rightful win.",
|
|
FALSE, gambler1, 0, gambler2, TO_VICT);
|
|
break;
|
|
case 3:
|
|
act("$n smiles remorsefully as $N's roll tops $s.",
|
|
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
|
|
act("You smile sadly as you see that $N beats you. Again.",
|
|
FALSE, gambler1, 0, gambler2, TO_CHAR);
|
|
act("$n smiles remorsefully as your roll tops $s.",
|
|
FALSE, gambler1, 0, gambler2, TO_VICT);
|
|
break;
|
|
case 4:
|
|
act("$n excitedly follows the dice with $s eyes.",
|
|
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
|
|
act("You excitedly follow the dice with your eyes.",
|
|
FALSE, gambler1, 0, gambler2, TO_CHAR);
|
|
act("$n excitedly follows the dice with $s eyes.",
|
|
FALSE, gambler1, 0, gambler2, TO_VICT);
|
|
break;
|
|
default:
|
|
act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
|
|
FALSE, gambler1, 0, gambler2, TO_NOTVICT);
|
|
act("You say 'Well, my luck has to change soon' and shake the dice.",
|
|
FALSE, gambler1, 0, gambler2, TO_CHAR);
|
|
act("$n says 'Well, my luck has to change soon', as he shakes the dice.",
|
|
FALSE, gambler1, 0, gambler2, TO_VICT);
|
|
break;
|
|
}
|
|
return (FALSE);
|
|
}
|