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Fix some syslog startup messages
This commit is contained in:
parent
ccf81bc3a4
commit
df3c3d5395
5 changed files with 9 additions and 861 deletions
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@ -170,7 +170,6 @@ hard times and need a little boost.
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300 90000
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8 8 2
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E
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T 3016
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#3013
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newbie tour guide~
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the newbie tour guide~
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@ -259,7 +258,6 @@ well as defensive spells make him a deadly opponent.
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330 108900
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8 8 1
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E
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T 3000
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#3025
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knight templar guildguard~
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the knight templar~
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@ -275,7 +273,6 @@ opponent.
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330 108900
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8 8 1
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E
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T 3001
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#3026
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assassin guildguard~
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the assassin~
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@ -291,7 +288,6 @@ to use them combined with his extraordinary stealth makes him a deadly opponent.
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330 108900
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8 8 1
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E
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T 3002
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#3027
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knight guildguard~
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the knight~
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@ -306,7 +302,6 @@ skill combined with his experience in warfare makes him a deadly opponent.
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330 108900
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8 8 1
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E
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T 3003
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#3040
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bartender~
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the bartender~
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@ -408,7 +403,6 @@ A Peacekeeper is standing here, ready to jump in at the first sign of trouble.
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8 8 1
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BareHandAttack: 10
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E
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T 3009
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#3060
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cityguard guard~
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the cityguard~
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@ -421,7 +415,6 @@ A cityguard stands here.
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100 10000
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8 8 1
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E
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T 3009
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#3061
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janitor~
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the janitor~
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@ -434,7 +427,6 @@ A janitor is walking around, cleaning up.
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10 100
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8 8 1
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E
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T 3011
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#3062
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fido dog~
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the beastly fido~
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@ -449,7 +441,6 @@ hanging around his teeth.
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8 8 1
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BareHandAttack: 4
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E
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T 3010
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#3063
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mercenary~
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the mercenary~
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@ -499,7 +490,6 @@ An odif yltsaeb is here, walking backwards.
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8 8 1
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BareHandAttack: 4
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E
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T 3010
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#3067
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cityguard guard~
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the cityguard~
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@ -512,7 +502,6 @@ A cityguard is here, guarding the gate.
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100 10000
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8 8 1
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E
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T 3009
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#3068
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green gelatinous blob oozing~
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the green gelatinous blob~
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@ -526,7 +515,6 @@ An oozing green gelatinous blob is here, sucking in bits of debris.
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8 8 0
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BareHandAttack: 6
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E
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T 3011
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#3089
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petshops shop boy~
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the Pet Shop Boy~
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@ -391,7 +391,7 @@ a yellow potion of see invisible~
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A small yellow potion has carelessly been left here.~
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~
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10 g 0 0 0 ao 0 0 0 0 0 0 0
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12 19 -1 -1
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1 19 -1 -1
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1 400 10 0 0
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E
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potion yellow~
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@ -403,7 +403,7 @@ a scroll of recall~
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A scroll has carelessly been left here.~
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~
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2 g 0 0 0 ao 0 0 0 0 0 0 0
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12 42 -1 -1
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1 42 -1 -1
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4 200 10 0 0
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E
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scroll recall~
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@ -415,7 +415,7 @@ a gray wand of invisibility~
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A gray wand has carelessly been left here.~
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~
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3 g 0 0 0 ao 0 0 0 0 0 0 0
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12 2 2 29
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1 2 2 29
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2 400 10 0 0
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E
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wand gray~
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@ -431,7 +431,7 @@ a gnarled staff~
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A gnarled staff has carelessly been left here.~
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~
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4 g 0 0 0 ao 0 0 0 0 0 0 0
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12 1 1 38
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1 1 1 38
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17 700 50 0 0
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E
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staff gnarled~
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@ -452,7 +452,7 @@ a metal staff~
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A metal staff has carelessly been left here.~
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~
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4 g 0 0 0 ao 0 0 0 0 0 0 0
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10 8 8 15
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1 8 8 15
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7 850 30 0 0
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E
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staff metal~
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812
src/castle.c
812
src/castle.c
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@ -1,812 +0,0 @@
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/**************************************************************************
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* File: castle.c Part of tbaMUD *
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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 for complete information. *
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* *
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* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. *
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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 "act.h"
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#include "spec_procs.h" /**< castle.c is part of the spec_procs module */
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#include "fight.h"
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/* IMPORTANT! 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 number
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* is 80. */
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#define Z_KINGS_C 150
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/* local, file scope restricted functions */
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static mob_vnum castle_virtual(mob_vnum offset);
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static room_rnum castle_real_room(room_vnum roomoffset);
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static struct char_data *find_npc_by_name(struct char_data *chAtChar, const char *pszName, int iLen);
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static int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction);
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static int member_of_staff(struct char_data *chChar);
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static int member_of_royal_guard(struct char_data *chChar);
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static struct char_data *find_guard(struct char_data *chAtChar);
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static struct char_data *get_victim(struct char_data *chAtChar);
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static int banzaii(struct char_data *ch);
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static int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim);
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static int is_trash(struct obj_data *i);
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static void fry_victim(struct char_data *ch);
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static int castle_cleaner(struct char_data *ch, int cmd, int gripe);
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static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname);
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static void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc));
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/* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. */
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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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/* Assign castle special procedures. NOTE: The mobile number isn't fully
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* specified. It's only an offset from the zone's base. */
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static 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: When the castle_mob_spec() function is given a mobnum
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* that does not correspond to a mod loaded (when not in minimud mode),
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* this error will result. */
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} else
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mob_index[rmr].func = specproc;
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}
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static 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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static 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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/* Routine: assign_kings_castle. Used to assign function pointers to all mobiles
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* in the Kings Castle. Called from spec_assign.c. */
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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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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 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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/* Routine: member_of_staff. Used to see if a character is a member of the
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* castle staff. Used mainly by BANZAI:ng NPC:s. */
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static 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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/* Function: member_of_royal_guard. Returns TRUE if the character is a guard on
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* duty, otherwise FALSE. Used by Peter the captain of the royal guard. */
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static 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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/* Function: find_npc_by_name. Returns a pointer to an npc by the given name.
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* Used by Tim and Tom. */
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static 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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/* Function: find_guard. Returns the pointer to a guard on duty. Used by Peter
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* the Captain of the Royal Guard */
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static 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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/* Function: get_victim. Returns a pointer to a randomly chosen character in
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* the same room, fighting someone in the castle staff. Used by BANZAII-ing
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* characters and King Welmar... */
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static 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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/* Banzaii. Makes a character banzaii on attackers of the castle staff. Used
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* by Guards, Tim, Tom, Dick, David, Peter, Master, and the King. */
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static 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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/* Do_npc_rescue. Makes ch_hero rescue ch_victim. Used by Tim and Tom. */
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static 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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/* Procedure to block a person trying to enter a room. Used by Tim/Tom at Kings
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* bedroom and Dick/David at treasury. */
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static 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 $m back.", FALSE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n");
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return (TRUE);
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}
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/* Routine to check if an object is trash. Used by James the Butler and the
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* Cleaning Lady. */
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static int is_trash(struct obj_data *i)
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{
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if (!OBJWEAR_FLAGGED(i, ITEM_WEAR_TAKE))
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return (FALSE);
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|
||||
if (GET_OBJ_TYPE(i) == ITEM_DRINKCON || GET_OBJ_COST(i) <= 10)
|
||||
return (TRUE);
|
||||
|
||||
return (FALSE);
|
||||
}
|
||||
|
||||
/* Fry_victim. Finds a suitabe victim, and cast some _NASTY_ spell on him. Used
|
||||
* by King Welmar. */
|
||||
static void fry_victim(struct char_data *ch)
|
||||
{
|
||||
struct char_data *tch;
|
||||
|
||||
if (ch->points.mana < 10)
|
||||
return;
|
||||
|
||||
/* Find someone suitable to fry ! */
|
||||
if (!(tch = get_victim(ch)))
|
||||
return;
|
||||
|
||||
switch (rand_number(0, 8)) {
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
send_to_char(ch, "You raise your hand in a dramatical gesture.\r\n");
|
||||
act("$n raises $s hand in a dramatical gesture.", 1, ch, 0, 0, TO_ROOM);
|
||||
cast_spell(ch, tch, 0, SPELL_COLOR_SPRAY);
|
||||
break;
|
||||
case 4:
|
||||
case 5:
|
||||
send_to_char(ch, "You concentrate and mumble to yourself.\r\n");
|
||||
act("$n concentrates, and mumbles to $mself.", 1, ch, 0, 0, TO_ROOM);
|
||||
cast_spell(ch, tch, 0, SPELL_HARM);
|
||||
break;
|
||||
case 6:
|
||||
case 7:
|
||||
act("You look deeply into the eyes of $N.", 1, ch, 0, tch, TO_CHAR);
|
||||
act("$n looks deeply into the eyes of $N.", 1, ch, 0, tch, TO_NOTVICT);
|
||||
act("You see an ill-boding flame in the eye of $n.", 1, ch, 0, tch, TO_VICT);
|
||||
cast_spell(ch, tch, 0, SPELL_FIREBALL);
|
||||
break;
|
||||
default:
|
||||
if (!rand_number(0, 1))
|
||||
cast_spell(ch, ch, 0, SPELL_HEAL);
|
||||
break;
|
||||
}
|
||||
|
||||
ch->points.mana -= 10;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/* King_welmar. Control the actions and movements of the King. */
|
||||
SPECIAL(king_welmar)
|
||||
{
|
||||
char actbuf[MAX_INPUT_LENGTH];
|
||||
|
||||
const char *monolog[] = {
|
||||
"$n proclaims 'Primus in regnis Geticis coronam'.",
|
||||
"$n proclaims 'regiam gessi, subiique regis'.",
|
||||
"$n proclaims 'munus et mores colui sereno'.",
|
||||
"$n proclaims 'principe dignos'."
|
||||
};
|
||||
|
||||
static const char bedroom_path[] = "s33004o1c1S.";
|
||||
static const char throne_path[] = "W3o3cG52211rg.";
|
||||
static const char monolog_path[] = "ABCDPPPP.";
|
||||
|
||||
static const char *path;
|
||||
static int path_index;
|
||||
static bool move = FALSE;
|
||||
|
||||
if (!move) {
|
||||
if (time_info.hours == 8 && IN_ROOM(ch) == castle_real_room(51)) {
|
||||
move = TRUE;
|
||||
path = throne_path;
|
||||
path_index = 0;
|
||||
} else if (time_info.hours == 21 && IN_ROOM(ch) == castle_real_room(17)) {
|
||||
move = TRUE;
|
||||
path = bedroom_path;
|
||||
path_index = 0;
|
||||
} else if (time_info.hours == 12 && IN_ROOM(ch) == castle_real_room(17)) {
|
||||
move = TRUE;
|
||||
path = monolog_path;
|
||||
path_index = 0;
|
||||
}
|
||||
}
|
||||
if (cmd || (GET_POS(ch) < POS_SLEEPING) ||
|
||||
(GET_POS(ch) == POS_SLEEPING && !move))
|
||||
return (FALSE);
|
||||
|
||||
if (GET_POS(ch) == POS_FIGHTING) {
|
||||
fry_victim(ch);
|
||||
return (FALSE);
|
||||
} else if (banzaii(ch))
|
||||
return (FALSE);
|
||||
|
||||
if (!move)
|
||||
return (FALSE);
|
||||
|
||||
switch (path[path_index]) {
|
||||
case '0':
|
||||
case '1':
|
||||
case '2':
|
||||
case '3':
|
||||
case '4':
|
||||
case '5':
|
||||
perform_move(ch, path[path_index] - '0', 1);
|
||||
break;
|
||||
|
||||
case 'A':
|
||||
case 'B':
|
||||
case 'C':
|
||||
case 'D':
|
||||
act(monolog[path[path_index] - 'A'], FALSE, ch, 0, 0, TO_ROOM);
|
||||
break;
|
||||
|
||||
case 'P':
|
||||
break;
|
||||
|
||||
case 'W':
|
||||
GET_POS(ch) = POS_STANDING;
|
||||
act("$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);
|
||||
}
|
||||
|
||||
/* 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 $s pupils an advanced technique.", FALSE, ch, 0, 0, TO_ROOM);
|
||||
break;
|
||||
}
|
||||
|
||||
return (FALSE);
|
||||
}
|
||||
|
||||
SPECIAL(tom)
|
||||
{
|
||||
return castle_twin_proc(ch, cmd, argument, 48, "Tim");
|
||||
}
|
||||
|
||||
SPECIAL(tim)
|
||||
{
|
||||
return castle_twin_proc(ch, cmd, argument, 49, "Tom");
|
||||
}
|
||||
|
||||
/* Common routine for the Castle Twins. */
|
||||
static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname)
|
||||
{
|
||||
struct char_data *king, *twin;
|
||||
|
||||
if (!AWAKE(ch))
|
||||
return (FALSE);
|
||||
|
||||
if (cmd)
|
||||
return block_way(ch, cmd, arg, castle_virtual(ctlnum), 1);
|
||||
|
||||
if ((king = find_npc_by_name(ch, "King Welmar", 11)) != NULL) {
|
||||
char actbuf[MAX_INPUT_LENGTH];
|
||||
|
||||
if (!ch->master)
|
||||
do_follow(ch, strcpy(actbuf, "King Welmar"), 0, 0); /* strcpy: OK */
|
||||
if (FIGHTING(king))
|
||||
do_npc_rescue(ch, king);
|
||||
}
|
||||
|
||||
if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL)
|
||||
if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch))
|
||||
do_npc_rescue(ch, twin);
|
||||
|
||||
if (GET_POS(ch) != POS_FIGHTING)
|
||||
banzaii(ch);
|
||||
|
||||
return (FALSE);
|
||||
}
|
||||
|
||||
|
||||
/* Routine for James the Butler. Complains if he finds any trash. This doesn't
|
||||
* make sure he _can_ carry it. */
|
||||
SPECIAL(James)
|
||||
{
|
||||
return castle_cleaner(ch, cmd, TRUE);
|
||||
}
|
||||
|
||||
/* Common code for James and the Cleaning Woman. */
|
||||
static int castle_cleaner(struct char_data *ch, int cmd, int gripe)
|
||||
{
|
||||
struct obj_data *i;
|
||||
|
||||
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
||||
return (FALSE);
|
||||
|
||||
for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
|
||||
if (!is_trash(i))
|
||||
continue;
|
||||
|
||||
if (gripe) {
|
||||
act("$n says: 'My oh my! I ought to fire that lazy cleaning woman!'",
|
||||
FALSE, ch, 0, 0, TO_ROOM);
|
||||
act("$n picks up a piece of trash.", FALSE, ch, 0, 0, TO_ROOM);
|
||||
}
|
||||
obj_from_room(i);
|
||||
obj_to_char(i, ch);
|
||||
return (TRUE);
|
||||
}
|
||||
|
||||
return (FALSE);
|
||||
}
|
||||
|
||||
/* Routine for the Cleaning Woman. Picks up any trash she finds. */
|
||||
SPECIAL(cleaning)
|
||||
{
|
||||
return castle_cleaner(ch, cmd, FALSE);
|
||||
}
|
||||
|
||||
/* CastleGuard. Standard routine for ordinary castle guards. */
|
||||
SPECIAL(CastleGuard)
|
||||
{
|
||||
if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
|
||||
return (FALSE);
|
||||
|
||||
return (banzaii(ch));
|
||||
}
|
||||
|
||||
/* DicknDave. Routine for the guards Dick and David. */
|
||||
SPECIAL(DicknDavid)
|
||||
{
|
||||
if (!AWAKE(ch))
|
||||
return (FALSE);
|
||||
|
||||
if (!cmd && GET_POS(ch) != POS_FIGHTING)
|
||||
banzaii(ch);
|
||||
|
||||
return (block_way(ch, cmd, argument, castle_virtual(36), 1));
|
||||
}
|
||||
|
||||
/*Peter. Routine for Captain of the Guards. */
|
||||
SPECIAL(peter)
|
||||
{
|
||||
struct char_data *ch_guard = NULL;
|
||||
|
||||
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
||||
return (FALSE);
|
||||
|
||||
if (banzaii(ch))
|
||||
return (FALSE);
|
||||
|
||||
if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch)))
|
||||
switch (rand_number(0, 5)) {
|
||||
case 0:
|
||||
act("$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);
|
||||
}
|
||||
|
|
@ -173,13 +173,13 @@ room_vnum mortal_start_room = 131;
|
|||
room_vnum immort_start_room = 1;
|
||||
|
||||
/* Virtual number of room that frozen players should enter at. */
|
||||
room_vnum frozen_start_room = 1202;
|
||||
room_vnum frozen_start_room = 1;
|
||||
|
||||
/* Virtual numbers of donation rooms. note: you must change code in do_drop of
|
||||
* act.item.c if you change the number of non-NOWHERE donation rooms. */
|
||||
room_vnum donation_room_1 = 3063;
|
||||
room_vnum donation_room_2 = 5510;
|
||||
room_vnum donation_room_3 = 235;
|
||||
room_vnum donation_room_1 = 1;
|
||||
room_vnum donation_room_2 = 1;
|
||||
room_vnum donation_room_3 = 1;
|
||||
|
||||
/* GAME OPERATION OPTIONS */
|
||||
|
||||
|
|
|
|||
|
|
@ -63,41 +63,19 @@ static void ASSIGNROOM(room_vnum room, SPECIAL(fname))
|
|||
* puff, fido, janitor, and cityguards are now implemented via triggers. */
|
||||
void assign_mobiles(void)
|
||||
{
|
||||
assign_kings_castle();
|
||||
|
||||
ASSIGNMOB(3105, mayor);
|
||||
|
||||
ASSIGNMOB(110, postmaster);
|
||||
ASSIGNMOB(1201, postmaster);
|
||||
ASSIGNMOB(3010, postmaster);
|
||||
ASSIGNMOB(10412, postmaster);
|
||||
ASSIGNMOB(10719, postmaster);
|
||||
ASSIGNMOB(25710, postmaster);
|
||||
ASSIGNMOB(27164, postmaster);
|
||||
ASSIGNMOB(30128, postmaster);
|
||||
ASSIGNMOB(31510, postmaster);
|
||||
}
|
||||
|
||||
/* assign special procedures to objects */
|
||||
void assign_objects(void)
|
||||
{
|
||||
ASSIGNOBJ(1226, gen_board); /* builder's board */
|
||||
ASSIGNOBJ(1227, gen_board); /* staff board */
|
||||
ASSIGNOBJ(1228, gen_board); /* advertising board */
|
||||
ASSIGNOBJ(3096, gen_board); /* social board */
|
||||
ASSIGNOBJ(3097, gen_board); /* freeze board */
|
||||
ASSIGNOBJ(3098, gen_board); /* immortal board */
|
||||
ASSIGNOBJ(3099, gen_board); /* mortal board */
|
||||
|
||||
ASSIGNOBJ(115, bank);
|
||||
ASSIGNOBJ(334, bank); /* atm */
|
||||
ASSIGNOBJ(336, bank); /* cashcard */
|
||||
ASSIGNOBJ(3034, bank); /* atm */
|
||||
ASSIGNOBJ(3036, bank); /* cashcard */
|
||||
ASSIGNOBJ(3907, bank);
|
||||
ASSIGNOBJ(10640, bank);
|
||||
ASSIGNOBJ(10751, bank);
|
||||
ASSIGNOBJ(25758, bank);
|
||||
}
|
||||
|
||||
/* assign special procedures to rooms */
|
||||
|
|
@ -106,12 +84,6 @@ void assign_rooms(void)
|
|||
room_rnum i;
|
||||
|
||||
ASSIGNROOM(3031, pet_shops);
|
||||
ASSIGNROOM(10738, pet_shops);
|
||||
ASSIGNROOM(23281, pet_shops);
|
||||
ASSIGNROOM(25722, pet_shops);
|
||||
ASSIGNROOM(27155, pet_shops);
|
||||
ASSIGNROOM(27616, pet_shops);
|
||||
ASSIGNROOM(31523, pet_shops);
|
||||
|
||||
if (CONFIG_DTS_ARE_DUMPS)
|
||||
for (i = 0; i <= top_of_world; i++)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue