Пример #1
0
bool spec_executioner( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    MOB_INDEX_DATA *cityguard;
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char *crime;

    if ( !IS_AWAKE(ch) || ch->fighting )
	return FALSE;

    crime = "";
    for ( victim = ch->in_room->first_person; victim; victim = v_next )
    {
	v_next = victim->next_in_room;

	if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_KILLER) )
	    { crime = "KILLER"; break; }

	if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_THIEF) )
	    { crime = "THIEF"; break; }
    }

    if ( !victim )
	return FALSE;

    if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    {
	sprintf( buf, "%s is a %s!  As well as a COWARD!",
		victim->name, crime );
	do_yell( ch, buf );
	return TRUE;
    }

    sprintf( buf, "%s is a %s!  PROTECT THE INNOCENT!  MORE BLOOOOD!!!",
	victim->name, crime );
    do_yell( ch, buf );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    if ( char_died(ch) )
      return TRUE;

    /* Added log in case of missing cityguard -- Tri */

    cityguard = get_mob_index( MOB_VNUM_CITYGUARD );

    if ( !cityguard )
    {
      sprintf( buf, "Missing Cityguard - Vnum:[%d]", MOB_VNUM_CITYGUARD );
      bug( buf, 0 );
      return TRUE;
    }

    char_to_room( create_mobile( cityguard ), ch->in_room );
    char_to_room( create_mobile( cityguard ), ch->in_room );
    return TRUE;
}
Пример #2
0
bool spec_guardian( CHAR_DATA * ch )
{
  char buf[MAX_STRING_LENGTH];
  CHAR_DATA *victim = NULL;
  CHAR_DATA *v_next = NULL;
  CHAR_DATA *ech = NULL;
  const char *crime = "";
  int max_evil = 300;

  if( !IS_AWAKE( ch ) || ch->fighting )
    return FALSE;

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;
    if( victim->fighting
	&& who_fighting( victim ) != ch && victim->alignment < max_evil )
    {
      max_evil = victim->alignment;
      ech = victim;
    }
  }

  if( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
  {
    snprintf( buf, MAX_STRING_LENGTH, "%s is a %s! As well as a COWARD!",
	      victim->name, crime );
    do_yell( ch, buf );
    return TRUE;
  }

  if( victim )
  {
    snprintf( buf, MAX_STRING_LENGTH, "%s is a %s! PROTECT THE INNOCENT!!",
	      victim->name, crime );
    do_yell( ch, buf );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return TRUE;
  }

  if( ech )
  {
    act( AT_YELL, "$n screams 'PROTECT THE INNOCENT!'",
	ch, NULL, NULL, TO_ROOM );
    multi_hit( ch, ech, TYPE_UNDEFINED );
    return TRUE;
  }

  return FALSE;
}
Пример #3
0
bool spec_clan_guard(CHAR_DATA * ch)
{
	CHAR_DATA *victim;
	CHAR_DATA *v_next;

	if (!IS_AWAKE(ch) || ch->fighting)
		return FALSE;

	for (victim = ch->in_room->first_person; victim; victim = v_next) {
		v_next = victim->next_in_room;
		if (!can_see(ch, victim))
			continue;
		if (get_timer(victim, TIMER_RECENTFIGHT) > 0)
			continue;
		if (!IS_NPC(victim) && victim->pcdata && victim->pcdata->clan
		    && IS_AWAKE(victim)
		    && str_cmp(ch->name, victim->pcdata->clan->name)) {
			do_yell(ch, "Hey your not allowed in here!");
			multi_hit(ch, victim, TYPE_UNDEFINED);
			return TRUE;
		}
	}

	return FALSE;
}
Пример #4
0
bool spec_new_republic_trooper(CHAR_DATA * ch)
{
	CHAR_DATA *victim;
	CHAR_DATA *v_next;

	if (!IS_AWAKE(ch) || ch->fighting)
		return FALSE;

	for (victim = ch->in_room->first_person; victim; victim = v_next) {
		v_next = victim->next_in_room;
		if (!can_see(ch, victim))
			continue;
		if (get_timer(victim, TIMER_RECENTFIGHT) > 0)
			continue;
		if ((IS_NPC(victim) && nifty_is_name("imperial", victim->name)
		     && victim->fighting && who_fighting(victim) != ch) ||
		    (!IS_NPC(victim) && victim->pcdata && victim->pcdata->clan
		     && IS_AWAKE(victim)
		     && nifty_is_name("empire", victim->pcdata->clan->name))) {
			do_yell(ch, "Long live the New Republic!");
			multi_hit(ch, victim, TYPE_UNDEFINED);
			return TRUE;
		}

	}

	return FALSE;

}
Пример #5
0
bool spec_clan_guard( CHAR_DATA * ch )
{
  CHAR_DATA *victim = NULL;
  CHAR_DATA *v_next = NULL;

  if( !IS_AWAKE( ch ) || ch->fighting || !ch->mob_clan )
    return FALSE;

  for( victim = ch->in_room->first_person; victim; victim = v_next )
  {
    v_next = victim->next_in_room;
    if( !can_see( ch, victim ) )
      continue;
    if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
      continue;
    if( !IS_NPC( victim ) && victim->pcdata && victim->pcdata->clan
	&& IS_AWAKE( victim ) && victim->pcdata->clan != ch->mob_clan
	&& nifty_is_name( victim->pcdata->clan->name,
	  ch->mob_clan->atwar ) )
    {
      char buf[MAX_STRING_LENGTH];
      snprintf( buf, MAX_STRING_LENGTH, "%s",
		"Hey you're not allowed in here!" );
      do_yell( ch, buf );
      multi_hit( ch, victim, TYPE_UNDEFINED );
      return TRUE;
    }
  }

  return FALSE;
}
Пример #6
0
void found_prey( CHAR_DATA * ch, CHAR_DATA * victim )
{
    char buf[MAX_STRING_LENGTH];
    char victname[MAX_STRING_LENGTH];

    if( victim == NULL )
    {
        bug( "%s", "Found_prey: null victim" );
        return;
    }

    if( victim->in_room == NULL )
    {
        bug( "%s", "Found_prey: null victim->in_room" );
        return;
    }

    mudstrlcpy( victname, IS_NPC( victim ) ? victim->short_descr : victim->name, MAX_STRING_LENGTH );

    if( !can_see( ch, victim ) )
    {
        if( number_percent(  ) < 90 )
            return;
        switch ( number_bits( 2 ) )
        {
        case 0:
            snprintf( buf, MAX_STRING_LENGTH, "Don't make me find you, %s!", victname );
            do_say( ch, buf );
            break;
        case 1:
            act( AT_ACTION, "$n sniffs around the room for $N.", ch, NULL, victim, TO_NOTVICT );
            act( AT_ACTION, "You sniff around the room for $N.", ch, NULL, victim, TO_CHAR );
            act( AT_ACTION, "$n sniffs around the room for you.", ch, NULL, victim, TO_VICT );
            do_say( ch, "I can smell your blood!" );
            break;
        case 2:
            snprintf( buf, MAX_STRING_LENGTH, "I'm going to tear %s apart!", victname );
            do_yell( ch, buf );
            break;
        case 3:
            do_say( ch, "Just wait until I find you..." );
            break;
        }
        return;
    }

    if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    {
        if( number_percent(  ) < 90 )
            return;
        switch ( number_bits( 2 ) )
        {
        case 0:
            do_say( ch, "C'mon out, you coward!" );
            snprintf( buf, MAX_STRING_LENGTH, "%s is a bloody coward!", victname );
            do_yell( ch, buf );
            break;
        case 1:
            snprintf( buf, MAX_STRING_LENGTH, "Let's take this outside, %s", victname );
            do_say( ch, buf );
            break;
        case 2:
            snprintf( buf, MAX_STRING_LENGTH, "%s is a yellow-bellied wimp!", victname );
            do_yell( ch, buf );
            break;
        case 3:
            act( AT_ACTION, "$n takes a few swipes at $N.", ch, NULL, victim, TO_NOTVICT );
            act( AT_ACTION, "You try to take a few swipes $N.", ch, NULL, victim, TO_CHAR );
            act( AT_ACTION, "$n takes a few swipes at you.", ch, NULL, victim, TO_VICT );
            break;
        }
        return;
    }

    switch ( number_bits( 2 ) )
    {
    case 0:
        snprintf( buf, MAX_STRING_LENGTH, "Your blood is mine, %s!", victname );
        do_yell( ch, buf );
        break;
    case 1:
        snprintf( buf, MAX_STRING_LENGTH, "Alas, we meet again, %s!", victname );
        do_say( ch, buf );
        break;
    case 2:
        snprintf( buf, MAX_STRING_LENGTH, "What do you want on your tombstone, %s?", victname );
        do_say( ch, buf );
        break;
    case 3:
        act( AT_ACTION, "$n lunges at $N from out of nowhere!", ch, NULL, victim, TO_NOTVICT );
        act( AT_ACTION, "You lunge at $N catching $M off guard!", ch, NULL, victim, TO_CHAR );
        act( AT_ACTION, "$n lunges at you from out of nowhere!", ch, NULL, victim, TO_VICT );
    }
    stop_hunting( ch );
    set_fighting( ch, victim );
    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}
Пример #7
0
void found_prey( CHAR_DATA *ch, CHAR_DATA *victim )
{
    char buf[MAX_STRING_LENGTH];
    char victname[MAX_STRING_LENGTH];

    if (victim == NULL)
    {
	bug("Found_prey: null victim", 0);
	return;
    }

    if ( victim->in_room == NULL )
    {
        bug( "Found_prey: null victim->in_room", 0 );
        return;
    }

    sprintf( victname, IS_NPC( victim ) ? victim->short_descr : victim->nwol );

    if ( !can_see(ch, victim) )
    {
	if ( number_percent( ) < 90 )
	    return;
	switch( number_bits( 2 ) )
	{
	case 0: sprintf( buf, "Nie kaz mi Cie szukac, %s!", victname );
		do_say( ch, buf );
	        break;
	case 1: act( AT_ACTION, "$n sniffs around the room for $N.", ch, NULL, victim, TO_NOTVICT );
		act( AT_ACTION, "You sniff around the room for $N.", ch, NULL, victim, TO_CHAR );
		act( AT_ACTION, "$n sniffs around the room for you.", ch, NULL, victim, TO_VICT );
		sprintf( buf, "I can smell your blood!" );
		do_say( ch, buf );
		break;
	case 2: sprintf( buf, "I'm going to tear %s apart!", victname );
		do_yell( ch, buf );
		break;
	case 3: do_say( ch, "Just wait until I find you...");
		break;
	}
	return;
    }

    if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    {
	if ( number_percent( ) < 90 )
	    return;
	switch( number_bits( 2 ) )
	{
	case 0:	do_say( ch, "C'mon out, you coward!" );
		sprintf( buf, "%s is a bloody coward!", victname );
		do_yell( ch, buf );
		break;
	case 1: sprintf( buf, "Let's take this outside, %s", victname );
		do_say( ch, buf );
		break;
	case 2: sprintf( buf, "%s is a yellow-bellied wimp!", victname );
		do_yell( ch, buf );
		break;
	case 3: act( AT_ACTION, "$n takes a few swipes at $N.", ch, NULL, victim, TO_NOTVICT );
		act( AT_ACTION, "You try to take a few swipes $N.", ch, NULL, victim, TO_CHAR );
		act( AT_ACTION, "$n takes a few swipes at you.", ch, NULL, victim, TO_VICT );
		break;
	}
	return;
    }

    switch( number_bits( 2 ) )
    {
     case 0: sprintf( buf, "Twoja krew jest moja, %s!", victname );
	     do_yell( ch, buf);
	     break;
     case 1: sprintf( buf, "Ha, znow sie spotykamy, %s!", victname );
     	     do_say( ch, buf );
     	     break;
     case 2: sprintf( buf, "Co sobie zyczysz wypisac na nagrobku, %s?", victname );
     	     do_say( ch, buf );
     	     break;
     case 3: act( AT_ACTION, "$n lunges at $N from out of nowhere!", ch, NULL, victim, TO_NOTVICT );
	     act( AT_ACTION, "You lunge at $N catching $M off guard!", ch, NULL, victim, TO_CHAR );
	     act( AT_ACTION, "$n lunges at you from out of nowhere!", ch, NULL, victim, TO_VICT );
    }
    stop_hunting( ch );
    set_fighting( ch, victim );
    multi_hit(ch, victim, TYPE_UNDEFINED);
    return;
}