示例#1
0
void dwarfsmith_driver(int cn,int ret,int lastact)
{
	struct dwarfsmith_data *dat;
	struct staffer_ppd *ppd;
        int co,in,didsay=0,talkdir=0,in2;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_DWARFSMITHDRIVER,sizeof(struct dwarfsmith_data));
	if (!dat) return;	// oops...

        // loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to other NPCs
			if (!(ch[co].flags&CF_PLAYER)) { remove_message(cn,msg); continue; }

			// dont talk to players without connection
			if (ch[co].driver==CDR_LOSTCON) { remove_message(cn,msg); continue; }
			
			// only talk every ten seconds
			if (ticker<dat->last_talk+TICKS*4) { remove_message(cn,msg); continue; }

			if (ticker<dat->last_talk+TICKS*10 && dat->current_victim!=co) { remove_message(cn,msg); continue; }

                        // dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

                        // get current status with player
                        ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if (ppd) {
                                switch(ppd->dwarfsmith_state) {
					case 0:         quiet_say(cn,"Welcome to my smithy! If you are in need of my services, come to me and I will see what I can do for you. For now though, I'm afraid I can't do a whole lot.");
							ppd->dwarfsmith_state++; didsay=1;
                                                        break;
					case 1:         break;	// waiting for mold
					case 2:		break;	// waiting for silver
				}
				if (didsay) {
					dat->last_talk=ticker;
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;

			if (ch[co].flags&CF_PLAYER) {
				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));
                                switch((didsay=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co))) {
					//case 2:         if (ppd && ppd->dwarfsmith_state<=3) { dat->last_talk=0; ppd->dwarfsmith_state=0; }
                                                        //break;
					case 3:		if (ch[co].flags&CF_GOD) { say(cn,"reset done"); ppd->dwarfsmith_state=0; }
							break;
				}
                                if (didsay) {
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;
			
			ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if ((in=ch[cn].citem)) {	// we still have it
				if (it[in].ID==IID_LIZARDMOLD && ppd && ppd->dwarfsmith_state<=1) {
					ppd->dwarfsmith_state=2;
					ppd->dwarfsmith_type=it[in].drdata[0];
					quiet_say(cn,"What's this? A mold from the lizards? I guess I can make a key out of this, but I will need 5,000 silver to make it. You can't expect me to sacrifice my own ore for your adventuring!");
				} else if (it[in].driver==IDR_ENHANCE && it[in].drdata[0]==1 && *(unsigned int*)(it[in].drdata+1)==5000 && ppd && ppd->dwarfsmith_state==2) {
                                        quiet_say(cn,"There you go, one key for the adventurer.");
					switch(ppd->dwarfsmith_type) {
						case 1:		in2=create_item("lizard_elite_key1"); break;
						case 2:		in2=create_item("lizard_elite_key2"); break;
						case 3:		in2=create_item("lizard_elite_key3"); break;
						default:	in2=0; quiet_say(cn,"oops. bug # 3266/%d",ppd->dwarfsmith_type); break;
					}
					if (in2) {
						if (!give_char_item(co,in2)) destroy_item(in2);						
                                        }
					ppd->dwarfsmith_state=1;
					ppd->dwarfsmith_type=0;
					
				} else if (give_char_item(co,in)) {
					if (it[in].driver==IDR_ENHANCE) {
						if (it[in].drdata[0]!=1) quiet_say(cn,"I'll need silver, not any other material.");
						else if (*(unsigned int*)(it[in].drdata+1)!=5000) quiet_say(cn,"I'll need exactly 5000 units of silver.");
						else quiet_say(cn,"I'll need a mold first.");
					} else quiet_say(cn,"Thou hast better use for this than I do. Well, if there is use for it at all.");
					ch[cn].citem=0;
				}
			
				// let it vanish, then
				if (ch[cn].citem) destroy_item(ch[cn].citem);
				ch[cn].citem=0;
			}
		}

		remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	if (talkdir) turn(cn,talkdir);

	if (dat->last_talk+TICKS*30<ticker) {
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_RIGHT,ret,lastact)) return;
	}

        do_idle(cn,TICKS);
}
示例#2
0
void dwarfchief_driver(int cn,int ret,int lastact)
{
	struct dwarfchief_data *dat;
	struct staffer_ppd *ppd;
        int co,in,didsay=0,talkdir=0;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_DWARFCHIEFDRIVER,sizeof(struct dwarfchief_data));
	if (!dat) return;	// oops...

        // loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to other NPCs
			if (!(ch[co].flags&CF_PLAYER)) { remove_message(cn,msg); continue; }

			// dont talk to players without connection
			if (ch[co].driver==CDR_LOSTCON) { remove_message(cn,msg); continue; }
			
			// only talk every ten seconds
			if (ticker<dat->last_talk+TICKS*4) { remove_message(cn,msg); continue; }

			if (ticker<dat->last_talk+TICKS*10 && dat->current_victim!=co) { remove_message(cn,msg); continue; }

                        // dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

                        // get current status with player
                        ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if (ppd) {
                                switch(ppd->dwarfchief_state) {
					case 0:         quiet_say(cn,"Welcome, stranger, to Grimroot, home of the dwarves. I would introduce you to our town further, but I have urgent matters to attend to.");
							questlog_open(co,47);
							ppd->dwarfchief_state++; didsay=1;
                                                        break;
					case 1:		quiet_say(cn,"Four of our miners have gone missing, one each in one of the 4 mine areas, and we can only think it's because of those bothersome golems...");
                                                        ppd->dwarfchief_state++; didsay=1;
							break;
                                        case 2:         quiet_say(cn,"If you wish, here's a scroll so you can help one of them. Give this one to the miner in the first section, then come back for another scroll for the next miner.");
                                                        ppd->dwarfchief_state++; didsay=1;
							if (!has_item(co,IID_DWARFRECALL1)) {
								in=create_item("dwarf_recall90");
								if (in) give_char_item(co,in);
							}
                                                        break;
					case 3:		break; // waiting for player to save first miner
					
					case 4:		questlog_done(co,47);
                                                        ppd->dwarfchief_state++;
							// fall-through intended
					case 5:		if (questlog_isdone(co,48)) { ppd->dwarfchief_state=8; break; }
							quiet_say(cn,"Not too bad for a human, you people are sturdier than I thought... Don't cheer up though, the miner in the next section is surrounded by stronger golems. Don't let them hurt your precious nails!");
							questlog_open(co,48);
                                                        ppd->dwarfchief_state++; didsay=1;
                                                        if (!has_item(co,IID_DWARFRECALL2)) {
								in=create_item("dwarf_recall100");
								if (in) give_char_item(co,in);
							}
                                                        break;
					case 6:		break; // waiting for player to save second miner
					
					case 7:		questlog_done(co,48);
                                                        ppd->dwarfchief_state++;
							// fall-through intended
					case 8:		if (questlog_isdone(co,49)) { ppd->dwarfchief_state=11; break; }
							quiet_say(cn,"A job well done! It's that we have enough hands already, otherwise I'd ask you to go out there and mine for us. Anyway, back to business. Go and find the next miner, and you will be rewarded again.");
							questlog_open(co,49);
                                                        ppd->dwarfchief_state++; didsay=1;
                                                        if (!has_item(co,IID_DWARFRECALL2)) {
								in=create_item("dwarf_recall110");
								if (in) give_char_item(co,in);
							}
                                                        break;
					case 9:		break; // waiting for player to save third miner
					
					case 10:	questlog_done(co,49);
                                                        ppd->dwarfchief_state++;
							// fall-through intended
					case 11:	if (questlog_isdone(co,50)) { ppd->dwarfchief_state=14; break; }
							quiet_say(cn,"Just in time! If you had been any later, he wouldn't have had his dinner, and trust me, you don't want to see a dwarf hungry, it's not a pretty sight. The fourth miner should be ok, he always packs more than the others, but do hurry and find him.");
							questlog_open(co,50);
                                                        ppd->dwarfchief_state++; didsay=1;
                                                        if (!has_item(co,IID_DWARFRECALL2)) {
								in=create_item("dwarf_recall120");
								if (in) give_char_item(co,in);
							}
                                                        break;
					case 12:	break; // waiting for player to save fourth miner

					case 13:	questlog_done(co,50);
                                                        ppd->dwarfchief_state++;
							// fall-through intended
					case 14:	quiet_say(cn,"Thank you for saving the last one! You have been of great help to us. Now let's hope they can stay out of the hands of those golems once and for all. Those recall scrolls aren't cheap you know!");
                                                        ppd->dwarfchief_state++; didsay=1;
                                                        break;
					case 15:	break; // all done

				}
				if (didsay) {
					dat->last_talk=ticker;
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;

			if (ch[co].flags&CF_PLAYER) {
				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));
                                switch((didsay=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co))) {
					case 2:         if (ppd && ppd->dwarfchief_state<=3) { dat->last_talk=0; ppd->dwarfchief_state=0; }
                                                        if (ppd && ppd->dwarfchief_state>=5 && ppd->dwarfchief_state<=6) { dat->last_talk=0; ppd->dwarfchief_state=5; }
							if (ppd && ppd->dwarfchief_state>=8 && ppd->dwarfchief_state<=9) { dat->last_talk=0; ppd->dwarfchief_state=8; }
							if (ppd && ppd->dwarfchief_state>=11 && ppd->dwarfchief_state<=12) { dat->last_talk=0; ppd->dwarfchief_state=11; }
							if (ppd && ppd->dwarfchief_state>=14 && ppd->dwarfchief_state<=15) { dat->last_talk=0; ppd->dwarfchief_state=14; }
                                                        break;
					case 3:		if (ch[co].flags&CF_GOD) { say(cn,"reset done"); ppd->dwarfchief_state=0; }
							break;
				}
                                if (didsay) {
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it
				quiet_say(cn,"Thou hast better use for this than I do. Well, if there is use for it at all.");
				if (!give_char_item(co,ch[cn].citem)) destroy_item(ch[cn].citem);
				ch[cn].citem=0;				
			}
		}

		remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	if (talkdir) turn(cn,talkdir);

	if (dat->last_talk+TICKS*30<ticker) {
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_RIGHT,ret,lastact)) return;
	}

        do_idle(cn,TICKS);
}
示例#3
0
void dwarfshaman_driver(int cn,int ret,int lastact)
{
	struct dwarfshaman_data *dat;
	struct staffer_ppd *ppd;
        int co,in,didsay=0,talkdir=0;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_DWARFSHAMANDRIVER,sizeof(struct dwarfshaman_data));
	if (!dat) return;	// oops...

        // loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to other NPCs
			if (!(ch[co].flags&CF_PLAYER)) { remove_message(cn,msg); continue; }

			// dont talk to players without connection
			if (ch[co].driver==CDR_LOSTCON) { remove_message(cn,msg); continue; }
			
			// only talk every ten seconds
			if (ticker<dat->last_talk+TICKS*4) { remove_message(cn,msg); continue; }

			if (ticker<dat->last_talk+TICKS*10 && dat->current_victim!=co) { remove_message(cn,msg); continue; }

                        // dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

                        // get current status with player
                        ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if (ppd) {
                                switch(ppd->dwarfshaman_state) {
					case 0:         quiet_say(cn,"Welcome to Grimroot stranger. To make it here you must have battled some strong foes, though they're nothing compared to what you're about to face, should you accept the quest I am about to give you.");
							questlog_open(co,51);
							ppd->dwarfshaman_state++; didsay=1;
                                                        break;
					case 1:		quiet_say(cn,"But before I give you the quest, I want to see if you can fight the lizards you will be facing. Bring me back 9 lizard's teeth, and I will see that as proof of your strength.");
                                                        ppd->dwarfshaman_state++; didsay=1;
							break;
                                        case 2:         break;	// waiting for teeth
					
					case 3:		if (questlog_isdone(co,52)) { ppd->dwarfshaman_state=6; break; }
							quiet_say(cn,"Ah! I see you've come back with all your teeth, and those of the lizards. I guess you are strong enough after all to do the quest I am about to give you. You see, I've seen the lizards come out with brown berries out of the water.");
							questlog_open(co,52);
                                                        ppd->dwarfshaman_state++; didsay=1;
                                                        break;
                                        case 4:		quiet_say(cn,"Since I hate water, I need others like you to grab them for me. If you want to breath underwater, you will have to combine 3 flowers. I'll leave it up to you to figure out which ones. Now go get me 9 brown berries!");
                                                        ppd->dwarfshaman_state++; didsay=1;
                                                        break;
					case 5:		break; // waiting for berries
					
					case 6:		if (questlog_isdone(co,53)) { ppd->dwarfshaman_state=10; break; }
							quiet_say(cn,"It's good that you can swim, you have no idea how much I hate water. Thanks for the berries. As I suspected, they seem to have magic properties, which I may be able to use.");
							questlog_open(co,53);
							ppd->dwarfshaman_state++; didsay=1;
                                                        break;
					case 7:		quiet_say(cn,"Also, I managed to learn some of the lizard's tongue, and overheard them talking in fear of an 'elite lizard'... If you can find it and bring it's head to me, I can learn more about these lizards, and why they're so varied.");
                                                        ppd->dwarfshaman_state++; didsay=1;
                                                        break;
					case 8:		break; // waiting for elite head
					
					case 9:		quiet_say(cn,"This is quite amazing! The reason these lizards are so varied is due to them being able to somehow absorb magical energy. To much of it seems to affect their mind however, as was the case with this elite lizard.");
							ppd->dwarfshaman_state++; didsay=1;
                                                        break;
					case 10:	quiet_say(cn,"Thank you for helping out! I guess you are sturdier than you look, even though your kind looks skinnier than a dwarven skeleton!");
                                                        ppd->dwarfshaman_state++; didsay=1;
                                                        break;
					case 11:	break; // all done

				}
				if (didsay) {
					dat->last_talk=ticker;
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;

			if (ch[co].flags&CF_PLAYER) {
				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));
                                switch((didsay=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co))) {
					case 2:         if (ppd && ppd->dwarfshaman_state<=2) { dat->last_talk=0; ppd->dwarfshaman_state=0; }
                                                        if (ppd && ppd->dwarfshaman_state>=3 && ppd->dwarfshaman_state<=5) { dat->last_talk=0; ppd->dwarfshaman_state=3; }
							if (ppd && ppd->dwarfshaman_state>=6 && ppd->dwarfshaman_state<=8) { dat->last_talk=0; ppd->dwarfshaman_state=6; }
							if (ppd && ppd->dwarfshaman_state>=9 && ppd->dwarfshaman_state<=11) { dat->last_talk=0; ppd->dwarfshaman_state=9; }
                                                        break;
					case 3:		if (ch[co].flags&CF_GOD) { say(cn,"reset done"); ppd->dwarfshaman_state=0; ppd->dwarfshaman_count=0; }
							break;
				}
                                if (didsay) {
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;
			
			ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if ((in=ch[cn].citem)) {	// we still have it
				if (it[in].ID==IID_LIZARDTOOTH && ppd && ppd->dwarfshaman_state<3) {
					ppd->dwarfshaman_count++;
					if (ppd->dwarfshaman_count>=9) {
						ppd->dwarfshaman_state=3;
						ppd->dwarfshaman_count=0;
						dat->last_talk=0;
						questlog_done(co,51);						
					} else {
						quiet_say(cn,"%d done, %d to go.",ppd->dwarfshaman_count,9-ppd->dwarfshaman_count);
					}
				} else if (it[in].ID==IID_BROWNBERRY && ppd && ppd->dwarfshaman_state>=3 && ppd->dwarfshaman_state<=5) {
					ppd->dwarfshaman_count++;
					if (ppd->dwarfshaman_count>=9) {
						ppd->dwarfshaman_state=6;
						ppd->dwarfshaman_count=0;
						dat->last_talk=0;
						questlog_done(co,52);
					} else {
						quiet_say(cn,"%d done, %d to go.",ppd->dwarfshaman_count,9-ppd->dwarfshaman_count);
					}
				} else if (it[in].ID==IID_LIZARDHEAD && ppd && ppd->dwarfshaman_state>=6 && ppd->dwarfshaman_state<=8) {
                                        ppd->dwarfshaman_state=9;
					dat->last_talk=0;
					questlog_done(co,53);
					destroy_item_byID(co,IID_LIZARDHEAD);
				} else if (give_char_item(co,in)) {
					quiet_say(cn,"Thou hast better use for this than I do. Well, if there is use for it at all.");
					ch[cn].citem=0;
				}
			
				// let it vanish, then
				if (ch[cn].citem) destroy_item(ch[cn].citem);
				ch[cn].citem=0;
			}
		}

		remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	if (talkdir) turn(cn,talkdir);

	if (dat->last_talk+TICKS*30<ticker) {
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_RIGHT,ret,lastact)) return;
	}

        do_idle(cn,TICKS);
}
示例#4
0
void yoatin_driver(int cn,int ret,int lastact)
{
	struct yoatin_data *dat;
	struct staffer_ppd *ppd;
        int co,in,didsay=0,talkdir=0;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_YOATINDRIVER,sizeof(struct yoatin_data));
	if (!dat) return;	// oops...

	// loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to other NPCs
			if (!(ch[co].flags&CF_PLAYER)) { remove_message(cn,msg); continue; }

			// dont talk to players without connection
			if (ch[co].driver==CDR_LOSTCON) { remove_message(cn,msg); continue; }
			
			// only talk every ten seconds
			if (ticker<dat->last_talk+TICKS*4) { remove_message(cn,msg); continue; }

			if (ticker<dat->last_talk+TICKS*10 && dat->current_victim!=co) { remove_message(cn,msg); continue; }

                        // dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

                        // get current status with player
                        ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if (ppd) {
                                switch(ppd->yoatin_state) {					
					case 0:         quiet_say(cn,"Greetings stranger!");
							questlog_open(co,39);
							ppd->yoatin_state++; didsay=1;
                                                        break;
                                        case 1:		quiet_say(cn,"Wait...I recognize you from the description my brother gave - you must be %s!",ch[co].name);
							ppd->yoatin_state++; didsay=1;
                                                        break;
					case 2:		quiet_say(cn,"My brother's name is Yoakin. It seems you did him a great service slaying the bears of Cameron.");
                                                        ppd->yoatin_state++; didsay=1;
                                                        break;
					case 3:		quiet_say(cn,"Mayhap you could assist me with a problem I have?");
							ppd->yoatin_state++; didsay=1;
                                                        break;
					case 4:		quiet_say(cn,"A family from the town beyond this forest has asked me to hunt down the bear that killed their son.");
							ppd->yoatin_state++; didsay=1;
                                                        break;
					case 5:		quiet_say(cn,"I am not quite the hunter my brother is and well... to be frank, bears scare the living daylights out of me.");
							ppd->yoatin_state++; didsay=1;
                                                        break;
					case 6:		quiet_say(cn,"If you could fetch me proof of the bear being slain, I would reward thee greatly.");
							ppd->yoatin_state++; didsay=1;
                                                        break;
					case 7:		quiet_say(cn,"Take care as you travel! The whole forest is full of bears and bear caves.");
							ppd->yoatin_state++; didsay=1;
                                                        break;
					case 8:		break; // waiting for bear to die
					case 9:		break; // all done
					
					
				}
				if (didsay) {
					dat->last_talk=ticker;
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;

			if (ch[co].flags&CF_PLAYER) {
				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));
                                switch((didsay=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co))) {
					case 2:         if (ppd && ppd->yoatin_state<=8) { dat->last_talk=0; ppd->yoatin_state=0; }
                                                        break;				
					case 3:		if (ch[co].flags&CF_GOD) { say(cn,"reset done"); ppd->yoatin_state=0; }
							break;
				}
                                if (didsay) {
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it

				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

				if (it[in].ID==IID_STAFF_BEARHEAD && ppd && ppd->yoatin_state<=8) {
					quiet_say(cn,"Thank you %s! This will be perfect proof. Here, take my belt, you are clearly the greater hunter!",ch[co].name);
					questlog_done(co,39);
					destroy_item_byID(co,IID_STAFF_BEARHEAD);
                                        if ((in=create_item("WS_Hunter_Belt"))) {
						if (!give_char_item(co,in)) destroy_item(in);						
					}
                                        ppd->yoatin_state=9;
				} else {
					say(cn,"Thou hast better use for this than I do. Well, if there is a use for it at all.");
                                        if (!give_char_item(co,ch[cn].citem)) destroy_item(ch[cn].citem);
                                        ch[cn].citem=0;
				}
				
				// let it vanish, then
				if (ch[cn].citem) {
					destroy_item(ch[cn].citem);
					ch[cn].citem=0;
				}
			}
		}

		remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	dat->amgivingback=0;

	if (talkdir) turn(cn,talkdir);

	if (dat->last_talk+TICKS*30<ticker) {
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_LEFT,ret,lastact)) return;
	}

        do_idle(cn,TICKS);
}
示例#5
0
void clubmaster_driver(int cn,int ret,int lastact)
{
	struct clubmaster_driver_data *dat;
        int co,in,n,rank,cc,val;
        struct msg *msg,*next;
	char *ptr,tmp[80],name[80];

        dat=set_data(cn,DRD_CLUBMASTERDRIVER,sizeof(struct clubmaster_driver_data));
	if (!dat) return;	// oops...

        if (ch[cn].arg) {
                clubmaster_driver_parse(cn,dat);
		ch[cn].arg=NULL;
	}

        // loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

		// did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

			// dont talk to the same person twice
			if (mem_check_driver(cn,co,7)) { remove_message(cn,msg); continue; }

			if (!get_char_club(cn) && !get_char_clan(cn)) quiet_say(cn,"Hello %s! Would you like to found a °c4club°c0?",ch[co].name);
			mem_add_driver(cn,co,7);
		}

                // talk back
		if (msg->type==NT_TEXT) {
			analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,msg->dat3);

                        if ((msg->dat1==1 || msg->dat1==2) && (co=msg->dat3)!=cn) {	// talk, and not our talk				
                                if ((ptr=strcasestr((char*)msg->dat2,"found:"))) {
					if (!(ch[co].flags&CF_PAID)) {
						quiet_say(cn,"I'm sorry, %s, but only paying players may found clubs.",ch[co].name);
					} else if (!get_char_clan(co) && !get_char_club(co)) {
						if (ch[co].gold>=10000*100) {
							ptr+=6;
							while (isspace(*ptr)) ptr++;
							for (n=0; n<79; n++) {
								if (!(isalpha(*ptr) || *ptr==' ')) break;
								name[n]=*ptr++;
							}
							name[n]=0;
							
							if ((n=create_club(name))) {
								take_money(co,10000*100);
								ch[co].clan=n+CLUBOFFSET;
								ch[co].clan_serial=club[n].serial;
								ch[co].clan_rank=2;
								quiet_say(cn,"Congratulations, %s, you are now the leader of the club %s.",ch[co].name,club[n].name);
								dlog(co,0,"created club %d %s",n,club[n].name);
							} else quiet_say(cn,"Something's wrong with the name.");
						} else quiet_say(cn,"You cannot pay the fee of 10,000 gold.");
					} else quiet_say(cn,"You are already a member of a clan or club. You cannot found a new one.");
				}
				if ((ptr=strcasestr((char*)msg->dat2,"accept:"))) {
					if (!get_char_club(co) || ch[co].clan_rank<1) {
                                                quiet_say(cn,"You are not a club leader, %s.",ch[co].name);
					} else {
						ptr+=7;
						while (isspace(*ptr)) ptr++;
						for (n=0; n<79; n++) {
							if (!*ptr || *ptr=='"') break;
							dat->accept[n]=*ptr++;
						}
						dat->accept[n]=0;
						strcpy(dat->join,ch[co].name);
						dat->accept_clan=get_char_club(co);
						dat->accept_cn=co;

						quiet_say(cn,"To join %s's club %s, say: 'join: %s'",dat->join,dat->accept,dat->join);
					}
				}
				if ((ptr=strcasestr((char*)msg->dat2,"join:"))) {
					if (get_char_clan(co) || get_char_club(co)) {
                                                quiet_say(cn,"You are already a clan or club member, %s.",ch[co].name);
					} else {
						ptr+=5;
						while (isspace(*ptr)) ptr++;
						for (n=0; n<79; n++) {
							if (!*ptr || *ptr=='"') break;
							tmp[n]=*ptr++;
						}
						tmp[n]=0;
                                                if (strcasecmp(dat->accept,ch[co].name)) {
							quiet_say(cn,"You have not been invited, %s.",ch[co].name);
						} else if (strcasecmp(dat->join,tmp)) {
							quiet_say(cn,"%s has not invited you, %s.",tmp,ch[co].name);
						} else {
                                                        //add_member(co,dat->accept_clan,dat->join);
							ch[co].clan=dat->accept_clan+CLUBOFFSET;
							ch[co].clan_serial=club[dat->accept_clan].serial;
							ch[co].clan_rank=0;
							quiet_say(cn,"%s, you are now a member of %s's club.",ch[co].name,dat->join);
							dat->accept[0]=0;
							dat->accept_clan=0;
							dat->join[0]=0;
						}
						
					}
				}
				if ((ptr=strcasestr((char*)msg->dat2,"leave!"))) {
					if (!get_char_club(co)) {
                                                quiet_say(cn,"You are not a club member, %s.",ch[co].name);
					} else {
						remove_member(co,co);
						quiet_say(cn,"You are no longer a member of any club, %s",ch[co].name);
					}
				}
				if ((ptr=strcasestr((char*)msg->dat2,"rank:"))) {
					if (!get_char_club(co) || ch[co].clan_rank<2) {
                                                quiet_say(cn,"You are not a club founder, %s.",ch[co].name);
					} else {
						ptr+=6;
						while (isspace(*ptr)) ptr++;
						for (n=0; n<79; n++) {
							if (!*ptr || *ptr=='"' || isspace(*ptr)) break;
							tmp[n]=*ptr++;
						}
						tmp[n]=0;
						
						rank=atoi(ptr);

						if (rank<0 || rank>1) {
							quiet_say(cn,"You must use a rank between 0 and 1.");
							remove_message(cn,msg);
							continue;
						}

						for (cc=getfirst_char(); cc; cc=getnext_char(cc)) {
							if (!strcasecmp(tmp,ch[cc].name) && (ch[cc].flags&CF_PLAYER)) break;
						}
						if (cc) {
							if (!(ch[cc].flags&CF_PAID) && rank>0) {
                                                                quiet_say(cn,"%s is not a paying player, you cannot set the rank higher than 0.",ch[cc].name);
							} else if (ch[cc].clan_rank==2) {
								quiet_say(cn,"%s is the club's founder, cannot change rank.",ch[cc].name);
							} else if (get_char_club(cc)==get_char_club(co)) {
								ch[cc].clan_rank=rank;
								quiet_say(cn,"Set %s's rank to %d.",ch[cc].name,rank);
							} else quiet_say(cn,"You cannot change the rank of those not belonging to your club.");
						} else {
							int uID;

							uID=lookup_name(tmp,NULL);
							if (uID==0) continue;
							if (uID==-1) {
								quiet_say(cn,"Sorry, no player by the name %s found.",tmp);
							} else {
								task_set_clan_rank(uID,ch[co].ID,get_char_club(co)+CLUBOFFSET,rank,ch[co].name);
								quiet_say(cn,"Update scheduled (%s,%d).",tmp,rank);
							}
						}
					}
				}
				if ((ptr=strcasestr((char*)msg->dat2,"fire:"))) {
					if (!get_char_club(co) || ch[co].clan_rank<1) {
                                                quiet_say(cn,"You are not a club leader, %s.",ch[co].name);
					} else {
						ptr+=6;
						while (isspace(*ptr)) ptr++;
						for (n=0; n<79; n++) {
							if (!*ptr || *ptr=='"' || isspace(*ptr)) break;
							tmp[n]=*ptr++;
						}
						tmp[n]=0;
						
                                                for (cc=getfirst_char(); cc; cc=getnext_char(cc)) {
							if (!strcasecmp(tmp,ch[cc].name) && (ch[cc].flags&CF_PLAYER)) break;
						}
						if (cc) {
							if (get_char_club(cc)==get_char_club(co)) {
								if (ch[cc].clan_rank<2) {
									remove_member(cc,co);
									quiet_say(cn,"Fired: %s.",ch[cc].name);
								} else quiet_say(cn,"You cannot fire the founder of the club.");
							} else quiet_say(cn,"You cannot fire those not belonging to your club.");
						} else {
							int uID;

							uID=lookup_name(tmp,NULL);
							if (uID==0) continue;
							if (uID==-1) {
								quiet_say(cn,"Sorry, no player by the name %s found.",tmp);
							} else {
								task_fire_from_clan(uID,ch[co].ID,get_char_club(co)+CLUBOFFSET,ch[co].name);
								quiet_say(cn,"Update scheduled (%s).",tmp);
							}
						}
					}
				}

				if ((ptr=strcasestr((char*)msg->dat2,"deposit:"))) {
					if (!(n=get_char_club(co))) {
                                                quiet_say(cn,"You are not a club member, %s.",ch[co].name);
					} else {
						val=atoi(ptr+8)*100;

						if (val>0 && ch[co].gold>=val) {
							club[n].money+=val;
							take_money(co,val);
							quiet_say(cn,"You have deposited %dG, for a total of %dG, %s.",val/100,club[n].money/100,ch[co].name);
							dlog(co,0,"Deposited %dG into club %d, for a new total of %dG",val/100,n,club[n].money/100);
							db_update_club(n);
						} else quiet_say(cn,"You do not have that much gold, %s.",ch[co].name);
					}
				}
				if ((ptr=strcasestr((char*)msg->dat2,"withdraw:"))) {
					if (!(n=get_char_club(co)) || ch[co].clan_rank<2) {
                                                quiet_say(cn,"You are not a club founder, %s.",ch[co].name);
					} else {
						val=atoi(ptr+9)*100;

						if (val>0 && club[n].money>=val) {
							club[n].money-=val;
							give_money(co,val,"club withdrawal");
							quiet_say(cn,"You have withdrawn %dG, money left in club %dG, %s.",val/100,club[n].money/100,ch[co].name);
							dlog(co,0,"Withdrew %dG from club %d, for a new total of %dG",val/100,n,club[n].money/100);
							db_update_club(n);
						} else quiet_say(cn,"The club does not have that much gold, %s.",ch[co].name);
					}
				}
			}			
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it
				// try to give it back
                                if (give_char_item(cn,co)) return;
				
				// didnt work, let it vanish, then
				destroy_item(ch[cn].citem);
				ch[cn].citem=0;
			}
		}
                remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,dat->dir,ret,lastact)) return;

        if (ticker>dat->last_talk+TICKS*60 && !RANDOM(25)) {
		switch(RANDOM(8)) {
			case 0:		murmur(cn,"My back itches."); break;
			case 1:		whisper(cn,"There's something stuck between your teeth."); break;
			case 2:		murmur(cn,"Oh yeah, those were the days."); break;
			case 3:		murmur(cn,"Now where did I put it?"); break;
			case 4:		murmur(cn,"Oh my, life is hard but unfair."); break;
                        case 5:		murmur(cn,"Beware of the fire snails!"); break;
			case 6:         murmur(cn,"I love the clicking of coins."); break;
			case 7:		murmur(cn,"Gold and Silver, Silver and Gold."); break;
			default:	break;
		}
		
		dat->last_talk=ticker;
	}

	if (ticker>dat->memcleartimer) {
		mem_erase_driver(cn,7);
		dat->memcleartimer=ticker+TICKS*60*60*12;
	}

        do_idle(cn,TICKS*2);
}
示例#6
0
void aristocrat_driver(int cn,int ret,int lastact)
{
	struct aristocrat_data *dat;
	struct staffer_ppd *ppd;
        int co,in,didsay=0,talkdir=0;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_ARISTOCRATDRIVER,sizeof(struct aristocrat_data));
	if (!dat) return;	// oops...

	// loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to other NPCs
			if (!(ch[co].flags&CF_PLAYER)) { remove_message(cn,msg); continue; }

			// dont talk to players without connection
			if (ch[co].driver==CDR_LOSTCON) { remove_message(cn,msg); continue; }
			
			// only talk every ten seconds
			if (ticker<dat->last_talk+TICKS*4) { remove_message(cn,msg); continue; }

			if (ticker<dat->last_talk+TICKS*10 && dat->current_victim!=co) { remove_message(cn,msg); continue; }

                        // dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

                        // get current status with player
                        ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if (ppd) {
                                switch(ppd->aristocrat_state) {
					case 0:         quiet_say(cn,"Greetings stranger!");
							questlog_open(co,38);
							ppd->aristocrat_state++; didsay=1;
                                                        break;
                                        case 1:		quiet_say(cn,"Say! You look like quite a buoyant adventurer.");
							ppd->aristocrat_state++; didsay=1;
                                                        break;
					case 2:		quiet_say(cn,"Oh no, I didn't mean it that way! Please don't growl at me!");
                                                        ppd->aristocrat_state++; didsay=1;
                                                        break;
					case 3:		quiet_say(cn,"I was watching the local wildlife at a large lake north of here...");
							ppd->aristocrat_state++; didsay=1;
                                                        break;
                                        case 4:		quiet_say(cn,"When one of the larger natives suddenly lurched out of the water and attacked me.");
							ppd->aristocrat_state++; didsay=1;
                                                        break;
					case 5:		quiet_say(cn,"I managed to escape with my life, but alas my Amulet was lost.");
							ppd->aristocrat_state++; didsay=1;
                                                        break;
					case 6:		quiet_say(cn,"I would reward you well if you could retrieve this family heirloom for me.");
							ppd->aristocrat_state++; didsay=1;
                                                        break;
					case 7:		break; // waiting for amulet
					case 8:		break; // all done
				}
				if (didsay) {
					dat->last_talk=ticker;
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;

			if (ch[co].flags&CF_PLAYER) {
				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));
                                switch((didsay=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co))) {
					case 2:         if (ppd && ppd->aristocrat_state<=7) { dat->last_talk=0; ppd->aristocrat_state=0; }
                                                        break;
					case 3:		if (ch[co].flags&CF_GOD) { say(cn,"reset done"); ppd->aristocrat_state=0; }
							break;
				}
                                if (didsay) {
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it

				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

				if (it[in].ID==IID_STAFF_ARIAMULET && ppd && ppd->aristocrat_state<=7) {
					int tmp;
                                        quiet_say(cn,"Yes! Many thanks adventurer! Please accept this reward.");
					tmp=questlog_done(co,38);
					destroy_item_byID(co,IID_STAFF_ARIAMULET);
					destroy_item_byID(co,IID_STAFF_ARIKEY);
                                        ppd->aristocrat_state=8;
					if (tmp==1 && (in=create_money_item(1000*100))) {
						if (!give_char_item(co,in)) destroy_item(in);						
					}
				} else {
					say(cn,"Thou hast better use for this than I do. Well, if there is a use for it at all.");
                                        if (!give_char_item(co,ch[cn].citem)) destroy_item(ch[cn].citem);
                                        ch[cn].citem=0;
				}
				
				// let it vanish, then
				if (ch[cn].citem) {
					destroy_item(ch[cn].citem);
					ch[cn].citem=0;
				}
			}
		}

		remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	dat->amgivingback=0;

	if (talkdir) turn(cn,talkdir);

	if (dat->last_talk+TICKS*30<ticker) {
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_LEFT,ret,lastact)) return;
	}

        do_idle(cn,TICKS);
}
void professor_driver(int cn,int ret,int lastact)
{
	struct professor_driver_data *dat;
        int co,in;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_PROFDRIVER,sizeof(struct professor_driver_data));
	if (!dat) return;	// oops...

        if (ch[cn].arg) {
                professor_driver_parse(cn,dat);
		ch[cn].arg=NULL;
	}

	// loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont offer to teach anyone not having the profession skill
			if (!ch[co].value[1][V_PROFESSION]) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

			// dont talk to the same person twice
			if (mem_check_driver(cn,co,7)) { remove_message(cn,msg); continue; }

			say(cn,"Hello %s! I am a professor at Aston University, and I °c4teach°c0 °c4%s°c0.",ch[co].name,prof[dat->nr].name);
			mem_add_driver(cn,co,7);
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;
                        ret=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co);
			switch(ret) {
				case 2:		switch(dat->quest) {
							case 0:		say(cn,"If thou wishest to learn the art of the %s, thou must pay %d gold coins and %d profession points. Say °c4learn°c0 if this is thy wish. Thou canst also °c4improve°c0 thy knowledge of this art for the fee of %d gold coins and %d profession points.",prof[dat->nr].name,dat->quest_option,prof[dat->nr].base,dat->improve_cost*prof[dat->nr].step,prof[dat->nr].step); break;
							default:	say(cn,"You've found bug #418a"); break;
						}
						break;
				case 3:		switch(dat->nr) {
							case P_ATHLETE:		say(cn,"The art of the athlete are fast, precise movements. Skilled athletes make better use of their endurance and move faster than untrained humans."); break;
							case P_ALCHEMIST:	say(cn,"The alchemist can create better potions, calling on the powers of the moons and the seasons at any time."); break;
							case P_MINER:		say(cn,"A skilled miner will make better use of every vein of precious metal he finds. He will also not exhaust as fast as an unskilled miner."); break;
							case P_ASSASSIN:	say(cn,"The assassin is especially skilled at attacking an enemy from the side or behind, and he can backstab an unware opponent from behind."); break;
							case P_THIEF:		say(cn,"A skilled thief can remain unseen even when next to another person. But when he uses this skill of stealth he cannot do anything but wait or walk, and the effort of remaining unseen will drain his endurance."); break;
							case P_LIGHT:		say(cn,"A master of light will receive a bonus to his basic abilities during the day. If he masters this skill he will also be able to see all undead creatures in the dark."); break;
							case P_DARK:		say(cn,"A master of dark will receive a bonus to his basic abilities during the night. If he masters this skill he will also be able to see all living creatures in the dark."); break;
							case P_TRADER:		say(cn,"A skilled trader will get better prices when dealing with merchants."); break;
							case P_MERCENARY:	say(cn,"Those skilled in the art of the mercenary will advance in military rank faster. They will also collect pay for their missions."); break;
							case P_CLAN:		say(cn,"A clan master has received special training in the art of clan warfare. He will be at an advantage in any fight in the clan catacombs."); break;
							case P_HERBALIST:	say(cn,"A herbalist knows the art of making plants ripe faster. Any flower, berry or mushroom he picks will grow back in less time."); break;

							default: 		say(cn,"You've found bug #418b"); break;
						}
						break;
				case 4:		switch(dat->quest) {
							case 0:		if (ch[co].gold<dat->quest_option*100) { say(cn,"But thou cannot afford my fee of %dG.",dat->quest_option); break; }
									if (!learn_prof(cn,co,dat->nr)) break;
									ch[co].gold-=dat->quest_option*100;
									ch[co].flags|=CF_ITEMS;
									break;
							default:	say(cn,"You've found bug #418a"); break;
						}
						break;
				case 5:		if (ch[co].gold<dat->improve_cost*prof[dat->nr].step*100) { say(cn,"But thou cannot afford my fee of %dG.",dat->improve_cost*prof[dat->nr].step); break; }
						if (!improve_prof(cn,co,dat->nr)) break;
						ch[co].gold-=dat->improve_cost*prof[dat->nr].step*100;
						ch[co].flags|=CF_ITEMS;
                                                break;
			}

		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it
				// let it vanish
				destroy_item(ch[cn].citem);
				ch[cn].citem=0;
			}
		}

                remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

        if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,dat->dir,ret,lastact)) return;		

        do_idle(cn,TICKS);
}
示例#8
0
void merchant_driver(int cn,int ret,int lastact)
{
	struct merchant_driver_data *dat;
        int co,in,n;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_MERCHANTDRIVER,sizeof(struct merchant_driver_data));
	if (!dat) return;	// oops...

        if (ch[cn].arg) {
		dat->open=6; dat->close=23;
		merchant_driver_parse(cn,dat);
		ch[cn].arg=NULL;
	}
	if (!ch[cn].store) {
		if (dat->pricemulti) create_store(cn,dat->ignore,dat->pricemulti);
		else create_store(cn,dat->ignore,400);
		if (dat->special) {
			for (n=0; n<5; n++) add_special_store(cn);
		}
	}
	
	// loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

			// dont talk to the same person twice
			if (mem_check_driver(cn,co,7)) { remove_message(cn,msg); continue; }

			quiet_say(cn,"Hello %s! If you'd like to trade, say: '°c4%s, trade°c0!",ch[co].name,ch[cn].name);
			mem_add_driver(cn,co,7);
		}

                // talk back
		if (msg->type==NT_TEXT) {
			analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,msg->dat3);

			if ((msg->dat1==1 || msg->dat1==2) && (co=msg->dat3)!=cn) {	// talk, and not our talk
				if (strcasestr((char*)msg->dat2,ch[cn].name) &&
				    strcasestr((char*)msg->dat2,"trade")) {
					/*if (abuser(ch[co].ID)) {
						switch(RANDOM(3)) {
                                                        case 0:		murmur(cn,"I hate cheaters."); break;
							case 1:		emote(cn,"clenches his fists and stares at %s.",ch[co].name); break;
							case 2:		murmur(cn,"I wish the cheaters would leave me alone."); break;
						}
					}*/
					ch[co].merchant=cn;
				}
			}			
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it
				// let it vanish
				destroy_item(ch[cn].citem);
				ch[cn].citem=0;
			}
		}

                remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	if (dat->dayx) {	// we have day / night positions
		if (!opening_time(dat->open,dat->close)) {	// we're closed
                        if (dat->doorx && !is_closed(dat->doorx,dat->doory)) {	// door is still open
				if (!is_room_empty(dat->storefx,dat->storefy,dat->storetx,dat->storety)) {	// store is not empty
					quiet_say(cn,"We're closing, please leave now!");
					do_idle(cn,TICKS);
					return;
				} else {
					if (use_item_at(cn,dat->doorx,dat->doory,0)) return;
					do_idle(cn,TICKS);
					return;
				}
			}
			if (secure_move_driver(cn,dat->nightx,dat->nighty,dat->nightdir,ret,lastact)) return;
		} else {	// we're open
                        if (dat->doorx && is_closed(dat->doorx,dat->doory)) {	// door is still closed
                                if (use_item_at(cn,dat->doorx,dat->doory,0)) return;
				do_idle(cn,TICKS);
				return;			
			}

			if (secure_move_driver(cn,dat->dayx,dat->dayy,dat->daydir,ret,lastact)) return;			
		}
	} else {		// just one position
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,dat->dir,ret,lastact)) return;		
	}

        if (ticker>dat->last_talk+TICKS*60 && !RANDOM(25)) {
		switch(RANDOM(11)) {
			case 0:		murmur(cn,"My back itches."); break;
			case 1:		whisper(cn,"There's something stuck between your teeth."); break;
			case 2:		murmur(cn,"Oh yeah, those were the days."); break;
			case 3:		murmur(cn,"Now where did I put it?"); break;
			case 4:		murmur(cn,"Oh my, life is hard but unfair."); break;
			case 5:		murmur(cn,"Beware of the fire snails!"); break;	
			case 6:		murmur(cn,"Ishtar! Oh, what has become of us!"); break;
			case 7:		murmur(cn,"The demons will get you."); break;
			case 8:		emote(cn,"scratches %s back",hisname(cn)); break;
			case 9:		if (map[ch[cn].x+ch[cn].y*MAXMAP].flags&MF_INDOORS) emote(cn,"stares at the ceiling");
					else emote(cn,"stares at the sky");
					break;
			case 10:	emote(cn,"twiddles %s thumbs",hisname(cn)); break;

			default:	break;
		}
		
		dat->last_talk=ticker;
	}
	if (dat->special && ticker>dat->lastadd+TICKS*60*60*12) {
		add_special_store(cn);
		dat->lastadd=ticker;
	}

	if (ticker>dat->memcleartimer) {
		mem_erase_driver(cn,7);
		dat->memcleartimer=ticker+TICKS*60*60*12;
	}

        do_idle(cn,TICKS*2);
}
示例#9
0
void warpmaster(int cn,int ret,int lastact)
{
    int co,in,type,in2,flag=0,code,n;
    struct msg *msg,*next;
    struct warped_ppd *ppd;

    // loop through our messages
    for (msg=ch[cn].msg; msg; msg=next) {
        next=msg->next;

        // did we see someone?
        if (msg->type==NT_CHAR) {
            co=msg->dat1;

            // dont talk to someone we cant see, and dont talk to ourself
            if (!char_see_char(cn,co) || cn==co) {
                remove_message(cn,msg);
                continue;
            }

            // dont talk to someone far away
            if (char_dist(cn,co)>10) {
                remove_message(cn,msg);
                continue;
            }

            // dont talk to the same person twice
            if (mem_check_driver(cn,co,7)) {
                remove_message(cn,msg);
                continue;
            }

            if (ch[co].level<30) say(cn,"Hello %s! You'd better leave this area - it is too dangerous for you.",ch[co].name);
            else say(cn,"Hello %s! Welcome to Rodney's °c4Warped World°c0! Would you like to buy some °c4keys°c0?",ch[co].name);
            mem_add_driver(cn,co,7);
        }

        // talk back
        if (msg->type==NT_TEXT) {
            co=msg->dat3;

            if (!(ch[co].flags&CF_PLAYER)) {
                remove_message(cn,msg);
                continue;
            }

            code=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co);
            if (code==2 && (ppd=set_data(co,DRD_WARP_PPD,sizeof(struct warped_ppd)))) {	// reset
                ppd->points=0;
                for (n=0; n<MAXWARPBONUS; n++) ppd->bonuslast_used[n]=0;
                ppd->nostepexp=1;
                say(cn,"Done.");
            }
        }

        // got an item?
        if (msg->type==NT_GIVE) {
            co=msg->dat1;

            if ((in=ch[cn].citem)) {

                type=it[in].drdata[0];
                if (it[in].ID==IID_ALCHEMY_INGREDIENT) {
                    if (type==23) {
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        say(cn,"Here you go, one key.");
                    }
                    if (type==21) {
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        say(cn,"Here you go, two keys.");

                    }
                    if (type==22) {
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        say(cn,"Here you go, three keys.");
                    }
                    if (type==24) {
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        in2=create_item("warped_door_key");
                        if (give_char_item(co,in2)) flag=1;
                        else destroy_item(in2);
                        say(cn,"Here you go, four keys.");
                    }
                }
                if (flag || !give_char_item(co,in)) {
                    destroy_item(ch[cn].citem);
                }
                ch[cn].citem=0;
            }
        }

        remove_message(cn,msg);
    }
    // do something. whenever possible, call do_idle with as high a tick count
    // as reasonable when doing nothing.

    if (spell_self_driver(cn)) return;

    if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_RIGHT,ret,lastact)) return;

    if (ticker%345600==0) {
        mem_erase_driver(cn,7);
    }

    do_idle(cn,TICKS);
}
示例#10
0
void smugglecom_driver(int cn,int ret,int lastact)
{
	struct smugglecom_data *dat;
	struct staffer_ppd *ppd;
        int co,in,didsay=0,talkdir=0;
	struct msg *msg,*next;

        dat=set_data(cn,DRD_SMUGGLECOMDRIVER,sizeof(struct smugglecom_data));
	if (!dat) return;	// oops...

	// loop through our messages
	for (msg=ch[cn].msg; msg; msg=next) {
		next=msg->next;

                // did we see someone?
		if (msg->type==NT_CHAR) {
			
                        co=msg->dat1;

			// dont talk to other NPCs
			if (!(ch[co].flags&CF_PLAYER)) { remove_message(cn,msg); continue; }

			// dont talk to players without connection
			if (ch[co].driver==CDR_LOSTCON) { remove_message(cn,msg); continue; }
			
			// only talk every ten seconds
			if (ticker<dat->last_talk+TICKS*4) { remove_message(cn,msg); continue; }

			if (ticker<dat->last_talk+TICKS*10 && dat->current_victim!=co) { remove_message(cn,msg); continue; }

                        // dont talk to someone we cant see, and dont talk to ourself
			if (!char_see_char(cn,co) || cn==co) { remove_message(cn,msg); continue; }

			// dont talk to someone far away
			if (char_dist(cn,co)>10) { remove_message(cn,msg); continue; }

                        // get current status with player
                        ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

                        if (ppd) {
                                switch(ppd->smugglecom_state) {
					case 0:         quiet_say(cn,"Greetings, %s!",ch[co].name);
							questlog_open(co,35);
							ppd->smugglecom_state++; didsay=1;
                                                        break;
					case 1:		quiet_say(cn,"I want you to find a book for me called 'the contraband book', which contains the names of four of the smuggler's most precious items.");
							ppd->smugglecom_state++; didsay=1;
                                                        break;
					case 2:		//quiet_say(cn,"Also, I will reward you for every piece of contraband you bring me. ");
                                                        //ppd->smugglecom_state++; didsay=1;
                                                        //break;
							// fall through intended for now
					case 3:		quiet_say(cn,"Go now, and may Ishtar be with you.");
							ppd->smugglecom_state=4; didsay=1;
                                                        break;
					case 4:		break;
					case 5:		if (questlog_isdone(co,36)) { ppd->smugglecom_state=7; break; }
							quiet_say(cn,"It lists four important items which I want you to retrieve: the Rainbow Pearls, the Crimson Ring, the Leopard Cape, and the Emerald Necklace. Find them, and bring them to me.");
							questlog_open(co,36);
							ppd->smugglecom_state++; didsay=1;
                                                        break;
					case 6:		if (ppd->smugglecom_bits==15) {
								ppd->smugglecom_state++;
								questlog_done(co,36);
							}
							break;
					case 7:		quiet_say(cn,"Thank you, you are of great help in hurting the smuggler's operations.");
							if (questlog_isdone(co,37)) { ppd->smugglecom_state=10; break; }
                                                        quiet_say(cn,"Now, as a final task, I want you to kill the smuggler's leader. Good luck!");
							questlog_open(co,37);
							ppd->smugglecom_state++; didsay=1;
							break;
					case 8:		break;
					case 9:		quiet_say(cn,"Thank you for helping us, %s, you have been of great value.",ch[co].name);
							ppd->smugglecom_state++; didsay=1;
							questlog_done(co,37);
                                                        break;
					case 10:	break;

	

				}
				if (didsay) {
					dat->last_talk=ticker;
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
					notify_area(ch[cn].x,ch[cn].y,NT_NPC,NTID_DIDSAY,cn,0);
				}
			}
		}

                // talk back
		if (msg->type==NT_TEXT) {
			co=msg->dat3;

			if (ch[co].flags&CF_PLAYER) {
				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));
                                switch((didsay=analyse_text_driver(cn,msg->dat1,(char*)msg->dat2,co))) {
					case 2:         if (ppd && ppd->smugglecom_state<=4) { dat->last_talk=0; ppd->smugglecom_state=0; }
							if (ppd && ppd->smugglecom_state>=5 && ppd->smugglecom_state<=6) { dat->last_talk=0; ppd->smugglecom_state=5; }
							if (ppd && ppd->smugglecom_state>=7 && ppd->smugglecom_state<=8) { dat->last_talk=0; ppd->smugglecom_state=7; }
							break;				
					case 3:		if (ch[co].flags&CF_GOD) ppd->smugglecom_bits=ppd->smugglecom_state=0;
							break;
				}
                                if (didsay) {
					talkdir=offset2dx(ch[cn].x,ch[cn].y,ch[co].x,ch[co].y);
					dat->current_victim=co;
				}
			}
		}

		// got an item?
		if (msg->type==NT_GIVE) {
			co=msg->dat1;

                        if ((in=ch[cn].citem)) {	// we still have it
				int val;

				ppd=set_data(co,DRD_STAFFER_PPD,sizeof(struct staffer_ppd));

				if (it[in].ID==IID_STAFF_SMUGGLEBOOK && ppd && ppd->smugglecom_state<=4 && (ch[co].flags&CF_PLAYER)) {
					quiet_say(cn,"Thank you for the book, %s.",ch[co].name);
                                        questlog_done(co,35);
					destroy_item_byID(co,IID_STAFF_SMUGGLEBOOK);
                                        ppd->smugglecom_state=5;
				} else if (it[in].ID==IID_STAFF_SMUGGLEPEARLS && ppd && !(ppd->smugglecom_bits&SMUGGLEBIT_PEARLS) && (ch[co].flags&CF_PLAYER)) {
					quiet_say(cn,"Thank you for bringing back the %s, %s.",it[in].name,ch[co].name);
					
					val=questlog_scale(questlog_count(co,36),1000);
                                        dlog(co,0,"Received %d exp for doing quest Contraband I for the %d. time (nominal value %d exp)",val,questlog_count(co,36)+1,1000);
					give_exp(co,min(val,level_value(ch[co].level)/4));
					
					ppd->smugglecom_bits|=SMUGGLEBIT_PEARLS;
				} else if (it[in].ID==IID_STAFF_SMUGGLERING && ppd && !(ppd->smugglecom_bits&SMUGGLEBIT_RING) && (ch[co].flags&CF_PLAYER)) {
					quiet_say(cn,"Thank you for bringing back the %s, %s.",it[in].name,ch[co].name);
					
					val=questlog_scale(questlog_count(co,36),1000);
                                        dlog(co,0,"Received %d exp for doing quest Contraband II for the %d. time (nominal value %d exp)",val,questlog_count(co,36)+1,1000);
					give_exp(co,min(val,level_value(ch[co].level)/4));
					
					ppd->smugglecom_bits|=SMUGGLEBIT_RING;
				} else if (it[in].ID==IID_STAFF_SMUGGLECAPE && ppd && !(ppd->smugglecom_bits&SMUGGLEBIT_CAPE) && (ch[co].flags&CF_PLAYER)) {
					quiet_say(cn,"Thank you for bringing back the %s, %s.",it[in].name,ch[co].name);
					
					val=questlog_scale(questlog_count(co,36),1000);
                                        dlog(co,0,"Received %d exp for doing quest Contraband III for the %d. time (nominal value %d exp)",val,questlog_count(co,36)+1,1000);
					give_exp(co,min(val,level_value(ch[co].level)/4));
					
					ppd->smugglecom_bits|=SMUGGLEBIT_CAPE;
				} else if (it[in].ID==IID_STAFF_SMUGGLENECKLACE && ppd && !(ppd->smugglecom_bits&SMUGGLEBIT_NECKLACE) && (ch[co].flags&CF_PLAYER)) {
					quiet_say(cn,"Thank you for bringing back the %s, %s.",it[in].name,ch[co].name);
					
					val=questlog_scale(questlog_count(co,36),1000);
                                        dlog(co,0,"Received %d exp for doing quest Contraband IV for the %d. time (nominal value %d exp)",val,questlog_count(co,36)+1,1000);
					give_exp(co,min(val,level_value(ch[co].level)/4));
					
					ppd->smugglecom_bits|=SMUGGLEBIT_NECKLACE;
				} else {
                                        quiet_say(cn,"Thou hast better use for this than I do. Well, if there is use for it at all.");
					if (give_char_item(co,ch[cn].citem)) ch[cn].citem=0;					
				}
				
				// let it vanish, then
				if (ch[cn].citem) {
					destroy_item(ch[cn].citem);
					ch[cn].citem=0;
				}
			}
		}

		remove_message(cn,msg);
	}

        // do something. whenever possible, call do_idle with as high a tick count
	// as reasonable when doing nothing.

	dat->amgivingback=0;

	if (talkdir) turn(cn,talkdir);

	if (dat->last_talk+TICKS*30<ticker) {
		if (secure_move_driver(cn,ch[cn].tmpx,ch[cn].tmpy,DX_LEFT,ret,lastact)) return;
	}

        do_idle(cn,TICKS);
}