/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * In particular, you may not remove either of these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*$Id: act_obj.c,v 1.29 2005/03/26 01:44:02 tyrion Exp $*/ #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <stdlib.h> #include "merc.h" extern char* target_name; /* * External functions. */ void show_list_to_char( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ); /* * Local functions. */ #define CD CHAR_DATA void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); void get_obj2 args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); CD * find_keeper args( ( CHAR_DATA *ch ) ); int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) ); void do_acoload args( ( CHAR_DATA *ch, OBJ_DATA *obj, int vnum ) ); void do_acmload args( ( CHAR_DATA *ch, OBJ_DATA *obj, int vnum ) ); void do_actrans args( ( CHAR_DATA *ch, OBJ_DATA *obj, int vnum ) ); void do_acmorph args( ( CHAR_DATA *ch, OBJ_DATA *obj, int vnum ) ); void check_permanent args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool PICKED_UP ) ); int ch_invcount args( ( CHAR_DATA *ch ) ); int ch_weightcount args( ( CHAR_DATA *ch ) ); void ch_stripbadinv args( ( CHAR_DATA *ch ) ); int obj_invcount args( ( OBJ_DATA *obj, bool one_item ) ); int obj_weightcount args( ( OBJ_DATA *obj, bool one_item ) ); void obj_stripbadinv args( ( OBJ_DATA *obj, CHAR_DATA* ch ) ); void obj_sac args( ( OBJ_DATA *obj, CHAR_DATA* ch, SAC_DATA* sac) ); #undef CD void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { if ( !CAN_WEAR( obj, ITEM_TAKE ) ) { send_to_char(AT_WHITE, "You can't take that.\r\n", ch ); return; } /* make sure the carry number is correct - Ahsile */ ch->carry_number = ch_invcount( ch ); ch->carry_weight = ch_weightcount ( ch ); if ( container == NULL ) { if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act(AT_WHITE, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } } else { if ( container->carried_by == NULL ) { if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act(AT_WHITE, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } } } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act(AT_WHITE, "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if ( container ) { act(AT_GREEN, "You get $p from $P.", ch, obj, container, TO_CHAR ); act(AT_GREEN, "$n gets $p from $P.", ch, obj, container, TO_ROOM ); oprog_get_from_trigger( obj, ch, container ); obj_from_obj( obj ); } else { act(AT_GREEN, "You get $p.", ch, obj, container, TO_CHAR ); act(AT_GREEN, "$n gets $p.", ch, obj, container, TO_ROOM ); oprog_get_trigger( obj, ch ); obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY ) { char buf [ MAX_STRING_LENGTH ]; int amount; amount = obj->value[0]; ch->gold += amount; if ( amount > 1 ) { sprintf( buf, "You counted %d coins.\r\n", amount ); send_to_char(AT_YELLOW, buf, ch ); } extract_obj( obj ); } else { obj_to_char( obj, ch ); } ch->carry_number = ch_invcount( ch ); ch->carry_weight = ch_weightcount( ch ); return; } void get_obj2( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { if ( !CAN_WEAR( obj, ITEM_TAKE ) ) { send_to_char(AT_WHITE, "You can't take that.\r\n", ch ); return; } /* make sure the carry number is correct - Ahsile */ ch->carry_number = ch_invcount( ch ); ch->carry_weight = ch_weightcount( ch ); if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act(AT_WHITE, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act(AT_WHITE, "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if ( container ) { act(AT_GREEN, "You palm $p from $P.", ch, obj, container, TO_CHAR ); oprog_get_from_trigger( obj, ch, container ); obj_from_obj( obj ); } else { act(AT_GREEN, "You palm $p.", ch, obj, container, TO_CHAR ); oprog_get_trigger( obj, ch ); obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY ) { char buf [ MAX_STRING_LENGTH ]; int amount; amount = obj->value[0]; ch->gold += amount; if ( amount > 1 ) { sprintf( buf, "You counted %d coins.\r\n", amount ); send_to_char(AT_YELLOW, buf, ch ); } extract_obj( obj ); } else { obj_to_char( obj, ch ); } return; } void do_get( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *container; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; bool found; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char(AT_WHITE, "Get what?\r\n", ch ); return; } if ( arg2[0] == '\0' ) { if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->contents ); if ( !obj ) { act(AT_WHITE, "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } get_obj( ch, obj, NULL ); check_permanent( ch, obj, TRUE ); } else { /* 'get all' or 'get all.obj' */ OBJ_DATA *obj_next; found = FALSE; for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, NULL ); check_permanent( ch, obj, TRUE ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char(AT_WHITE, "I see nothing here.\r\n", ch ); else act(AT_WHITE, "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char(AT_WHITE, "You can't do that.\r\n", ch ); return; } if ( !( container = get_obj_here( ch, arg2 ) ) ) { act(AT_WHITE, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: send_to_char(AT_WHITE, "That's not a container.\r\n", ch ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_WRECK: break; case ITEM_CORPSE_PC: { CHAR_DATA *gch; char *pd; char name[ MAX_INPUT_LENGTH ]; if ( IS_NPC( ch ) ) { send_to_char(AT_WHITE, "You can't do that.\r\n", ch ); return; } pd = container->short_descr; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); if ( str_cmp( name, ch->name ) && !IS_IMMORTAL( ch ) ) { bool fGroup; fGroup = FALSE; for ( gch = char_list; gch; gch = gch->next ) { if ( !IS_NPC( gch ) && is_same_group( ch, gch ) && !str_cmp( name, gch->name ) ) { fGroup = TRUE; break; } } if ( ch->clan != 0 ) fGroup = TRUE; if ( !fGroup ) { send_to_char(AT_WHITE, "You can't do that.\r\n", ch ); return; } } } } if ( IS_SET( container->value[1], CONT_CLOSED ) && (container->item_type != ITEM_CORPSE_NPC) && (container->item_type != ITEM_CORPSE_PC) ) { act(AT_GREEN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->contains ); if ( !obj ) { act(AT_GREEN, "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } get_obj( ch, obj, container ); } else { /* 'get all container' or 'get all.obj container' */ OBJ_DATA *obj_next; found = FALSE; for ( obj = container->contains; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, container ); } } if ( !found ) { if ( arg1[3] == '\0' ) act(AT_GREEN, "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act(AT_GREEN, "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } return; } void do_palm( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; bool found; int sn = skill_lookup("palm"); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !IS_NPC( ch ) && ( ( ch->level < skill_table[sn].skill_level[ch->class] ) && (ch->level < skill_table[sn].skill_level[ch->multied]))) { send_to_char(AT_DGREEN, "What do you think you are, a thief?\r\n", ch ); return; } /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char(AT_WHITE, "Palm what?\r\n", ch ); return; } if ( arg2[0] == '\0' ) { if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->contents ); if ( !obj ) { act(AT_WHITE, "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } if ( IS_NPC( ch ) || number_percent( ) < ( ch->pcdata->learned[sn] / 10 ) ) get_obj2( ch, obj, NULL ); else return; } else { /* 'get all' or 'get all.obj' */ OBJ_DATA *obj_next; found = FALSE; for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if ( IS_NPC( ch ) || number_percent( ) < ( ch->pcdata->learned[sn] / 10 ) ) get_obj2( ch, obj, NULL ); else return; } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char(AT_WHITE, "I see nothing here.\r\n", ch ); else act(AT_WHITE, "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } update_skpell(ch, sn, 0); return; } void do_put( CHAR_DATA *ch, char *argument ) { OBJ_DATA *container; OBJ_DATA *obj; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char(AT_DGREEN, "Put what in what?\r\n", ch ); return; } if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char(AT_DGREEN, "You can't do that.\r\n", ch ); return; } if ( !( container = get_obj_here( ch, arg2 ) ) ) { act(AT_DGREEN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( container->item_type != ITEM_CONTAINER ) { send_to_char(AT_DGREEN, "That's not a container.\r\n", ch ); return; } if ( IS_SET( container->value[1], CONT_CLOSED ) && (container->item_type != ITEM_CORPSE_NPC) && (container->item_type != ITEM_CORPSE_PC) ) { act(AT_DGREEN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( !( obj = get_obj_carry( ch, arg1 ) ) ) { send_to_char(AT_DGREEN, "You do not have that item.\r\n", ch ); return; } if ( obj == container ) { send_to_char(AT_DGREEN, "You can't fold it into itself.\r\n", ch ); return; } if ( !can_drop_obj( ch, obj ) /* && !IS_SET(obj->extra_flags2, ITEM_QUEST) */) { send_to_char(AT_DGREEN, "You can't let go of it.\r\n", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char(AT_DGREEN, "It won't fit.\r\n", ch ); return; } obj_from_char( obj ); obj_to_obj( obj, container ); ch->carry_number = ch_invcount( ch ); ch->carry_weight = ch_weightcount( ch ); act(AT_GREEN, "You put $p in $P.", ch, obj, container, TO_CHAR ); act(AT_GREEN, "$n puts $p in $P.", ch, obj, container, TO_ROOM ); oprog_put_trigger( obj, ch, container ); } else { /* 'put all container' or 'put all.obj container' */ OBJ_DATA *obj_next; for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && ( can_drop_obj( ch, obj ) /* || IS_SET( obj->extra_flags2, ITEM_QUEST) */ ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { obj_from_char( obj ); obj_to_obj( obj, container ); act(AT_GREEN, "You put $p in $P.", ch, obj, container, TO_CHAR ); act(AT_GREEN, "$n puts $p in $P.", ch, obj, container, TO_ROOM ); oprog_put_trigger( obj, ch, container ); } } } ch->carry_number = ch_invcount ( ch ); ch->carry_weight = ch_weightcount ( ch ); return; } void do_drop( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_DGREEN, "Drop what?\r\n", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ OBJ_DATA *obj_next; int amount; amount = atoi( arg ); argument = one_argument( argument, arg ); if ( amount <= 0 || str_prefix( arg, "coins" ) ) { send_to_char(AT_DGREEN, "Sorry, you can't do that.\r\n", ch ); return; } if ( ch->gold < amount ) { send_to_char(AT_DGREEN, "You haven't got that many coins.\r\n", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); send_to_char(AT_YELLOW, "OK.\r\n", ch ); act(AT_YELLOW, "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char(AT_DGREEN, "You do not have that item.\r\n", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { // if (IS_SET(obj->extra_flags2, ITEM_QUEST)) // { send_to_char(AT_DGREEN, "You can't let go of it.\r\n", ch ); /* } else { send_to_char(AT_DGREEN, "Your precious quest equipment?\n\r", ch); } */ return; } obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act(AT_GREEN, "You drop $p.", ch, obj, NULL, TO_CHAR ); act(AT_GREEN, "$n drops $p.", ch, obj, NULL, TO_ROOM ); check_permanent( ch, obj, FALSE ); oprog_drop_trigger( obj, ch ); } else { /* 'drop all' or 'drop all.obj' */ OBJ_DATA *obj_next; found = FALSE; for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act(AT_GREEN, "You drop $p.", ch, obj, NULL, TO_CHAR ); act(AT_GREEN, "$n drops $p.", ch, obj, NULL, TO_ROOM ); check_permanent( ch, obj, FALSE ); oprog_drop_trigger( obj, ch ); } } if ( !found ) { if ( arg[3] == '\0' ) send_to_char(AT_DGREEN, "You are not carrying anything.", ch ); else act(AT_DGREEN, "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } save_char_obj( ch, FALSE ); /* force save after drop -- REK */ return; } void do_give( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char(AT_DGREEN, "Give what to whom?\r\n", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi( arg1 ); if ( amount <= 0 || str_prefix( arg2, "coins" ) ) { send_to_char(AT_DGREEN, "Sorry, you can't do that.\r\n", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char(AT_DGREEN, "Give what to whom?\r\n", ch ); return; } if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char(AT_DGREEN, "They aren't here.\r\n", ch ); return; } if ( ch->gold < amount ) { send_to_char(AT_YELLOW, "You haven't got that much gold.\r\n", ch ); return; } ch->gold -= amount; victim->gold += amount; act(AT_YELLOW, "You give $N some gold.", ch, NULL, victim, TO_CHAR ); act(AT_YELLOW, "$n gives you some gold.", ch, NULL, victim, TO_VICT ); act(AT_YELLOW, "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); mprog_bribe_trigger( victim, ch, amount ); return; } if ( !( obj = get_obj_carry( ch, arg1 ) ) ) { send_to_char(AT_DGREEN, "You do not have that item.\r\n", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char(AT_DGREEN, "You must remove it first.\r\n", ch ); return; } if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char(AT_DGREEN, "They aren't here.\r\n", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { // if (!IS_SET(obj->extra_flags2, ITEM_QUEST)) // { send_to_char(AT_DGREEN, "You can't let go of it.\r\n", ch ); /* } else { send_to_char(AT_DGREEN, "Your precious quest equipment?\n\r", ch); } */ return; } /* make sure the carry number is correct - Ahsile */ victim->carry_number = ch_invcount( victim ); victim->carry_weight = ch_weightcount( victim ); if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act(AT_DGREEN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act(AT_DGREEN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act(AT_DGREEN, "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); save_char_obj( ch, FALSE ); /* force save char after giving obj -- REK */ act(AT_DGREEN, "You give $p to $N.", ch, obj, victim, TO_CHAR ); act(AT_DGREEN, "$n gives you $p.", ch, obj, victim, TO_VICT ); act(AT_DGREEN, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); oprog_give_trigger( obj, ch, victim ); if ( !obj || !ch || !victim ) return; mprog_give_trigger( victim, ch, obj ); return; } void do_fill( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *fountain; char arg [ MAX_INPUT_LENGTH ]; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_BLUE, "Fill what?\r\n", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char(AT_BLUE, "You do not have that item.\r\n", ch ); return; } found = FALSE; for ( fountain = ch->in_room->contents; fountain; fountain = fountain->next_content ) { if ( fountain->item_type == ITEM_FOUNTAIN ) { found = TRUE; break; } } if ( !found ) { send_to_char(AT_BLUE, "There is no fountain here!\r\n", ch ); return; } if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char(AT_BLUE, "You can't fill that.\r\n", ch ); return; } if ( obj->value[1] != 0 && obj->value[2] != 0 ) { send_to_char(AT_BLUE, "There is already another liquid in it.\r\n", ch ); return; } if ( obj->value[1] >= obj->value[0] ) { send_to_char(AT_BLUE, "Your container is full.\r\n", ch ); return; } act(AT_LBLUE, "You fill $p.", ch, obj, NULL, TO_CHAR ); obj->value[2] = 0; obj->value[1] = obj->value[0]; oprog_fill_trigger( obj, ch, fountain ); return; } void do_drink( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; if ( obj->item_type == ITEM_BLOOD ) break; } if ( !obj ) { send_to_char(AT_BLUE, "Drink what?\r\n", ch ); return; } } else { if ( !( obj = get_obj_here( ch, arg ) ) ) { send_to_char(AT_BLUE, "You can't find it.\r\n", ch ); return; } } if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] >= 90 ) { send_to_char(AT_BLUE, "You fail to reach your mouth. *Hic*\r\n", ch ); return; } switch ( obj->item_type ) { default: send_to_char(AT_BLUE, "You can't drink from that.\r\n", ch ); break; case ITEM_BLOOD: if ( ch->class != 9 ) { send_to_char( AT_WHITE, "It is not in your nature to do such things.\r\n", ch ); return; } if ( ( ch->bp + 1 ) > ch->max_bp ) { send_to_char( AT_RED, "Your hunger for blood has been abated.\r\n", ch ); return; } ch->bp += 1; send_to_char(AT_RED, "You lap up the blood like a cur.\r\n", ch ); act(AT_RED, "$n drinks from $p.", ch, obj, NULL, TO_ROOM); if (obj->value[0] != -1) obj->value[1] -= 1; if ( ( obj->value[1] <= 0 ) && ( obj->value[0] != -1 ) ) { act(AT_RED, "$n laps up the last of the blood.", ch, NULL, NULL, TO_ROOM ); send_to_char(AT_RED, "The lap up the last of the blood.\r\n", ch ); extract_obj( obj ); } break; case ITEM_FOUNTAIN: if ( !IS_NPC( ch ) ) ch->pcdata->condition[COND_THIRST] = 48; act(AT_LBLUE, "You drink from the $p.\r\n", ch, obj, NULL, TO_CHAR ); send_to_char(AT_BLUE, "You are not thirsty.\r\n", ch ); act(AT_LBLUE, "$n drinks from the $p.", ch, obj, NULL, TO_ROOM ); break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char(AT_BLUE, "It is already empty.\r\n", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } act(AT_LBLUE, "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); act(AT_LBLUE, "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); amount = number_range( 3, 8 ); amount = UMIN( amount, obj->value[1] ); gain_condition( ch, COND_DRUNK, liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK ] > 100 ) ch->pcdata->condition[COND_DRUNK ] = 100; if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK ] > 10 ) send_to_char(AT_ORANGE, "You feel drunk.\r\n", ch ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL ] > 40 ) send_to_char(AT_BLUE, "You are full.\r\n", ch ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char(AT_BLUE, "You do not feel thirsty.\r\n", ch ); if ( obj->value[3] != 0 ) { /* The shit was poisoned ! */ AFFECT_DATA af; send_to_char(AT_GREEN, "You choke and gag.\r\n", ch ); act(AT_GREEN, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); af.type = skill_lookup("poison"); af.duration = 3 * amount; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( ch, &af ); add_poison( ch, amount ); } obj->value[1] -= amount; if ( obj->value[1] <= 0 ) { send_to_char(AT_BLUE, "The empty container vanishes.\r\n", ch ); extract_obj( obj ); } break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int amnt; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_ORANGE, "Eat what?\r\n", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char(AT_ORANGE, "You do not have that item.\r\n", ch ); return; } if ( !IS_IMMORTAL( ch ) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_BERRY) { send_to_char(AT_ORANGE, "That's not edible.\r\n", ch ); return; } if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char(AT_ORANGE, "You are too full to eat more.\r\n", ch ); return; } } act(AT_ORANGE, "You eat $p.", ch, obj, NULL, TO_CHAR ); act(AT_ORANGE, "$n eats $p.", ch, obj, NULL, TO_ROOM ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC( ch ) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[0] ); if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char(AT_ORANGE, "You are full.\r\n", ch ); else if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 ) send_to_char(AT_ORANGE, "You are no longer hungry.\r\n", ch ); } if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act(AT_GREEN, "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char(AT_GREEN, "You choke and gag.\r\n", ch ); af.type = skill_lookup("poison"); af.duration = 2 * obj->value[0]; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( ch, &af ); add_poison( ch, obj->value[0] ); } break; case ITEM_BERRY: amnt = number_range( obj->value[0], obj->value[1] ); ch->hit = UMIN( ch->hit + amnt, ch->max_hit ); update_pos( ch ); send_to_char(AT_ORANGE, "You feel warm all over.\r\n", ch); break; case ITEM_PILL: obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); break; } extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj; if ( !( obj = get_eq_char( ch, iWear ) ) ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET( obj->extra_flags, ITEM_NOREMOVE ) ) { act(AT_RED, "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if ( obj->wear_loc == WEAR_IMPLANTED1 || obj->wear_loc == WEAR_IMPLANTED2 || obj->wear_loc == WEAR_IMPLANTED3 ) { act(AT_RED, "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } unequip_char( ch, obj ); act(AT_WHITE, "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act(AT_WHITE, "You stop using $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { OBJ_DATA *obj2; char buf [ MAX_STRING_LENGTH ]; if ( ch->level < obj->level ) { sprintf( buf, "You must be level %d to use this object.\r\n", obj->level ); send_to_char(AT_BLUE, buf, ch ); act(AT_BLUE, "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act(AT_WHITE, "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); act(AT_WHITE, "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) && get_eq_char( ch, WEAR_FINGER_R ) && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_FINGER_L ) ) { act(AT_BLUE, "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_FINGER_L ); return; } if ( !get_eq_char( ch, WEAR_FINGER_R ) ) { act(AT_BLUE, "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_FINGER_R ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char(AT_BLUE, "You already wear two rings.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) && get_eq_char( ch, WEAR_NECK_2 ) && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_NECK_1 ) ) { act(AT_BLUE, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( !get_eq_char( ch, WEAR_NECK_2 ) ) { act(AT_BLUE, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char(AT_BLUE, "You already wear two neck items.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act(AT_BLUE, "You wear $p on your body.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s body.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act(AT_BLUE, "You wear $p on your head.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ORBIT ) ) { if ( get_eq_char( ch, WEAR_ORBIT ) && get_eq_char( ch, WEAR_ORBIT_2 ) && !remove_obj( ch, WEAR_ORBIT, fReplace ) && !remove_obj( ch, WEAR_ORBIT_2, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_ORBIT ) ) { act(AT_BLUE, "You start $p spinning about your head.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n starts $p spinning around $s head.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ORBIT ); return; } if ( !get_eq_char( ch, WEAR_ORBIT_2 ) ) { act(AT_BLUE, "You starts $p spinning about your head.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n starts $p spinning around $s head.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ORBIT_2 ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char(AT_BLUE, "There are already two things spinning about your head.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_ON_FACE, fReplace ) ) return; act(AT_BLUE, "You place $p on your face.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n places $p on $s face.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ON_FACE ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_IMPLANTED ) ) { if ( get_eq_char( ch, WEAR_IMPLANTED1 ) && get_eq_char( ch, WEAR_IMPLANTED2 ) && get_eq_char( ch, WEAR_IMPLANTED3 ) ) return; if ( !get_eq_char( ch, WEAR_IMPLANTED1 ) ) { act(AT_BLUE, "$p magically gets implanted in your body.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$p magically gets implanted in $n's body.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_IMPLANTED1 ); return; } if ( !get_eq_char( ch, WEAR_IMPLANTED2 ) ) { act(AT_BLUE, "$p magically gets implanted in your body.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$p magically gets implanted in $n's body.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_IMPLANTED2 ); return; } if ( !get_eq_char( ch, WEAR_IMPLANTED3 ) ) { act(AT_BLUE, "$p magically gets implanted in your body.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$p magically gets implanted in $n's body.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_IMPLANTED3 ); return; } bug( "Wear_obj: no free implant.", 0 ); send_to_char(AT_BLUE, "You already wear three implanted items.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_CONTACT ) ) { if ( !remove_obj( ch, WEAR_IN_EYES, fReplace ) ) return; act(AT_BLUE, "You stick $p into your eyes.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n sticks $p into $s eyes.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_IN_EYES ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; act(AT_BLUE, "You wear $p on your legs.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; act(AT_BLUE, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; act(AT_BLUE, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act(AT_BLUE, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; act(AT_BLUE, "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; act(AT_BLUE, "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) && get_eq_char( ch, WEAR_WRIST_R ) && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_WRIST_L ) ) { act(AT_BLUE, "You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WRIST_L ); return; } if ( !get_eq_char( ch, WEAR_WRIST_R ) ) { act(AT_BLUE, "You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char(AT_BLUE, "You already wear two wrist items.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( get_eq_char( ch, WEAR_WIELD_2 ) ) { send_to_char( AT_BLUE, "You cannot use a shield while dual wielding!\r\n", ch ); return; } if ( ( obj2 = get_eq_char ( ch, WEAR_WIELD ) ) != NULL && IS_SET ( obj2->extra_flags2, ITEM_TWO_HANDED ) ) { send_to_char ( AT_BLUE, "You cannot use a shield with a two-handed weapon!\r\n", ch ); return; } if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; act(AT_BLUE, "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { if ( IS_SET ( obj->extra_flags2, ITEM_TWO_HANDED ) ) { if ( get_eq_char ( ch, WEAR_WIELD_2 ) ) { send_to_char ( AT_BLUE, "You cannot use a two-handed weapon while dual wielding\r\n", ch ); return; } if ( get_eq_char ( ch, WEAR_SHIELD ) ) { send_to_char ( AT_BLUE, "You cannot use a two-handed weapon while holding a shield!\r\n", ch ); return; } if ( get_eq_char ( ch, WEAR_HOLD ) ) { send_to_char ( AT_BLUE, "You cannot use a two-handed weapon while holding something!\r\n", ch ); return; } if ( get_eq_char ( ch, WEAR_FIREARM ) ) { send_to_char ( AT_BLUE, "You cannot use a two-handed weapon while using a firearm!\r\n", ch ); return; } if ( !IS_NPC ( ch ) && !ch->pcdata->learned[skill_lookup("two handed")] && obj->value[3] != flag_value( weapon_flags, "shot" ) ) { send_to_char ( AT_BLUE, "You are unable to use a two-handed weapon.\r\n", ch ); return; } } if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( get_obj_weight( obj ) > str_app[get_curr_str( ch )].wield ) { send_to_char(AT_BLUE, "It is too heavy for you to wield.\r\n", ch ); return; } if (( ch->class == 14 ) && (( obj->value[3] == 1 ) ||( obj->value[3] == 2 ) ||( obj->value[3] == 3 ) ||( obj->value[3] == 4 ) ||( obj->value[3] == 5 ) ||(obj->value[3] == 9 ) ||( obj->value[3] == 10 ) ||( obj->value[3] == 11 ) ||( obj->value[3] == 12 ))) { send_to_char(AT_BLUE, "Barbarians can not wield this type of weapon.\r\n", ch ); return; } if (( ch->multied==14) && (( obj->value[3] == 1 ) ||( obj->value[3] == 2 ) ||( obj->value[3] == 3 ) ||( obj->value[3] == 4 ) ||( obj->value[3] == 5 ) ||( obj->value[3] == 9 ) ||(obj->value[3] == 10 ) ||(obj->value[3] == 11 ) ||( obj->value[3] ==12 ))) { send_to_char(AT_BLUE, "Barbarians can not wield this type of weapon.\r\n", ch ); return; } act(AT_BLUE, "You wield $p.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wields $p.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WIELD ); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( get_eq_char( ch, WEAR_WIELD_2 ) ) { send_to_char( AT_BLUE, "You cannot hold something while dual wielding!\r\n", ch ); return; } if ( ( obj2 = get_eq_char ( ch, WEAR_WIELD ) ) != NULL && IS_SET ( obj2->extra_flags2, ITEM_TWO_HANDED ) ) { send_to_char ( AT_BLUE, "You cannot hold something while using a two-handed weapon!", ch ); return; } if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act(AT_BLUE, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_HOLD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FIREARM ) ) { if (get_eq_char( ch, WEAR_WIELD_2 ) ) { send_to_char(AT_BLUE, "You cannot wield that while dual wielding.\r\n", ch ); return; } if ( ( obj2 = get_eq_char ( ch, WEAR_WIELD ) ) != NULL && IS_SET ( obj2->extra_flags2, ITEM_TWO_HANDED ) ) { send_to_char ( AT_BLUE, "You cannot hold something while using a two-handed weapon!\r\n", ch ); return; } if (!remove_obj( ch, WEAR_FIREARM, fReplace ) ) return; act(AT_BLUE, "You put $p at your side.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n puts $p at his side.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_FIREARM ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_EARS ) ) { if ( !remove_obj( ch, WEAR_EARS, fReplace ) ) return; act(AT_BLUE, "You place $p on your ears.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n places $p on $s ears.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_EARS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ANKLE ) ) { if ( get_eq_char( ch, WEAR_ANKLE_L ) && get_eq_char( ch, WEAR_ANKLE_R ) && !remove_obj( ch, WEAR_ANKLE_L, fReplace ) && !remove_obj( ch, WEAR_ANKLE_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_ANKLE_L ) ) { act(AT_BLUE, "You wear $p on your left ankle.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s left ankle.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ANKLE_L ); return; } if ( !get_eq_char( ch, WEAR_ANKLE_R ) ) { act(AT_BLUE, "You wear $p on your right ankle.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n wears $p on $s right ankle.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_ANKLE_R ); return; } bug( "Wear_obj: no free ankle.", 0 ); send_to_char(AT_BLUE, "You already have items on both ankles.\r\n", ch ); return; } if ( fReplace ) send_to_char(AT_BLUE, "You can't wear, wield, or hold that.\r\n", ch ); return; } void do_dual( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *obj2; char arg [ MAX_INPUT_LENGTH ]; bool fReplace; fReplace = TRUE; one_argument( argument, arg ); if ( IS_NPC( ch ) ) return; if ( ( get_eq_char ( ch, WEAR_SHIELD ) ) || ( get_eq_char ( ch, WEAR_FIREARM ) ) || ( get_eq_char ( ch, WEAR_HOLD ) ) ) { send_to_char( AT_BLUE, "You cannot dual wield while you hold something in your hands.\r\n", ch ); return; } if ( ( obj2 = get_eq_char ( ch, WEAR_WIELD ) ) != NULL && IS_SET ( obj2->extra_flags2, ITEM_TWO_HANDED ) && !IS_NPC( ch ) ) { send_to_char( AT_BLUE, "You cannot dual wield while using a two-handed weapon.\r\n", ch ); return; } if ( arg[0] == '\0' ) { send_to_char(AT_BLUE, "Dual wield what?\r\n", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char(AT_BLUE, "You do not have that item.\r\n", ch ); return; } if ( ch->level < obj->level) { send_to_char( AT_WHITE, "You are to inexperienced.\r\n", ch ); return; } if ( !IS_NPC( ch ) && ( ( ch->level < skill_table[skill_lookup("dual")].skill_level[ch->class] ) && (ch->level < skill_table[skill_lookup("dual")].skill_level[ch->multied]))) { send_to_char(AT_WHITE, "You cannot.\r\n", ch ); return; } if ( ch->pcdata->learned[skill_lookup("dual")] == 0 ) { send_to_char( AT_WHITE, "You cannot.\r\n", ch ); return; } if (( ch->class == 14 ) && (( obj->value[3] == 1 ) ||( obj->value[3] == 2 ) ||( obj->value[3] == 3 ) ||( obj->value[3] == 4 ) ||( obj->value[3] == 5 ) ||( obj->value[3] == 9 ) ||( obj->value[3] == 10 ) ||(obj->value[3] == 11 ) ||( obj->value[3] == 12))) { send_to_char(AT_BLUE, "Barbarians can not wield this type of weapon.\r\n", ch ); return; } if (( ch->multied == 14 ) && (( obj->value[3] == 1 ) ||(obj->value[3] == 2 ) ||( obj->value[3] == 3) ||( obj->value[3] == 4) || ( obj->value[3] == 5 ) ||( obj->value[3] == 9) ||( obj->value[3] == 10 ) ||(obj->value[3] == 11 ) ||( obj->value[3] == 12))) { send_to_char(AT_BLUE, "Barbarians can not wield this type of weapon.\r\n", ch ); return; } if ( IS_SET ( obj->extra_flags2, ITEM_TWO_HANDED ) ) { send_to_char ( AT_BLUE, "You cannot dual wield this weapon.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) && !IS_SET( race_table[ ch->race ].race_abilities, RACE_WEAPON_WIELD ) ) { send_to_char(AT_BLUE, "You are not able to wield a weapon.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { if ( !remove_obj( ch, WEAR_WIELD_2, fReplace ) ) return; if ( get_obj_weight( obj ) > str_app[get_curr_str( ch )].wield ) { send_to_char(AT_BLUE, "It is too heavy for you to dual wield.\r\n", ch ); return; } act(AT_BLUE, "You dual wield $p.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$n dual wields $p.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WIELD_2 ); } return; } void do_wear( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_BLUE, "Wear, wield, or hold what?\r\n", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE || !can_see_obj( ch, obj ) ) continue; if ( CAN_WEAR( obj, ITEM_WIELD ) && !IS_SET( race_table[ ch->race ].race_abilities, RACE_WEAPON_WIELD ) ) continue; wear_obj( ch, obj, FALSE ); } return; } else { if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char(AT_BLUE, "You do not have that item.\r\n", ch ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) && !IS_SET( race_table[ ch->race ].race_abilities, RACE_WEAPON_WIELD ) ) { send_to_char(AT_BLUE, "You are not able to wield a weapon.\r\n", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( ch->position == POS_GHOST ) { send_to_char(AT_CYAN, "A ghost can not do that.\r\n", ch ); return; } if ( arg[0] == '\0' ) { send_to_char(AT_BLUE, "Remove what?\r\n", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE && obj->wear_loc != WEAR_IMPLANTED1 && obj->wear_loc != WEAR_IMPLANTED2 && obj->wear_loc != WEAR_IMPLANTED3 && can_see_obj( ch, obj ) ) remove_obj( ch, obj->wear_loc, TRUE ); } return; } if ( !( obj = get_obj_wear( ch, arg ) ) ) { send_to_char(AT_BLUE, "You do not have that item.\r\n", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } /* Most original code moved to obj_sac() function Added compatibility for sac all - Ahsile */ void do_sacrifice( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { send_to_char(C_DEFAULT, "The Gods appreciate your offer and may accept it later.", ch ); act(C_DEFAULT, "$n offers $mself to the gods, who graciously declines.", ch, NULL, NULL, TO_ROOM ); return; } if ( !str_cmp( arg, "all") ) { OBJ_DATA* obj_next; SAC_DATA sac[ MAX_SAC_TYPES ]; int i; for (i=0;i<MAX_SAC_TYPES;i++) sac[i].reward_total = 0; if (ch->in_room->contents == NULL) { send_to_char(C_DEFAULT, "There's nothing here!.\r\n", ch); return; } for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) { continue; } if ( ( !IS_SET( obj->extra_flags2, ITEM_NO_SAC) ) && ( CAN_WEAR( obj, ITEM_TAKE ))) obj_sac( obj, ch, sac ); } ch->move += sac[SAC_MOVE].reward_total; ch->hit += sac[ SAC_HP ].reward_total; ch->mana += sac[SAC_MANA].reward_total; ch->gold += sac[SAC_GOLD].reward_total; sprintf(arg, "%s gives you %dgp, %dhp, %dmv, and %dm for your sacrifice.\r\n",sac[SAC_HP].god, sac[SAC_GOLD].reward_total, sac[SAC_HP].reward_total, sac[SAC_MOVE].reward_total, sac[SAC_MANA].reward_total); send_to_char(C_DEFAULT, arg, ch); act(C_DEFAULT, "$n sacrifices everything here to the gods.", ch, NULL, NULL, TO_ROOM ); } else { obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( !obj ) { send_to_char(C_DEFAULT, "You can't find it.\r\n", ch ); return; } obj_sac( obj, ch, NULL ); } } /* Original do_sacrifice code here Added SAC_DATA pointer for compatibility with sac all (you don't get spammed a billion times if you sac a large amount of items) - Ahsile */ void obj_sac( OBJ_DATA* obj, CHAR_DATA* ch, SAC_DATA* sac) { int gain = 0; char arg[ MAX_INPUT_LENGTH ]; char godname[MAX_STRING_LENGTH]; RELIGION_DATA *pReligion; #if defined (SAC_GODNAMES) /* Godname idea from CU-mud, code by The Maniac from Mythran */ /* Taken out.. static char * god_name_table [ ] = { "Walius", "Tyrion", "Ambrosia", "Acheron", "Ahsile", "Vision", "Zhyril", "Manaux", "Deconce", "Nexus", "Terawyn" }; strcpy(godname, god_name_table[number_range(0,10)]); #else strcpy(godname, "God"); */ #endif pReligion = get_religion_index(ch->religion); if (!sac) sprintf( godname, pReligion->deity ); else sprintf( sac[SAC_HP].god, pReligion->deity ); if ( !CAN_WEAR( obj, ITEM_TAKE ) ) { act(C_DEFAULT, "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR ); return; } if ( IS_SET( obj->extra_flags2, ITEM_NO_SAC ) ) { act(C_DEFAULT, "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR ); return; } gain = UMIN(number_range(1, obj->level), ch->level); #if defined (SAC_VAR_REWARD) /* Idea by Bram (Unicorn Mud) Mythran Code by Maniac */ { switch(number_range(1, 10)) { case 1: if (!sac) { sprintf(arg, "%s gives you %d move points for your sacrifice.\r\n", godname, gain); ch->move += gain; } else { sac[SAC_MOVE].reward_total += gain; } break; case 2: if (!sac) { sprintf(arg, "%s gives you %d hit points for your sacrifice.\r\n", godname, gain); ch->hit += gain; } else { sac[SAC_HP].reward_total += gain; } break; case 3: if (!sac) { sprintf(arg, "%s gives you %d mana for your sacrifice.\r\n", godname, gain); ch->mana += gain; } else { sac[SAC_MANA].reward_total += gain; } break; case 4: if (IS_NPC(ch)) { sprintf(arg, "%s gives you 1 gp for your sacrifice.\r\n", godname); ch->gold += 1; } break; case 5: case 6: case 7: case 8: case 9: case 10: if (!sac) { sprintf(arg, "%s gives you %d gold coin%s for your sacrifice.\r\n", godname, gain, ((gain == 1) ? "" : "s") ); ch->gold += gain; } else { sac[SAC_GOLD].reward_total += gain; } break; } } #else { if (!sac) { sprintf(arg, "%s gives you 1 gold piece for your sacrifice.\r\n", godname); ch->gold += 1; } else { sac[SAC_GOLD].reward_total += gain; } } #endif if (!sac) { send_to_char(C_DEFAULT, arg, ch); sprintf (arg, "%s: %s(%d).\r\n", ch->name, obj->short_descr, obj->pIndexData->vnum ); act(C_DEFAULT, "$n sacrifices $p to the gods.", ch, obj, NULL, TO_ROOM ); } extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_BLUE, "Quaff what?\r\n", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char(AT_BLUE, "You do not have that potion.\r\n", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char(AT_BLUE, "You can quaff only potions.\r\n", ch ); return; } act(AT_BLUE, "You quaff $p.", ch, obj, NULL ,TO_CHAR ); act(AT_BLUE, "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); if ( obj->value[1] == skill_lookup ( "aura of peace" ) || obj->value[2] == skill_lookup ( "aura of peace" ) || obj->value[3] == skill_lookup ( "aura of peace" ) ) { extract_obj ( obj ); return; } if ( obj->value[1] == skill_lookup ( "chaos field" ) || obj->value[2] == skill_lookup ( "chaos field" ) || obj->value[3] == skill_lookup ( "chaos field" ) ) { if ( obj->value[0] > 50 ) { extract_obj ( obj ); return; } } if ( obj->value[1] == skill_lookup ( "blade barrier" ) || obj->value[2] == skill_lookup ( "blade barrier" ) || obj->value[3] == skill_lookup ( "blade barrier" ) ) { if ( obj->value[0] > 50 ) { extract_obj ( obj ); return; } } if ( obj->value[1] == skill_lookup ( "vibrate" ) || obj->value[2] == skill_lookup ( "vibrate" ) || obj->value[3] == skill_lookup ( "vibrate" ) ) { if ( obj->value[0] > 50 ) { extract_obj ( obj ); return; } } if ( obj->value[1] == skill_lookup ( "iceshield" ) || obj->value[2] == skill_lookup ( "iceshield" ) || obj->value[3] == skill_lookup ( "iceshield" ) ) { if ( obj->value[0] > 50 ) { extract_obj ( obj ); return; } } if ( (obj->level > ch->level) && (ch->multied == ch->class) ) act(AT_BLUE, "$p is too high level for you.", ch, obj, NULL, TO_CHAR ); else { obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); oprog_use_trigger( obj, ch, ch ); } extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { OBJ_DATA *scroll; OBJ_DATA *obj; CHAR_DATA *victim; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !( scroll = get_obj_carry( ch, arg1 ) ) ) { send_to_char(AT_BLUE, "You do not have that scroll.\r\n", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char(AT_BLUE, "You can recite only scrolls.\r\n", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( !( victim = get_char_room ( ch, arg2 ) ) && !( obj = get_obj_here ( ch, arg2 ) ) ) { send_to_char(AT_BLUE, "You can't find it.\r\n", ch ); return; } } act(AT_BLUE, "You recite $p.", ch, scroll, NULL, TO_CHAR ); act(AT_BLUE, "$n recites $p.", ch, scroll, NULL, TO_ROOM ); /* Scrolls skill by Binky for EnvyMud, modified by Thelonius */ if ( !IS_NPC( ch ) && !( number_percent( ) < ( ch->pcdata->learned[skill_lookup("scrolls")] / 10 ) ) ) { switch ( number_bits( 3 ) ) { case 0: case 1: case 2: case 3: act(AT_BLUE, "You can't understand $p at all.", ch, scroll, NULL, TO_CHAR ); act(AT_BLUE, "$n can't understand $p at all.", ch, scroll, NULL, TO_ROOM ); return; case 4: case 5: case 6: send_to_char(AT_BLUE, "You must have said something incorrectly.\r\n", ch ); act(AT_BLUE, "$n must have said something incorrectly.", ch, NULL, NULL, TO_ROOM ); act(AT_BLUE, "$p blazes brightly, then is gone.", ch, scroll, NULL, TO_CHAR ); act(AT_BLUE, "$p blazes brightly and disappears.", ch, scroll, NULL, TO_ROOM ); extract_obj( scroll ); return; case 7: act(AT_BLUE, "You completely botch the recitation, and $p bursts into flames!!", ch, scroll, NULL, TO_CHAR ); act(AT_BLUE, "$p glows and then bursts into flame!", ch, scroll, NULL, TO_ROOM ); /* * damage( ) call after extract_obj in case the damage would * have extracted ch. This is okay because we merely mark * obj->deleted; it still retains all values until list_update. * Sloppy? Okay, create another integer variable. ---Thelonius */ extract_obj( scroll ); damage( ch, ch, scroll->level, skill_lookup("scrolls")); return; } } if ( scroll->level > ch->level ) act(AT_BLUE, "$p is too high level for you.", ch, scroll, NULL, TO_CHAR ); else { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); if ( victim ) oprog_use_trigger( scroll, ch, victim ); else oprog_use_trigger( scroll, ch, obj ); update_skpell( ch, skill_lookup("scrolls"), 0 ); } extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { OBJ_DATA *staff; CHAR_DATA *vch; int sn; if ( !( staff = get_eq_char( ch, WEAR_HOLD ) ) ) { send_to_char(AT_BLUE, "You hold nothing in your hand.\r\n", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char(AT_BLUE, "You can brandish only with a staff.\r\n", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || !is_sn(sn) || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( ( staff->value[2] > 0 ) || ( staff->value[1] == -1 ) ) { CHAR_DATA *vch_next; act(AT_BLUE, "You brandish $p.", ch, staff, NULL, TO_CHAR ); act(AT_BLUE, "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); /* Staves skill by Binky for EnvyMud, modified by Thelonius */ if ( !IS_NPC( ch ) && !( number_percent( ) < ( ch->pcdata->learned[skill_lookup("staves")] / 10 ) ) ) { switch ( number_bits( 3 ) ) { case 0: case 1: case 2: case 3: act(AT_BLUE, "You are unable to invoke the power of $p.", ch, staff, NULL, TO_CHAR ); act(AT_BLUE, "$n is unable to invoke the power of $p.", ch, staff, NULL, TO_ROOM ); return; case 4: case 5: case 6: act(AT_BLUE, "You summon the power of $p, but it fizzles away.", ch, staff, NULL, TO_CHAR ); act(AT_BLUE, "$n summons the power of $p, but it fizzles away.", ch, staff, NULL, TO_ROOM ); if ( --staff->value[2] <= 0 ) { act(AT_BLUE, "$p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); act(AT_BLUE, "$p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); extract_obj( staff ); } return; case 7: act(AT_BLUE, "You can't control the power of $p, and it shatters!", ch, staff, NULL, TO_CHAR ); act(AT_BLUE, "$p shatters into tiny pieces!", ch, staff, NULL, TO_ROOM ); /* * damage( ) call after extract_obj in case the damage would * have extracted ch. This is okay because we merely mark * obj->deleted; it still retains all values until list_update. * Sloppy? Okay, create another integer variable. ---Thelonius */ extract_obj( staff ); damage( ch, ch, staff->level, skill_lookup("staves")); return; } } for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( vch->deleted ) continue; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC( ch ) ? IS_NPC( vch ) : !IS_NPC( vch ) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); update_skpell( ch, skill_lookup("staves"), 0 ); oprog_use_trigger( staff, ch, vch ); } } if (!(staff->value[1] == -1 )) if ( --staff->value[2] <= 0 ) { act(AT_WHITE, "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); act(AT_WHITE, "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); extract_obj( staff ); } return; } void do_stare ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *wand; OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' && !ch->fighting ) { send_to_char(AT_BLUE, "Stare at whom or what?\r\n", ch ); return; } if ( !( wand = get_eq_char( ch, WEAR_IN_EYES ) ) ) { send_to_char(AT_BLUE, "You have no lenses in your eyes.\r\n", ch ); return; } if ( wand->item_type != ITEM_LENSE ) { send_to_char(AT_BLUE, "You can only stare with magical lenses.\r\n", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting ) { victim = ch->fighting; } else { send_to_char(AT_BLUE, "Stare at whom or what?\r\n", ch ); return; } } else { if ( !( victim = get_char_room ( ch, arg ) ) && !( obj = get_obj_here ( ch, arg ) ) ) { send_to_char(AT_BLUE, "You can't find it.\r\n", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( ( wand->value[2] > 0 ) || ( wand->value[1] == -1 ) ) { if ( victim ) { act(AT_BLUE, "You stare at $N with $p.", ch, wand, victim, TO_CHAR ); act(AT_BLUE, "$n stares at $N with $p.", ch, wand, victim, TO_ROOM ); } else { act(AT_BLUE, "You stare at $P with $p.", ch, wand, obj, TO_CHAR ); act(AT_BLUE, "$n stares at $P with $p.", ch, wand, obj, TO_ROOM ); } obj_cast_spell( wand->value[3], wand->level, ch, victim, obj ); if ( victim ) oprog_use_trigger( wand, ch, victim ); else oprog_use_trigger( wand, ch, obj ); } if (!(wand->value[1] == -1 ) ) if ( --wand->value[2] <= 0 ) { act(AT_WHITE, "Your $p melts in your eyes.", ch, wand, NULL, TO_CHAR ); act(AT_WHITE, "$n's $p melts in $s eyes.", ch, wand, NULL, TO_ROOM ); extract_obj( wand ); } return; } void do_fire( CHAR_DATA *ch, char *argument ) { OBJ_DATA *wand; OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg); if( arg[0] == '\0' && !ch->fighting ) { send_to_char(AT_BLUE, "Fire at whom or what?\r\n", ch ); return; } if ( !( wand = get_eq_char( ch, WEAR_FIREARM ) ) ) { send_to_char(AT_BLUE, "You do not have a firearm equipped.\r\n", ch ); return; } if ( wand->item_type != ITEM_GUN ) { send_to_char(AT_BLUE, "You can only fire a firearm.\r\n", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting ) { victim = ch->fighting; } else { send_to_char(AT_BLUE, "Fire at whom or what?\r\n", ch ); return; } } else { if ( !(victim = get_char_room ( ch, arg ) ) ) { send_to_char(AT_BLUE, "You can't find them.\r\n", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( ( wand->value[2] > 0 || wand->value[1] == -1 ) ) { if ( victim ) { act(AT_BLUE, "You hit $N with $p.", ch, wand, victim, TO_CHAR ); act(AT_BLUE, "$n hits $N with $p.", ch, wand, victim, TO_CHAR ); } else { act(AT_BLUE, "You hit $P with $p.", ch, wand, obj, TO_CHAR ); act(AT_BLUE, "$n hits $P with $p.", ch, wand, obj, TO_ROOM ); } obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); if ( victim ) oprog_use_trigger(wand, ch, victim ); else oprog_use_trigger( wand, ch, obj ); } if (!(wand->value[1] == -1 ) ) if ( --wand->value[2] <= 0 ) { act(AT_WHITE, "Your $p is out of ammo.", ch, wand, NULL, TO_CHAR ); act(AT_WHITE, "$n's $p clicks, because it is out of ammo.", ch, wand, NULL, TO_ROOM ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { OBJ_DATA *wand; OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' && !ch->fighting ) { send_to_char(AT_BLUE, "Zap whom or what?\r\n", ch ); return; } if ( !( wand = get_eq_char( ch, WEAR_HOLD ) ) ) { send_to_char(AT_BLUE, "You hold nothing in your hand.\r\n", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char(AT_BLUE, "You can zap only with a wand.\r\n", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting ) { victim = ch->fighting; } else { send_to_char(AT_BLUE, "Zap whom or what?\r\n", ch ); return; } } else { if ( !( victim = get_char_room ( ch, arg ) ) && !( obj = get_obj_here ( ch, arg ) ) ) { send_to_char(AT_BLUE, "You can't find it.\r\n", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( ( wand->value[2] > 0 ) || ( wand->value[1] == -1 ) ) { if ( victim ) { act(AT_BLUE, "You zap $N with $p.", ch, wand, victim, TO_CHAR ); act(AT_BLUE, "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); } else { act(AT_BLUE, "You zap $P with $p.", ch, wand, obj, TO_CHAR ); act(AT_BLUE, "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); } /* Wands skill by Binky for EnvyMud, modified by Thelonius */ if ( !IS_NPC( ch ) && !( number_percent( ) < ( ch->pcdata->learned[skill_lookup("wands")] / 10 ) ) ) { switch ( number_bits( 3 ) ) { case 0: case 1: case 2: case 3: act(AT_BLUE, "You are unable to invoke the power of $p.", ch, wand, NULL, TO_CHAR ); act(AT_BLUE, "$n is unable to invoke the power of $p.", ch, wand, NULL, TO_ROOM ); return; case 4: case 5: case 6: act(AT_BLUE, "You summon the power of $p, but it fizzles away.", ch, wand, NULL, TO_CHAR ); act(AT_BLUE, "$n summons the power of $p, but it fizzles away.", ch, wand, NULL, TO_ROOM ); if ( --wand->value[2] <= 0 ) { act(AT_BLUE, "$p blazes bright and is gone.", ch, wand, NULL, TO_CHAR ); act(AT_BLUE, "$p blazes bright and is gone.", ch, wand, NULL, TO_ROOM ); extract_obj( wand ); } return; case 7: act(AT_BLUE, "You can't control the power of $p, and it explodes!", ch, wand, NULL, TO_CHAR ); act(AT_BLUE, "$p explodes into fragments!", ch, wand, NULL, TO_ROOM ); /* * damage( ) call after extract_obj in case the damage would * have extracted ch. This is okay because we merely mark * obj->deleted; it still retains all values until list_update. * Sloppy? Okay, create another integer variable. ---Thelonius */ extract_obj( wand ); damage( ch, ch, wand->level, skill_lookup("wands")); return; } } /* wand->value[0] is not used for wands */ obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); if ( victim ) oprog_use_trigger(wand, ch, victim ); else oprog_use_trigger( wand, ch, obj ); update_skpell( ch, skill_lookup("wands"), 0 ); } if (!(wand->value[1] == -1 ) ) if ( --wand->value[2] <= 0 ) { act(AT_WHITE, "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); act(AT_WHITE, "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *victim; char buf [ MAX_STRING_LENGTH ]; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; int percent; int sn = skill_lookup("steal"); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char(AT_BLOOD, "Steal what from whom?\r\n", ch ); return; } if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char(AT_BLOOD, "They aren't here.\r\n", ch ); return; } if ( victim == ch ) { send_to_char(AT_BLOOD, "That's pointless.\r\n", ch ); return; } if ( IS_AFFECTED2( ch, AFF_SHADOW_PLANE ) ) { if (IS_AFFECTED4( ch, AFF_THIEVESCANT )) { send_to_char(AT_BLUE, "You quickly remove yourself from the shadow plane!\n\r", ch); } else { send_to_char(AT_BLOOD, "You can not steal while in the shadow plane.\r\n", ch ); return; } } if ( IS_AFFECTED4( ch, AFF_BURROW ) ) { if (IS_AFFECTED4( ch, AFF_THIEVESCANT )) { send_to_char(AT_BLUE, "You quickly rise from the earth!\n\r", ch); } else { send_to_char(AT_BLOOD, "You can not steal while burrowed!\r\n", ch ); return; } } if ( IS_NPC(ch) && !IS_NPC( victim ) ) { send_to_char (AT_WHITE, "You can't do that.\r\n", ch ); return; } if ( !IS_NPC(ch) && !IS_NPC( victim ) ) { if ( ( ch->pkill == FALSE ) || ( victim->pkill == FALSE) ) { send_to_char (AT_WHITE, "Can't steal from non-pkillers or can't steal when you are non-pkill.\r\n", ch); return; } if ( victim->pkill_timer > 0 ) { send_to_char(AT_WHITE, "Can't steal from people who have recently\r\n died, wait a few...\r\n", ch); return; } if ( ch->level < 30 && ch->pkill == TRUE ) { send_to_char( AT_WHITE, "Can't steal from players below level 30.\r\n", ch ); return; } if ( victim->level < 30 && victim->pkill == TRUE ) { send_to_char( AT_WHITE, "Your victim must be at least level 30.\r\n", ch ); return; } if ( ( (ch->level + PKILL_RANGE ) < victim->level) || ((ch->level - PKILL_RANGE ) > victim->level) ) { send_to_char(AT_WHITE, "Can only steal from players in pkill range.\r\n", ch ); return; } } WAIT_STATE( ch, skill_table[sn].beats ); percent = number_percent( ) + ( IS_AWAKE( victim ) ? 10 : -50 ); if (IS_AFFECTED4( ch, AFF_THIEVESCANT )) { update_skpell(ch, skill_lookup("thieves cant"), 0); percent = ((percent*2)/3); } if (!IS_NPC(ch) && ch->pcdata->learned[sn]) update_skpell(ch, sn, 0); ch->pkill_timer = 0; if ( ch->level + PKILL_RANGE < victim->level || victim->position == POS_FIGHTING || ( !IS_NPC( ch ) && percent > ( ch->pcdata->learned[sn] / 10 ) ) ) { /* * Failure. */ send_to_char(AT_RED, "Oops.\r\n", ch ); act(AT_RED, "$n tried to steal from you.\r\n", ch, NULL, victim, TO_VICT ); act(AT_RED, "$n tried to steal from $N.\r\n", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); ch->pkill_timer = 0; do_shout( victim, buf ); if ( !IS_NPC( ch ) ) { if ( IS_NPC( victim ) ) { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { log_string( buf, CHANNEL_GOD, -1 ); if ( !IS_SET( ch->act, PLR_THIEF ) ) { send_to_char(AT_RED, "You have been caught!\r\n", ch ); save_char_obj( ch, FALSE ); } } } return; } if ( !str_prefix( arg1, "coins" ) || !str_cmp ( arg1, "gold" ) ) { int amount; amount = victim->gold * number_range( 1, 10 ) / 50; if ( amount <= 0 ) { send_to_char(AT_BLOOD, "You couldn't get any gold.\r\n", ch ); return; } ch->gold += amount; victim->gold -= amount; sprintf( buf, "Jackpot! You got %d gold coins.\r\n", amount ); send_to_char(AT_RED, buf, ch ); return; } if ( !( obj = get_obj_carry( victim, arg1 ) ) ) { send_to_char(AT_BLOOD, "You can't find it.\r\n", ch ); return; } if ( !can_drop_obj( ch, obj ) || IS_SET( obj->extra_flags, ITEM_INVENTORY ) || obj->level > ch->level || IS_SET( obj->extra_flags2, ITEM_NO_STEAL ) ) { if (IS_AFFECTED4( ch, AFF_THIEVESCANT ) && (number_percent( ) < 2) ) { send_to_char(AT_BLOOD, "Your ancient knowledge allows you to pry it away!\r\n", ch); send_to_char(AT_BLOOD, "Your pack feels lighter...\r\n", victim); } else { send_to_char(AT_BLOOD, "You can't pry it away.\r\n", ch ); return; } } /* make sure the carry number is correct - Ahsile */ ch->carry_number = ch_invcount( ch ); ch->carry_weight = ch_weightcount( ch ); if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char(AT_BLOOD, "You have your hands full.\r\n", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char(AT_BLOOD, "You can't carry that much weight.\r\n", ch ); return; } obj_from_char( obj ); obj_to_char( obj, ch ); send_to_char(AT_RED, "Ok.\r\n", ch ); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { CHAR_DATA *keeper; SHOP_DATA *pShop; char buf [ MAX_STRING_LENGTH ]; pShop = NULL; for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) { if ( IS_NPC( keeper ) && ( pShop = keeper->pIndexData->pShop ) ) break; } if ( !pShop || IS_AFFECTED( keeper, AFF_CHARM ) || !IS_AWAKE(ch) ) { send_to_char(C_DEFAULT, "You can't do that here.\r\n", ch ); return NULL; } /* * Undesirables. */ if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_KILLER ) ) { do_say( keeper, "Killers are not welcome!" ); sprintf( buf, "%s the KILLER is over here!\r\n", ch->name ); do_shout( keeper, buf ); return NULL; } if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_THIEF ) ) { do_say( keeper, "Thieves are not welcome!" ); sprintf( buf, "%s the THIEF is over here!\r\n", ch->name ); do_shout( keeper, buf ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_say( keeper, "Sorry, come back later." ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_say( keeper, "Sorry, come back tomorrow." ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { do_say( keeper, "I don't trade with folks I can't see." ); return NULL; } return keeper; } int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) { SHOP_DATA *pShop; int cost; if ( !obj || !( pShop = keeper->pIndexData->pShop ) ) return 0; if ( fBuy ) { cost = obj->cost * pShop->profit_buy / 100; } else { OBJ_DATA *obj2; int itype; cost = 0; for ( itype = 0; itype < MAX_TRADE; itype++ ) { if ( obj->item_type == pShop->buy_type[itype] ) { cost = obj->cost * pShop->profit_sell / 100; break; } } for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content ) { if ( obj->pIndexData == obj2->pIndexData ) cost /= 2; } } if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) cost = cost * obj->value[2] / obj->value[1]; return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char arg [ MAX_INPUT_LENGTH ]; char arg1[MAX_STRING_LENGTH]; int noi = 1; int in = 1; argument = one_argument( argument, arg ); argument = one_argument( argument, arg1 ); if ( arg[0] == '\0' ) { send_to_char(AT_CYAN, "Buy what?\r\n", ch ); return; } if ( arg1[0] == '\0' ) noi = 1; else noi = atoi( arg1 ); if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) ) { CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; char buf [ MAX_STRING_LENGTH ]; if ( IS_NPC( ch ) ) return; if ( noi > 1 ) { send_to_char( AT_CYAN, "You can only buy one pet at a time.\r\n",ch); return; } pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( !pRoomIndexNext ) { bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char(AT_CYAN, "Sorry, you can't buy that here.\r\n", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room( ch, arg ); ch->in_room = in_room; if ( !pet || !IS_SET( pet->act, ACT_PET ) ) { send_to_char(AT_CYAN, "Sorry, you can't buy that here.\r\n", ch ); return; } if ( IS_SET( ch->act, PLR_BOUGHT_PET ) ) { send_to_char(AT_CYAN, "You already bought one pet this level.\r\n", ch ); return; } if ( ch->gold < 10 * pet->level * pet->level ) { send_to_char(AT_CYAN, "You can't afford it.\r\n", ch ); return; } if ( ch->level < pet->level ) { send_to_char(AT_CYAN, "You're not ready for this pet.\r\n", ch ); return; } ch->gold -= 10 * pet->level * pet->level; pet = create_mobile( pet->pIndexData ); if ( ch->level < 100 ) SET_BIT( ch->act, PLR_BOUGHT_PET ); SET_BIT( pet->act, ACT_PET ); SET_BIT( pet->affected_by, AFF_CHARM ); argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) { sprintf( buf, "%s %s", pet->name, arg ); free_string( pet->name ); pet->name = str_dup( buf ); } sprintf( buf, "%sA neck tag says 'I belong to %s'.\r\n", pet->description, ch->name ); free_string( pet->description ); pet->description = str_dup( buf ); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); send_to_char(AT_WHITE, "Enjoy your pet.\r\n", ch ); act(AT_WHITE, "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { OBJ_DATA *obj; CHAR_DATA *keeper; int cost; if ( !( keeper = find_keeper( ch ) ) ) return; obj = get_obj_carry( keeper, arg ); cost = get_cost( keeper, obj, TRUE ) * noi; if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act(AT_CYAN, "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !IS_SET( obj->extra_flags, ITEM_INVENTORY ) && noi > 1 ) { send_to_char( AT_WHITE, "You can only buy one of those at a time.\r\n", ch ); return; } if ( noi < 1 ) { send_to_char( AT_WHITE, "Buy how many?\r\n", ch ); return; } if ( ch->gold < cost ) { if ( noi == 1 ) sprintf( log_buf, "$n tells you 'You can't afford to buy $p." ); else sprintf( log_buf, "$n tells you 'You can't afford to buy %d $ps.", noi ); act(AT_CYAN, log_buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( (obj->level > ch->level) && (ch->multied == ch->class) ) { act(AT_CYAN, "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } /* make sure the carry number is correct - Ahsile */ ch->carry_number = ch_invcount( ch ); ch->carry_weight = ch_weightcount( ch ); if ( ch->carry_number + ( get_obj_number( obj ) * noi ) > can_carry_n( ch ) ) { send_to_char(AT_CYAN, "You can't carry that many items.\r\n", ch ); return; } if ( ch->carry_weight + ( get_obj_weight( obj ) * noi ) > can_carry_w( ch ) ) { send_to_char(AT_CYAN, "You can't carry that much weight.\r\n", ch ); return; } if ( noi == 1 ) { act(AT_WHITE, "You buy $p.", ch, obj, NULL, TO_CHAR ); act(AT_WHITE, "$n buys $p.", ch, obj, NULL, TO_ROOM ); } else { sprintf( log_buf, "You buy %d $p%s.", noi, ( noi > 1 ) ? "s" : "" ); act(AT_WHITE, log_buf, ch, obj, NULL, TO_CHAR ); sprintf( log_buf, "$n buys %d $p%s.", noi, ( noi > 1 ) ? "s" : "" ); act(AT_WHITE, log_buf, ch, obj, NULL, TO_ROOM ); } ch->gold -= cost; keeper->gold += cost; if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) { for ( in = 1; in <= noi; in++ ) { obj = create_object( obj->pIndexData, obj->level ); obj_to_char( obj, ch ); } } else { obj_from_char( obj ); obj_to_char( obj, ch ); } oprog_buy_trigger( obj, ch, keeper ); return; } } void do_list( CHAR_DATA *ch, char *argument ) { char buf [ MAX_STRING_LENGTH ]; char buf1 [ MAX_STRING_LENGTH*4 ]; buf1[0] = '\0'; if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) ) { CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; bool found; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( !pRoomIndexNext ) { bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char(AT_CYAN, "You can't do that here.\r\n", ch ); return; } found = FALSE; for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room ) { if ( IS_SET( pet->act, ACT_PET ) ) { if ( !found ) { found = TRUE; strcat( buf1, "Pets for sale:\r\n" ); } sprintf( buf, "[%2d] %8d - %s\r\n", pet->level, 10 * pet->level * pet->level, pet->short_descr ); strcat( buf1, buf ); } } if ( !found ) send_to_char(AT_CYAN, "Sorry, we're out of pets right now.\r\n", ch ); send_to_char(AT_CYAN, buf1, ch ); return; } else { OBJ_DATA *obj; CHAR_DATA *keeper; char arg [ MAX_INPUT_LENGTH ]; int cost; bool found; one_argument( argument, arg ); if ( !( keeper = find_keeper( ch ) ) ) return; found = FALSE; for ( obj = keeper->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc != WEAR_NONE || ( cost = get_cost( keeper, obj, TRUE ) ) < 0 ) continue; if ( can_see_obj( ch, obj ) && ( arg[0] == '\0' || is_name( arg, obj->name ) ) ) { if ( !found ) { found = TRUE; strcat( buf1, "[Lv Price] Item\r\n" ); } sprintf( buf, "[%2d %5d] %s.\r\n", obj->level, cost, capitalize( obj->short_descr ) ); strcat( buf1, buf ); } } if ( !found ) { if ( arg[0] == '\0' ) send_to_char(AT_CYAN, "You can't buy anything here.\r\n", ch ); else send_to_char(AT_CYAN, "You can't buy that here.\r\n", ch ); return; } send_to_char(AT_CYAN, buf1, ch ); return; } } void do_sell( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *keeper; char buf [ MAX_STRING_LENGTH ]; char arg [ MAX_INPUT_LENGTH ]; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_CYAN, "Sell what?\r\n", ch ); return; } if ( !( keeper = find_keeper( ch ) ) ) return; if ( !( obj = get_obj_carry( ch, arg ) ) ) { act(AT_CYAN, "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj )) { // if (!IS_SET(obj->extra_flags2, ITEM_QUEST)) send_to_char(AT_CYAN, "You can't let go of it.\r\n", ch ); /* else send_to_char(AT_CYAN, "Your precious quest equipment?\r\n", ch); */ return; } if ( !can_see_obj( keeper, obj ) ) { act(AT_CYAN, "$n tells you 'I can't see that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 || obj->level > LEVEL_CHAMP ) { act(AT_CYAN, "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( IS_SET( obj->extra_flags, ITEM_POISONED ) ) { act(AT_CYAN, "$n tells you 'I won't buy that! It's poisoned!'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act(AT_WHITE, buf, ch, obj, NULL, TO_CHAR ); act(AT_WHITE, "$n sells $p.", ch, obj, NULL, TO_ROOM ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; oprog_sell_trigger( obj, ch, keeper ); if ( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { obj_from_char( obj ); obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *keeper; char buf [ MAX_STRING_LENGTH ]; char arg [ MAX_INPUT_LENGTH ]; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char(AT_CYAN, "Value what?\r\n", ch ); return; } if ( !( keeper = find_keeper( ch ) ) ) return; if ( !( obj = get_obj_carry( ch, arg ) ) ) { act(AT_CYAN, "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { // if ( !IS_SET(obj->extra_flags2, ITEM_QUEST) ) // { send_to_char(AT_CYAN, "You can't let go of it.\r\n", ch ); /* } else { send_to_char(AT_CYAN, "Your precious quest equipment?\r\n", ch); } */ return; } if ( !can_see_obj( keeper, obj ) ) { act(AT_CYAN, "$n tells you 'You are offering me an imaginary object!?!?'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act(AT_CYAN, "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( IS_SET( obj->extra_flags, ITEM_POISONED ) ) { act(AT_CYAN, "$n tells you 'I won't buy that! It's poisoned!'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost ); act(AT_WHITE, buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } void check_permanent( CHAR_DATA *ch, OBJ_DATA *obj, bool PICKED_UP ) { /* TRUE if picking up, FALSE if dropping */ /*FILE *fp; */ /* Check to see if the room can have a permanent item */ /* if PICKED_UP is true, then remove a line from the PERMOBJ.TXT file */ /* To do this, read each line, 1 at a time, and then DON'T write the appropriate line */ /* if PICKED_UP is false, then add a line to the PERMOBJ.TXT file */ /* To do this, append a line to the end of the file. */ /* File format: character who dropped, object vnum, room vnum */ /* all done */ return; } /* Poison weapon by Thelonius for EnvyMud */ int skill_poison_weapon( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj; if ( target_name[0] == '\0' ) { send_to_char(AT_DGREEN, "What are you trying to poison?\r\n", ch ); return SKPELL_MISSED; } if ( ch->fighting ) { send_to_char(AT_DGREEN, "While you're fighting? Nice try.\r\n", ch ); return SKPELL_MISSED; } if ( !( obj = get_obj_carry( ch, target_name ) ) ) { send_to_char(AT_DGREEN, "You do not have that weapon.\r\n", ch ); return SKPELL_MISSED; } if ( obj->item_type != ITEM_WEAPON ) { send_to_char(AT_DGREEN, "That item is not a weapon.\r\n", ch ); return SKPELL_MISSED; } if ( IS_OBJ_STAT( obj, ITEM_POISONED ) ) { send_to_char(AT_DGREEN, "That weapon is already poisoned.\r\n", ch ); return SKPELL_MISSED; } /* Now we have a valid weapon...check to see if we have the powder. */ /* Great, we have the ingredients...but is the thief smart enough? */ if ( !IS_NPC( ch ) && get_curr_wis( ch ) < 19 ) { send_to_char(AT_DGREEN, "You can't quite remember what to do...\r\n", ch ); return SKPELL_BOTCHED; } /* And does the thief have steady enough hands? */ if ( !IS_NPC( ch ) && ( get_curr_dex( ch ) < 20 || ch->pcdata->condition[COND_DRUNK] > 0 ) ) { send_to_char(AT_DGREEN, "Your hands aren't steady enough to properly mix the poison.\r\n", ch ); return SKPELL_BOTCHED; } WAIT_STATE( ch, skill_table[sn].beats ); /* Well, I'm tired of waiting. Are you? */ act(AT_GREEN, "You mix a deadly poison!", ch, NULL, NULL, TO_CHAR ); act(AT_GREEN, "$n mixes a deadly poison!", ch, NULL, NULL, TO_ROOM ); act(AT_GREEN, "You pour the poison over $p, which glistens wickedly!", ch, obj, NULL, TO_CHAR ); act(AT_GREEN, "$n pours the poison over $p, which glistens wickedly!", ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_POISONED ); /* WHAT? All of that, just for that one bit? How lame. ;) */ return SKPELL_NO_DAMAGE; } // Count number of items a player is carrying, including items // in containers. // ahsile int ch_invcount( CHAR_DATA *ch ) { OBJ_DATA* obj; int count = 0; if ( IS_NPC(ch) ) { return 0; } if ( ch->carrying == NULL ) { return 0; } for (obj=ch->carrying;obj;obj = obj->next_content) { count++; if ( obj->contains != NULL ) { /* send_to_char(AT_WHITE,"Something inside!\n",ch) */; count += obj_invcount(obj->contains, FALSE); } } return count; } int obj_invcount( OBJ_DATA *obj, bool one_item ) { int count = 0; if (!one_item) { for (obj=obj;obj;obj=obj->next_content) { count++; if ( obj->contains != NULL ) { count += obj_invcount(obj->contains,FALSE); } } } else { count++; if ( obj->contains != NULL ) { count += obj_invcount(obj->contains,FALSE); } } return count; } // Count weight of items a player is carrying, including items // in containers. // ahsile int ch_weightcount( CHAR_DATA *ch ) { OBJ_DATA* obj; int count = 0; if ( IS_NPC(ch) ) { return 0; } if ( ch->carrying == NULL ) { return 0; } for (obj=ch->carrying;obj;obj = obj->next_content) { count+= obj->weight; if ( obj->contains != NULL ) { /* send_to_char(AT_WHITE,"Something inside!\n",ch) */; count += obj_weightcount(obj->contains,FALSE); } } return count; } int obj_weightcount( OBJ_DATA *obj, bool one_item ) { int count = 0; if (!one_item) { for (obj=obj;obj;obj=obj->next_content) { count+= obj->weight; if ( obj->contains != NULL ) { count += obj_weightcount(obj->contains,FALSE); } } } else { count+= obj->weight; if ( obj->contains != NULL ) { count += obj_weightcount(obj->contains,FALSE); } } return count; } // Count number of items a player is carrying, including items // in containers. // ahsile void ch_stripbadinv( CHAR_DATA *ch ) { OBJ_DATA* obj; if ( IS_NPC(ch) ) { return; } if ( ch->carrying == NULL ) { return; } for (obj=ch->carrying;obj;obj = obj->next_content) { // If there was an offending string found in the object, delete the object if ( !str_cmp(obj->name, OFFENDING_STRING) || !str_cmp(obj->short_descr, OFFENDING_STRING) || !str_cmp(obj->description, OFFENDING_STRING) || !str_cmp(obj->ac_spell, OFFENDING_STRING) ) { ch->fixed_error = TRUE; extract_obj(obj); } else if ( obj->contains != NULL ) { /* send_to_char(AT_WHITE,"Something inside!\n",ch) */; obj_stripbadinv(obj->contains, ch); } } } void obj_stripbadinv( OBJ_DATA *obj, CHAR_DATA *ch ) { for (obj=obj;obj;obj=obj->next_content) { // If there was an offending string found in the object, delete the object if ( !str_cmp(obj->name, OFFENDING_STRING) || !str_cmp(obj->short_descr, OFFENDING_STRING) ||!str_cmp(obj->description, OFFENDING_STRING) || !str_cmp(obj->ac_spell, OFFENDING_STRING) ) { ch->fixed_error = TRUE; extract_obj(obj); } else if ( obj->contains != NULL ) { obj_stripbadinv(obj->contains, ch); } } }