/*************************************************************************** * 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. * ***************************************************************************/ #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ #define CD CHAR_DATA void get_obj 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 ) ); #undef CD void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { if ( !CAN_WEAR( obj, ITEM_TAKE ) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if ( container ) { act( "You get $p from $P.", ch, obj, container, TO_CHAR ); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); obj_from_obj( obj ); } else { act( "You get $p.", ch, obj, container, TO_CHAR ); act( "$n gets $p.", ch, obj, container, TO_ROOM ); 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.\n\r", amount ); send_to_char( 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( "Get what?\n\r", 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( "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } get_obj( ch, obj, NULL ); } 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 ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char( "I see nothing here.\n\r", ch ); else act( "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( "You can't do that.\n\r", ch ); return; } if ( !( container = get_obj_here( ch, arg2 ) ) ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: send_to_char( "That's not a container.\n\r", ch ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: { CHAR_DATA *gch; char *pd; char name[ MAX_INPUT_LENGTH ]; if ( IS_NPC( ch ) ) { send_to_char( "You can't do that.\n\r", 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 ( !fGroup ) { send_to_char( "You can't do that.\n\r", ch ); return; } } } } if ( IS_SET( container->value[1], CONT_CLOSED ) ) { act( "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( "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( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } 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( "Put what in what?\n\r", ch ); return; } if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( !( container = get_obj_here( ch, arg2 ) ) ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( container->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET( container->value[1], CONT_CLOSED ) ) { act( "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( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } obj_from_char( obj ); obj_to_obj( obj, container ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); } 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 ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { obj_from_char( obj ); obj_to_obj( obj, container ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); } } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ OBJ_DATA *obj_next; int amount; amount = atoi( arg ); argument = one_argument( argument, arg ); if ( amount <= 0 || str_prefix( arg, "coins" ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); send_to_char( "OK.\n\r", ch ); act( "$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( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); } 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( "You drop $p.", ch, obj, NULL, TO_CHAR ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); } } if ( !found ) { if ( arg[3] == '\0' ) send_to_char( "You are not carrying anything.", ch ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } 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( "Give what to whom?\n\r", 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( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; act( "You give $N some gold.", ch, NULL, victim, TO_CHAR ); act( "$n gives you some gold.", ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); return; } if ( !( obj = get_obj_carry( ch, arg1 ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); 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( "Fill what?\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that item.\n\r", 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( "There is no fountain here!\n\r", ch ); return; } if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "You can't fill that.\n\r", ch ); return; } if ( obj->value[1] != 0 && obj->value[2] != 0 ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } if ( obj->value[1] >= obj->value[0] ) { send_to_char( "Your container is full.\n\r", ch ); return; } act( "You fill $p.", ch, obj, NULL, TO_CHAR ); obj->value[2] = 0; obj->value[1] = obj->value[0]; return; } void do_drink( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( !obj ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( !( obj = get_obj_here( ch, arg ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_FOUNTAIN: if ( !IS_NPC( ch ) ) ch->pcdata->condition[COND_THIRST] = 48; send_to_char( "You drink from the fountain.\n\r", ch ); send_to_char( "You are not thirsty.\n\r", ch ); act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM ); break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); amount = number_range( 3, 10 ); amount = UMIN( amount, obj->value[1] ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK ] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL ] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( obj->value[3] != 0 ) { /* The shit was poisoned ! */ AFFECT_DATA af; send_to_char( "You choke and gag.\n\r", ch ); act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->value[1] -= amount; if ( obj->value[1] <= 0 ) { send_to_char( "The empty container vanishes.\n\r", ch ); extract_obj( obj ); } break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL( ch ) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL ) { send_to_char( "That's not edible.\n\r", ch ); return; } if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "You eat $p.", ch, obj, NULL, TO_CHAR ); act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC( ch ) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[0] ); if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); else if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: if ( obj->level > ch->level ) act( "$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 ); } 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( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } unequip_char( ch, obj ); act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { char buf [ MAX_STRING_LENGTH ]; if ( ch->level < obj->level ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( "$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( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); act( "$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( "You already wear two rings.\n\r", 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( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); act( "$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( "You already wear two neck items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act( "You wear $p on your body.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p on your head.", ch, obj, NULL, TO_CHAR ); act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR ); act( "$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( "You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR ); act( "$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( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); act( "$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 ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( get_obj_weight( obj ) > str_app[get_curr_str( ch )].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } act( "You wield $p.", ch, obj, NULL, TO_CHAR ); act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WIELD ); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_HOLD ); return; } if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE ); } return; } else { if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( !( obj = get_obj_wear( ch, arg ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { send_to_char( "God appreciates your offer and may accept it later.", ch ); act( "$n offers $mself to God, who graciously declines.", ch, NULL, NULL, TO_ROOM ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !CAN_WEAR( obj, ITEM_TAKE ) ) { act( "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR ); return; } send_to_char( "God gives you one gold coin for your sacrifice.\n\r", ch ); ch->gold += 1; act( "$n sacrifices $p to God.", 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( "Quaff what?\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); if ( obj->level > ch->level ) act( "$p is too high level for you.", ch, obj, NULL, TO_CHAR ); else { /* obj->value[0] is not used for potions */ obj_cast_spell( obj->value[1], obj->level, ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->level, ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->level, ch, ch, NULL ); } 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( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", 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( "You can't find it.\n\r", ch ); return; } } act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); if ( scroll->level > ch->level ) act( "$p is too high level for you.", ch, scroll, NULL, TO_CHAR ); else { /* scroll->value[0] is not used for scrolls */ obj_cast_spell( scroll->value[1], scroll->level, ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->level, ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->level, ch, victim, obj ); } 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( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || 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 ) { CHAR_DATA *vch_next; act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); 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; } /* staff->value[0] is not used for staves */ obj_cast_spell( staff->value[3], staff->level, ch, vch, NULL ); } } if ( --staff->value[2] <= 0 ) { act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); extract_obj( staff ); } 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( "Zap whom or what?\n\r", ch ); return; } if ( !( wand = get_eq_char( ch, WEAR_HOLD ) ) ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( !( victim = get_char_room ( ch, arg ) ) && !( obj = get_obj_here ( ch, arg ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim ) { act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); } else { act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); } /* wand->value[0] is not used for wands */ obj_cast_spell( wand->value[3], wand->level, ch, victim, obj ); } if ( --wand->value[2] <= 0 ) { act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *victim; char buf [ MAX_STRING_LENGTH ]; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent( ) + ( IS_AWAKE( victim ) ? 10 : -50 ); if ( ch->level + 5 < victim->level || victim->position == POS_FIGHTING || !IS_NPC( victim ) || ( !IS_NPC( ch ) && percent > ch->pcdata->learned[gsn_steal] ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); do_shout( victim, buf ); if ( !IS_NPC( ch ) ) { if ( IS_NPC( victim ) ) { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { log_string( buf ); if ( !IS_SET( ch->act, PLR_THIEF ) ) { SET_BIT( ch->act, PLR_THIEF ); send_to_char( "*** You are now a THIEF!! ***\n\r", ch ); save_char_obj( ch ); } } } return; } if ( !str_prefix( arg1, "coins" ) || !str_cmp ( arg1, "gold" ) ) { int amount; amount = victim->gold * number_range( 1, 10 ) / 100; if ( amount <= 0 ) { send_to_char( "You couldn't get any gold.\n\r", ch ); return; } ch->gold += amount; victim->gold -= amount; sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount ); send_to_char( buf, ch ); return; } if ( !( obj = get_obj_carry( victim, arg1 ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) || IS_SET( obj->extra_flags, ITEM_INVENTORY ) || obj->level > ch->level ) { send_to_char( "You can't pry it away.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } obj_from_char( obj ); obj_to_char( obj, ch ); send_to_char( "Ok.\n\r", 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 ) ) { send_to_char( "You can't do that here.\n\r", 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!\n\r", 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!\n\r", 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 ]; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } 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; 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( "Sorry, you can't buy that here.\n\r", 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( "Sorry, you can't buy that here.\n\r", ch ); return; } if ( IS_SET( ch->act, PLR_BOUGHT_PET ) ) { send_to_char( "You already bought one pet this level.\n\r", ch ); return; } if ( ch->gold < 10 * pet->level * pet->level ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if ( ch->level < pet->level ) { send_to_char( "You're not ready for this pet.\n\r", ch ); return; } ch->gold -= 10 * pet->level * pet->level; pet = create_mobile( pet->pIndexData ); 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'.\n\r", 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( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { OBJ_DATA *obj; CHAR_DATA *keeper; int cost; if ( !( keeper = find_keeper( ch ) ) ) return; obj = get_obj_carry( keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->gold < cost ) { act( "$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( obj->level > ch->level ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } act( "You buy $p.", ch, obj, NULL, TO_CHAR ); act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); ch->gold -= cost; keeper->gold += cost; if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) obj = create_object( obj->pIndexData, obj->level ); else obj_from_char( obj ); obj_to_char( obj, ch ); 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( "You can't do that here.\n\r", 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:\n\r" ); } sprintf( buf, "[%2d] %8d - %s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); strcat( buf1, buf ); } } if ( !found ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); send_to_char( 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\n\r" ); } sprintf( buf, "[%2d %5d] %s.\n\r", obj->level, cost, capitalize( obj->short_descr ) ); strcat( buf1, buf ); } } if ( !found ) { if ( arg[0] == '\0' ) send_to_char( "You can't buy anything here.\n\r", ch ); else send_to_char( "You can't buy that here.\n\r", ch ); return; } send_to_char( 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( "Sell what?\n\r", ch ); return; } if ( !( keeper = find_keeper( ch ) ) ) return; if ( !( obj = get_obj_carry( ch, arg ) ) ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( !can_see_obj( keeper, obj ) ) { act( "$n tells you 'I can't see that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 || obj->level > LEVEL_HERO ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( IS_SET( obj->extra_flags, ITEM_POISONED ) ) { act( "$n tells you 'I won't buy that! It's poisoned!'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { obj_from_char( obj ); obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *keeper; char buf [ MAX_STRING_LENGTH ]; char arg [ MAX_INPUT_LENGTH ]; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( !( keeper = find_keeper( ch ) ) ) return; if ( !( obj = get_obj_carry( ch, arg ) ) ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( !can_see_obj( keeper, obj ) ) { act( "$n tells you 'You are offering me an imaginary object!?!?'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( IS_SET( obj->extra_flags, ITEM_POISONED ) ) { act( "$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( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } /* Poison weapon by Thelonius for EnvyMud */ void do_poison_weapon( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *pobj; OBJ_DATA *wobj; char arg [ MAX_INPUT_LENGTH ]; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_poison_weapon].skill_level[ch->class] ) { send_to_char( "What do you think you are, a thief?\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What are you trying to poison?\n\r", ch ); return; } if ( ch->fighting ) { send_to_char( "While you're fighting? Nice try.\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that weapon.\n\r", ch ); return; } if ( obj->item_type != ITEM_WEAPON ) { send_to_char( "That item is not a weapon.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_POISONED ) ) { send_to_char( "That weapon is already poisoned.\n\r", ch ); return; } /* Now we have a valid weapon...check to see if we have the powder. */ for ( pobj = ch->carrying; pobj; pobj = pobj->next_content ) { if ( pobj->pIndexData->vnum == OBJ_VNUM_BLACK_POWDER ) break; } if ( !pobj ) { send_to_char( "You do not have the black poison powder.\n\r", ch ); return; } /* Okay, we have the powder...do we have water? */ for ( wobj = ch->carrying; wobj; wobj = wobj->next_content ) { if ( wobj->item_type == ITEM_DRINK_CON && wobj->value[1] > 0 && wobj->value[2] == 0 ) break; } if ( !wobj ) { send_to_char( "You have no water to mix with the powder.\n\r", ch ); return; } /* Great, we have the ingredients...but is the thief smart enough? */ if ( !IS_NPC( ch ) && get_curr_wis( ch ) < 19 ) { send_to_char( "You can't quite remember what to do...\n\r", ch ); return; } /* 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( "Your hands aren't steady enough to properly mix the poison.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_poison_weapon].beats ); /* Check the skill percentage */ if ( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_poison_weapon] ) { send_to_char( "You failed and spill some on yourself. Ouch!\n\r", ch ); damage( ch, ch, ch->level, gsn_poison_weapon ); act( "$n spills the poison all over!", ch, NULL, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); return; } /* Well, I'm tired of waiting. Are you? */ act( "You mix $p in $P, creating a deadly poison!", ch, pobj, wobj, TO_CHAR ); act( "$n mixes $p in $P, creating a deadly poison!", ch, pobj, wobj, TO_ROOM ); act( "You pour the poison over $p, which glistens wickedly!", ch, obj, NULL, TO_CHAR ); act( "$n pours the poison over $p, which glistens wickedly!", ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_POISONED ); obj->cost *= ch->level; /* Set an object timer. Dont want proliferation of poisoned weapons */ obj->timer = 10 + ch->level; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) obj->timer *= 2; if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) obj->timer *= 2; /* WHAT? All of that, just for that one bit? How lame. ;) */ act( "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_CHAR ); act( "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); return; }