/*************************************************************************** * 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. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" /* command procedures needed */ DECLARE_DO_FUN(do_split ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_wake ); DECLARE_DO_FUN(do_identify ); /* * Local functions. */ #define CD CHAR_DATA #define OD OBJ_DATA 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 obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) ); OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument)); /* A pile of obj progs for use in legion.are, and the drannor areas. Remove these if you don't want to use those areas */ bool sacrifice_obj_bracelet args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_tiara args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); void remove_obj_tiara args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); void wear_obj_wizardry args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); void remove_obj_wizardry args( ( CHAR_DATA *ch, OBJ_DATA *obj) ); void remove_obj_sceptre args((CHAR_DATA *ch,OBJ_DATA *obj)); void obj_brandish_horn_valere args((CHAR_DATA *ch,OBJ_DATA *obj)); void obj_give_hydra_head args((CHAR_DATA *ch,CHAR_DATA *lady,OBJ_DATA *obj)); void wear_obj_zhentil_robe args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_fallen_wings args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_fallen_wings args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_black_hide args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_black_hide args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_symbol_magic args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_symbol_magic args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_red_dragonstar args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_black_dragonstar args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_red_dragonstar args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_black_dragonstar args((CHAR_DATA *ch,OBJ_DATA *obj)); void recite_libram_conjuration args((CHAR_DATA *ch,CHAR_DATA *victim,OBJ_DATA *scroll,OBJ_DATA *obj,bool fRead)); void brandish_sceptre_dead args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_cloak_underworld args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_cloak_underworld args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_misty_cloak args((CHAR_DATA *ch,OBJ_DATA *obj)); void remove_obj_misty_cloak args((CHAR_DATA *ch,OBJ_DATA *obj)); void wear_obj_gauntlets_striking args((CHAR_DATA *ch, OBJ_DATA *obj)); void remove_obj_gauntlets_striking args((CHAR_DATA *ch,OBJ_DATA *obj)); #undef OD #undef CD /* RT part of the corpse looting code */ bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj) { CHAR_DATA *owner, *wch; char buf[MAX_STRING_LENGTH]; if (obj->item_type == ITEM_CORPSE_PC) { sprintf(buf,"%s looting %s.",IS_NPC(ch) ? ((ch->master == NULL) ? "Unknown mob" : ch->master->name) : ch->name, obj->short_descr); log_string(buf); } return TRUE; if (!obj->owner || obj->owner == NULL) return TRUE; owner = NULL; for ( wch = char_list; wch != NULL ; wch = wch->next ) if (!str_cmp(wch->name,obj->owner)) owner = wch; if (owner == NULL) return TRUE; if (!str_cmp(ch->name,owner->name)) return TRUE; if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT)) return TRUE; if (is_same_group(ch,owner)) return TRUE; return FALSE; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; 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( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ((!obj->in_obj || obj->in_obj->carried_by != ch) && (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch))) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if (!can_loot(ch,obj)) { act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR ); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch,obj,gch,TO_CHAR); return; } } if ( container != NULL ) { /* if (container->pIndexData->vnum == OBJ_VNUM_PIT && get_trust(ch) < obj->level) { send_to_char("You are not powerful enough to use it.\n\r",ch); return; } */ if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container, ITEM_TAKE) && !IS_OBJ_STAT(obj,ITEM_HAD_TIMER)) obj->timer = 0; act( "You get $p from $P.", ch, obj, container, TO_CHAR ); if (!IS_AFFECTED(ch,AFF_SNEAK)) act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER); obj_from_obj( obj ); } else { act( "You get $p.", ch, obj, container, TO_CHAR ); if (!IS_AFFECTED(ch,AFF_SNEAK)) act( "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY) { ch->silver += obj->value[0]; ch->gold += obj->value[1]; if (IS_SET(ch->act,PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) ) members++; } if ( members > 1 && (obj->value[0] > 1 || obj->value[1])) { sprintf(buffer,"%d %d",obj->value[0],obj->value[1]); do_split(ch,buffer); } } extract_obj( obj ); } else { obj_to_char( obj, ch ); } return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; found = FALSE; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (!str_cmp(arg2,"from")) argument = one_argument(argument,arg2); /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if (!IS_NPC(ch)) { if (ch->pcdata->death_status == HAS_DIED) { send_to_char("You are a hovering spirit, you can't pick up anything!\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 == NULL ) { act( "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } get_obj( ch, obj, NULL ); if (obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_ARCANA ) clan_shudder(obj->pIndexData->clan); if (cant_carry(ch,obj)) { act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM); act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR); obj_from_char(obj); obj_to_room(obj,ch->in_room); if (IS_NPC(ch)) { act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM); raw_kill(ch,ch); } } } else { /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, NULL ); if (obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_ARCANA ) clan_shudder(obj->pIndexData->clan); if (cant_carry(ch,obj)) { act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM); act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR); obj_from_char(obj); obj_to_room(obj,ch->in_room); if (IS_NPC(ch)) { act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM); raw_kill(ch,ch); } } } } 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 ) ) == NULL ) { 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: { if (!can_loot(ch,container)) { 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 == NULL ) { act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } get_obj( ch, obj, container ); if (obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_ARCANA ) clan_shudder(obj->pIndexData->clan); if (cant_carry(ch,obj)) { act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM); act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR); obj_from_char(obj); obj_to_room(obj,ch->in_room); if (IS_NPC(ch)) { act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM); raw_kill(ch,ch); } } } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for ( obj = container->contains; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, container ); if (obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_ARCANA ) clan_shudder(obj->pIndexData->clan); if (cant_carry(ch,obj)) { act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM); act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR); obj_from_char(obj); obj_to_room(obj,ch->in_room); if (IS_NPC(ch)) { act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM); raw_kill(ch,ch); } } } } 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 ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on")) 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 ) ) == NULL ) { 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 $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (obj->pIndexData->limtotal > 0) { send_to_char( "That item is too powerful to be contained.\n\t", ch ); return; } if (obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ARCANA || obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT) { send_to_char( "That item is too powerful to be contained.\n\t", ch ); return; } if (WEIGHT_MULT(obj) != 100) { send_to_char("You have a feeling that would be a bad idea.\n\r",ch); return; } if (get_obj_weight( obj ) + get_true_weight( container ) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { send_to_char( "It won't fit.\n\r", ch ); return; } if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container,ITEM_TAKE)) if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); obj_from_char( obj ); obj_to_obj( obj, container ); if (IS_SET(container->value[1],CONT_PUT_ON)) { act("$n puts $p on $P.",ch,obj,container, TO_ROOM); act("You put $p on $P.",ch,obj,container, TO_CHAR); } else { act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && WEIGHT_MULT(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && obj->pIndexData->limtotal <= 0 && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_true_weight( container ) <= (container->value[0] * 10) && get_obj_weight(obj) < (container->value[3] * 10) && obj->pIndexData->vnum != OBJ_VNUM_CRUSADER && obj->pIndexData->vnum != OBJ_VNUM_ARCANA && obj->pIndexData->vnum != OBJ_VNUM_OUTLAW && obj->pIndexData->vnum != OBJ_VNUM_ENFORCER && obj->pIndexData->vnum != OBJ_VNUM_LIFE && obj->pIndexData->vnum != OBJ_VNUM_ANCIENT) { if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj, ITEM_TAKE) ) if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); obj_from_char( obj ); obj_to_obj( obj, container ); if (IS_SET(container->value[1],CONT_PUT_ON)) { act("$n puts $p on $P.",ch,obj,container, TO_ROOM); act("You put $p on $P.",ch,obj,container, TO_CHAR); } else { act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount, gold = 0, silver = 0; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) && str_cmp( arg, "gold" ) && str_cmp( arg, "silver") ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin") || !str_cmp( arg, "silver")) { if (ch->silver < amount) { send_to_char("You don't have that much silver.\n\r",ch); return; } ch->silver -= amount; silver = amount; } else { if (ch->gold < amount) { send_to_char("You don't have that much gold.\n\r",ch); return; } ch->gold -= amount; gold = amount; } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj(obj); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj( obj ); break; case OBJ_VNUM_SILVER_SOME: silver += obj->value[0]; extract_obj(obj); break; case OBJ_VNUM_GOLD_SOME: gold += obj->value[1]; extract_obj( obj ); break; case OBJ_VNUM_COINS: silver += obj->value[0]; gold += obj->value[1]; extract_obj(obj); break; } } obj_to_room( create_money( gold, silver ), ch->in_room ); if (!IS_AFFECTED(ch,AFF_SNEAK)) act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\n\r", ch ); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { 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 ); if (!IS_AFFECTED(ch,AFF_SNEAK)) act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if (IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM); act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR); extract_obj(obj); } } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); if (!IS_AFFECTED(ch,AFF_SNEAK)) act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if (IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM); act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR); extract_obj(obj); } } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; bool silver; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver")) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } silver = str_cmp(arg2,"gold"); argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) ) { send_to_char( "You haven't got that much.\n\r", ch ); return; } if (silver) { ch->silver -= amount; victim->silver += amount; } else { ch->gold -= amount; victim->gold += amount; } sprintf(buf,"$n gives you %d %s.",amount, silver ? "silver" : "gold"); act( buf, ch, NULL, victim, TO_VICT ); act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT ); sprintf(buf,"You give $N %d %s.",amount, silver ? "silver" : "gold"); act( buf, ch, NULL, victim, TO_CHAR ); /* * Bribe trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) ) mp_bribe_trigger( victim, ch, silver ? amount : amount * 100 ); if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER)) { int change; change = (silver ? 95 * amount / 100 / 100 : 95 * amount); if (!silver && change > victim->silver) victim->silver += change; if (silver && change > victim->gold) victim->gold += change; if (change < 1 && can_see(victim,ch)) { act( "$n tells you 'I'm sorry, you did not give me enough to change.'" ,victim,NULL,ch,TO_VICT); ch->reply = victim; sprintf(buf,"%d %s %s", amount, silver ? "silver" : "gold",ch->name); do_give(victim,buf); } else if (can_see(victim,ch)) { sprintf(buf,"%d %s %s", change, silver ? "gold" : "silver",ch->name); do_give(victim,buf); if (silver) { sprintf(buf,"%d silver %s", (95 * amount / 100 - change * 100),ch->name); do_give(victim,buf); } act("$n tells you 'Thank you, come again.'", victim,NULL,ch,TO_VICT); ch->reply = victim; } } return; } if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) { act("$N tells you 'Sorry, you'll have to sell that.'", ch,NULL,victim,TO_CHAR); ch->reply = victim; 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 $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); MOBtrigger = FALSE; act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); if (obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_ARCANA ) clan_shudder(obj->pIndexData->clan); if (cant_carry(victim,obj)) { act("$n is burnt by $p and drops it.",victim,obj,0,TO_ROOM); act("You are burnt by $p and drop it.",victim,obj,0,TO_CHAR); obj_from_char(obj); obj_to_room(obj,victim->in_room); } MOBtrigger = TRUE; /* * Give trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_GIVE ) ) mp_give_trigger( victim, ch, obj ); obj_give_hydra_head(ch,victim,obj); enforcer_key_trigger(ch,victim,obj); outlaw_key_trigger(ch,victim,obj); return; } void do_empower( CHAR_DATA *ch, char *argument ) { OBJ_DATA *ring; AFFECT_DATA af; AFFECT_DATA paf; int chance; chance = ch->pcdata->learned[gsn_empower]; if ( (chance <= 20) || (ch->level < skill_table[gsn_empower].skill_level[ch->class]) ) { send_to_char("Huh?\n\r",ch); return; } if (clan_down(ch,CLAN_ANCIENT)) return; if (ch->mana < 80 ) { send_to_char("You don't have enough mana.\n\r",ch); return; } if (is_affected(ch,gsn_empower) ) { send_to_char("You can't reforge any more negative energy right now.\n\r",ch); return; } ring = create_object(get_obj_index(OBJ_VNUM_RING_EMPOWER), ch->level); ring->timer = ch->level / 2; paf.where = TO_OBJECT; paf.type = gsn_empower; paf.level = ch->level; paf.duration = -1; paf.location = APPLY_DAMROLL; paf.modifier = (ch->level / 8) + 2; paf.bitvector = 0; affect_to_obj(ring,&paf); paf.location = APPLY_HITROLL; affect_to_obj(ring,&paf); send_to_char("You concentrate and use your powers to forge the negative energy around you.\n\r",ch); act("A halo of searing darkness burns into your hand and a ring appears.",ch,ring,NULL,TO_CHAR); obj_to_char(ring, ch); act("Something in $n's hand glows briefly before fading.", ch, NULL,NULL,TO_ROOM); ch->mana -= 80; af.where = TO_AFFECTS; af.type = gsn_empower; af.duration = ch->level / 2; af.modifier = 0; af.location = 0; af.bitvector = 0; af.level = ch->level; affect_to_char(ch, &af); return; } void do_skin( CHAR_DATA *ch, char *argument) { OBJ_DATA *find_corpse; OBJ_DATA *corpse; OBJ_DATA *sack; OBJ_DATA *obj; OBJ_DATA *obj_next; int number, count; AFFECT_DATA af; char *name; char *last_name; char arg1[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; corpse = NULL; if ( (get_skill(ch,gsn_skin) == 0) || (ch->level < skill_table[gsn_skin].skill_level[ch->class]) ) { send_to_char("But you don't know how to skin a corpse.\n\r",ch); return; } if (is_affected(ch,gsn_skin)) { send_to_char("You do not feel up to fashioning a new skin yet.\n\r",ch); return; } if (ch->mana < 25) { send_to_char("You don't have the mana.\n\r",ch); return; } one_argument(argument,arg1); number = number_argument(argument,arg1); count = 0; for (find_corpse = ch->carrying; find_corpse != NULL; find_corpse = find_corpse->next_content) { if (find_corpse->wear_loc == WEAR_NONE && (can_see_obj(ch,find_corpse) ) && ( arg1[0] == '\0' || is_name(arg1,find_corpse->name)) ) { if (++count == number ) corpse = find_corpse; } } if (corpse == NULL) { send_to_char("You don't have that.\n\r",ch); return; } if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC)) { send_to_char("You can only skin a corpse you are carrying.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_skin]) { act("You fail and destroy $p.",ch,corpse,NULL,TO_CHAR); act("$n tries to skin a corpse but fails and destroys it.",ch,NULL,NULL,TO_ROOM); extract_obj(corpse); ch->mana -= 25; return; } act("$n brutally skins $p and fashions $mself a bloody sack.",ch,corpse,NULL,TO_ROOM); act("You skin $p and make a new rangers sack!",ch,corpse,NULL,TO_CHAR); name = corpse->short_descr; for (obj = corpse->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj_to_room(obj,ch->in_room); } sack = create_object(get_obj_index(OBJ_VNUM_SACK),1); sack->level = corpse->level; last_name = name; last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; sprintf(buf1, "a sack made from the skin of %s",name); sprintf(buf2, "a bloody sack fashioned from the torn skin of %s is here.",name); free_string(sack->short_descr); free_string(sack->description); sack->short_descr = str_dup(buf1); sack->description = str_dup(buf2); obj_to_char(sack,ch); extract_obj(corpse); ch->mana -= 25; af.where = TO_AFFECTS; af.type = gsn_skin; af.modifier = 0; af.location = 0; af.duration = 24; af.level = ch->level; af.bitvector = 0; affect_to_char(ch,&af); return; } void do_butcher( CHAR_DATA *ch, char *argument) { OBJ_DATA *find_corpse; OBJ_DATA *corpse; OBJ_DATA *steak; OBJ_DATA *obj; OBJ_DATA *obj_next; int number, count; char *name; char *last_name; char arg1[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; corpse = NULL; if ( (get_skill(ch,gsn_butcher) == 0) || (ch->level < skill_table[gsn_butcher].skill_level[ch->class]) ) { send_to_char("But you don't know how to butcher.\n\r",ch); return; } one_argument(argument,arg1); number = number_argument(argument,arg1); count = 0; for (find_corpse = ch->in_room->contents; find_corpse != NULL; find_corpse = find_corpse->next_content) { if ((can_see_obj(ch,find_corpse) ) && ( arg1[0] == '\0' || is_name(arg1,find_corpse->name)) ) { if (++count == number ) corpse = find_corpse; } } if (corpse == NULL) { send_to_char("You don't have that.\n\r",ch); return; } if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC)) { send_to_char("You can only butcher a corpse.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_butcher]) { act("You fail and destroy $p.",ch,corpse,NULL,TO_CHAR); act("$n tries to butcher a corpse but fails and destroys it.",ch,NULL,NULL,TO_ROOM); extract_obj(corpse); return; } act("$n butchers $p.",ch,corpse,0,TO_ROOM); act("You butcher $p.",ch,corpse,0,TO_CHAR); name = corpse->short_descr; for (obj = corpse->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj_to_room(obj,ch->in_room); } steak = create_object(get_obj_index(OBJ_VNUM_STEAK),1); steak->level = corpse->level; last_name = name; last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; sprintf(buf1, "a steak of %s",name); sprintf(buf2, "a steak of %s is here.",name); free_string(steak->short_descr); free_string(steak->description); steak->short_descr = str_dup(buf1); steak->description = str_dup(buf2); obj_to_room(steak,ch->in_room); extract_obj(corpse); return; } /* for poisoning weapons and food/drink */ void do_envenom(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; AFFECT_DATA af; int percent,skill; /* find out what */ if (argument == '\0') { send_to_char("Envenom what item?\n\r",ch); return; } obj = get_obj_list(ch,argument,ch->carrying); if (obj== NULL) { send_to_char("You don't have that item.\n\r",ch); return; } if ((skill = get_skill(ch,gsn_envenom)) < 1) { send_to_char("Are you crazy? You'd poison yourself!\n\r",ch); return; } if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You fail to poison $p.",ch,obj,NULL,TO_CHAR); return; } if (number_percent() < skill) /* success! */ { act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM); act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR); if (!obj->value[3]) { obj->value[3] = 1; check_improve(ch,gsn_envenom,TRUE,4); } WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } act("You fail to poison $p.",ch,obj,NULL,TO_CHAR); if (!obj->value[3]) check_improve(ch,gsn_envenom,FALSE,4); WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj,WEAPON_FLAMING) || IS_WEAPON_STAT(obj,WEAPON_FROST) || IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj,WEAPON_SHARP) || IS_WEAPON_STAT(obj,WEAPON_VORPAL) || IS_WEAPON_STAT(obj,WEAPON_SHOCKING) || IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR); return; } if (obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH) { send_to_char("You can only envenom edged weapons.\n\r",ch); return; } if (IS_WEAPON_STAT(obj,WEAPON_POISON)) { act("$p is already envenomed.",ch,obj,NULL,TO_CHAR); return; } percent = number_percent(); if (percent < skill) { af.where = TO_WEAPON; af.type = gsn_poison; af.level = ch->level * percent / 100; af.duration = ch->level/2 * percent / 100; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj,&af); act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM); act("You coat $p with venom.",ch,obj,NULL,TO_CHAR); check_improve(ch,gsn_envenom,TRUE,3); WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } else { act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,gsn_envenom,FALSE,3); WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } } act("You can't poison $p.",ch,obj,NULL,TO_CHAR); return; } void do_fill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; 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, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } found = FALSE; for ( fountain = ch->in_room->contents; fountain != NULL; 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] != fountain->value[2] ) { 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; } sprintf(buf,"You fill $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act( buf, ch, obj,fountain, TO_CHAR ); sprintf(buf,"$n fills $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act(buf,ch,obj,fountain,TO_ROOM); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; return; } void do_pour (CHAR_DATA *ch, char *argument) { char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH]; OBJ_DATA *out, *in; CHAR_DATA *vch = NULL; int amount; argument = one_argument(argument,arg); if (arg[0] == '\0' || argument[0] == '\0') { send_to_char("Pour what into what?\n\r",ch); return; } if ((out = get_obj_carry(ch,arg, ch)) == NULL) { send_to_char("You don't have that item.\n\r",ch); return; } if (out->item_type != ITEM_DRINK_CON) { send_to_char("That's not a drink container.\n\r",ch); return; } if (!str_cmp(argument,"out")) { if (out->value[1] == 0) { send_to_char("It's already empty.\n\r",ch); return; } out->value[1] = 0; out->value[3] = 0; sprintf(buf,"You invert $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf,ch,out,NULL,TO_CHAR); sprintf(buf,"$n inverts $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf,ch,out,NULL,TO_ROOM); return; } if ((in = get_obj_here(ch,argument)) == NULL) { vch = get_char_room(ch,argument); if (vch == NULL) { send_to_char("Pour into what?\n\r",ch); return; } in = get_eq_char(vch,WEAR_HOLD); if (in == NULL) { send_to_char("They aren't holding anything.",ch); return; } } if (in->item_type != ITEM_DRINK_CON) { send_to_char("You can only pour into other drink containers.\n\r",ch); return; } if (in == out) { send_to_char("You cannot change the laws of physics!\n\r",ch); return; } if (in->value[1] != 0 && in->value[2] != out->value[2]) { send_to_char("They don't hold the same liquid.\n\r",ch); return; } if (out->value[1] == 0) { act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR); return; } if (in->value[1] >= in->value[0]) { act("$p is already filled to the top.",ch,in,NULL,TO_CHAR); return; } amount = UMIN(out->value[1],in->value[0] - in->value[1]); in->value[1] += amount; out->value[1] -= amount; in->value[2] = out->value[2]; if (vch == NULL) { sprintf(buf,"You pour %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf,ch,out,in,TO_CHAR); sprintf(buf,"$n pours %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf,ch,out,in,TO_ROOM); } else { sprintf(buf,"You pour some %s for $N.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_CHAR); sprintf(buf,"$n pours you some %s.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_VICT); sprintf(buf,"$n pours some %s for $N.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_NOTVICT); } } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (ch->fighting != NULL) { send_to_char("You're too busy fighting to drink anything.\n\r", ch); return; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) < 0 ) { sprintf(buf,"Do_drink: bad liquid number, %d, on %s.", liquid, obj->short_descr); bug(buf,0); /* bug( "Do_drink: bad liquid number %d.", liquid ); */ liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) < 0 ) { sprintf(buf,"Do_drink: bad liquid number, %d, on %s.", liquid, obj->short_descr); bug(buf,0); /* bug( "Do_drink: bad liquid number %d.", liquid ); */ liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN(amount, obj->value[1]); break; } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 3 ); gain_condition(ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 3 ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "Your thirst is quenched.\n\r", ch ); if ( obj->value[3] != 0 ) { /* The drink was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } if (obj->value[0] > 0) obj->value[1] -= amount; return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if (ch->fighting != NULL) { send_to_char( "You're too busy fighting to worry about food.\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_HUNGER] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_HUNGER]; gain_condition( ch, COND_HUNGER, obj->value[1]*3); if ( condition <= 4 && ch->pcdata->condition[COND_HUNGER] > 4 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_HUNGER] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The food was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = number_fuzzy(obj->value[0]); af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } 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; OBJ_DATA *secondary; /* There's a pile of dual wield and trinal wield crap in here all over the * place...Very messy, but i was coding it in a rush...Ceran. */ if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } unequip_char( ch, obj ); secondary = get_eq_char(ch,WEAR_DUAL_WIELD); if (iWear == WEAR_WIELD && secondary != NULL) { unequip_char(ch,secondary); equip_char(ch,secondary,WEAR_WIELD); } if (iWear == WEAR_DUAL_WIELD) { act("$n stops dual wielding $p.",ch,obj,0,TO_ROOM); act("You stop dual wielding $p.",ch,obj,0,TO_CHAR); return TRUE; } act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { OBJ_DATA *secondary; OBJ_DATA *obj_check; bool wield_primary; OBJ_DATA *primary; OBJ_DATA *weapon; OBJ_DATA *oldobj; int sn, skill; bool status = FALSE; if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL ) { act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL ) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear two rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if (obj->pIndexData->vnum == OBJ_VNUM_BADGE) { obj_check = get_eq_char(ch,WEAR_NECK_1); if (obj_check != NULL && obj_check->pIndexData->vnum == OBJ_VNUM_BADGE) status = TRUE; obj_check = get_eq_char(ch,WEAR_NECK_2); if (obj_check != NULL && obj_check->pIndexData->vnum == OBJ_VNUM_BADGE) status = TRUE; if (status) { send_to_char("You are only able to wear one such item.\n\r",ch); return; } send_to_char("You feel at odds with the law!\n\r",ch); } if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL ) { act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You already wear two neck items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { oldobj =(get_eq_char(ch, WEAR_HEAD)); if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; act( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL && get_eq_char( ch, WEAR_WRIST_R ) != NULL && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL ) { act( "$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_L ); return; } if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL ) { act( "$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; } /* ====== DUAL WIELD STUFF STARTS HERE ======= */ /* Dual wielding and limiting to 2 hands for objects */ if (CAN_WEAR(obj,ITEM_HOLD)) { if ((get_eq_char(ch,WEAR_HOLD) == NULL) && (hands_full(ch)) ) { if (!fReplace) return; else { send_to_char("Your hands are full.\n\r",ch); return; } } if (!remove_obj(ch,WEAR_HOLD,fReplace)) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon.\n\r",ch); return; } act("$n holds $p in $s hands.",ch,obj,0,TO_ROOM); act("You hold $p in your hands.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_HOLD); return; } if (CAN_WEAR(obj,ITEM_WEAR_SHIELD)) { if ((get_eq_char(ch,WEAR_SHIELD) == NULL) && (hands_full(ch)) ) { if (!fReplace) return; else { send_to_char("Your hands are full.\n\r",ch); return; } } if (!remove_obj(ch,WEAR_SHIELD,fReplace)) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon.\n\r",ch); return; } act("$n wears $p as a shield.",ch,obj,0,TO_ROOM); act("You wear $p as a shield.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_SHIELD); return; } /* Lots of dual wield stuff now */ if (obj->item_type == ITEM_LIGHT) { if ((get_eq_char(ch,WEAR_LIGHT) == NULL) && (hands_full(ch)) ) { if (!fReplace) return; else { send_to_char("Your hands are full.\n\r",ch); return; } } if (!remove_obj(ch,WEAR_LIGHT,fReplace)) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon.\n\r",ch); return; } act("$n lights $p and holds it.",ch,obj,0,TO_ROOM); act("You light $p and hold it.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_LIGHT); return; } if (CAN_WEAR(obj,ITEM_WIELD)) { if (can_wield_tertiary(ch,obj,fReplace)) return; wield_primary = TRUE; primary = get_eq_char(ch,WEAR_WIELD); secondary = get_eq_char(ch,WEAR_DUAL_WIELD); if (primary == NULL && (hands_full(ch)) ) { if (!fReplace) return; else { send_to_char("Your hands are full.\n\r",ch); return; } } if (get_eq_char(ch, WEAR_DUAL_WIELD) != NULL) wield_primary = FALSE; if (primary != NULL && (!hands_full(ch)) ) wield_primary = FALSE; if (get_skill(ch,gsn_dual_wield) < 3 && (!IS_NPC(ch))) wield_primary = TRUE; if (ch->level < skill_table[gsn_dual_wield].skill_level[ch->class] && !IS_NPC(ch)) wield_primary = TRUE; if (ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)) wield_primary = TRUE; if (primary != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)) wield_primary = TRUE; if (primary != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(primary,WEAPON_TWO_HANDS)) wield_primary = TRUE; /* First attempt to dual wield if !primary. */ if (!wield_primary) { if (secondary == NULL) { if (obj->weight < primary->weight * 75/100 || obj->weight < 30) { act("$n dual wields $p.",ch,obj,0,TO_ROOM); act("You dual wield $p.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_DUAL_WIELD); switch(obj->value[0]) { default : sn = -1; break; case(WEAPON_SWORD): sn = gsn_sword; break; case(WEAPON_DAGGER): sn = gsn_dagger; break; case(WEAPON_SPEAR): sn = gsn_spear; break; case(WEAPON_MACE): sn = gsn_mace; break; case(WEAPON_AXE): sn = gsn_axe; break; case(WEAPON_FLAIL): sn = gsn_flail; break; case(WEAPON_WHIP): sn = gsn_whip; break; case(WEAPON_POLEARM): sn = gsn_polearm; break; case(WEAPON_STAFF): sn = gsn_staff; break; } skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$p feels like a part of you!",ch,obj,0,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,0,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,0,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR); else act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR); return; } } else if (obj->weight < secondary->weight) { if (!remove_obj(ch,WEAR_DUAL_WIELD,fReplace)) return; act("$n dual wields $p.",ch,obj,0,TO_ROOM); act("You dual wield $p.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_DUAL_WIELD); switch(obj->value[0]) { default : sn = -1; break; case(WEAPON_SWORD): sn = gsn_sword; break; case(WEAPON_DAGGER): sn = gsn_dagger; break; case(WEAPON_SPEAR): sn = gsn_spear; break; case(WEAPON_MACE): sn = gsn_mace; break; case(WEAPON_AXE): sn = gsn_axe; break; case(WEAPON_FLAIL): sn = gsn_flail; break; case(WEAPON_WHIP): sn = gsn_whip; break; case(WEAPON_POLEARM): sn = gsn_polearm; break; case (WEAPON_STAFF): sn = gsn_staff; break; } skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$p feels like a part of you!",ch,obj,0,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,0,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,0,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR); else act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR); return; } else { if (!remove_obj(ch,WEAR_WIELD,fReplace)) return; if (secondary->weight < obj->weight*75/100 || secondary->weight < 30) { if (get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield * 10)) { send_to_char("It is too heavy for you to wield.\n\r",ch); return; } act("$n wields $p.",ch,obj,0,TO_ROOM); act("You wield $p.",ch,obj,0,TO_CHAR); unequip_char(ch,secondary); equip_char(ch,obj,WEAR_WIELD); equip_char(ch,secondary,WEAR_DUAL_WIELD); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$p feels like a part of you!",ch,obj,0,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,0,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,0,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR); else act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR); return; } act("$p is too heavy to dual wield,",ch,obj,0,TO_CHAR); return; } } /* If you can't wield the dual weapon then see if you can replace primary */ if (!remove_obj(ch,WEAR_WIELD,fReplace)) return; if (get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield * 10 )) { send_to_char("It is too heavy for you to wield.\n\r",ch); return; } if (ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)) { if (get_eq_char(ch,WEAR_SHIELD) != NULL || get_eq_char(ch,WEAR_HOLD) != NULL || get_eq_char(ch,WEAR_LIGHT) != NULL || get_eq_char(ch,WEAR_WIELD) != NULL) { send_to_char("You need both hands free for that weapon.\n\r",ch); return; } } act("$n wields $p.",ch,obj,0,TO_ROOM); act("You wield $p.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_WIELD); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$p feels like a part of you!",ch,obj,0,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,0,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,0,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR); else act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR); return; } /* ==== END DUAL_WIELD CODE ======= */ if ( CAN_WEAR(obj,ITEM_WEAR_BRAND) ) { if (!remove_obj(ch,WEAR_BRAND, fReplace) ) return; act("You wear it.",ch,obj,NULL,TO_CHAR); equip_char(ch,obj,WEAR_BRAND); 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 ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( IS_NPC(ch) && IS_AFFECTED(ch,AFF_CHARM)) { send_to_char( "A mob wearing eq? Ha!\n\r", 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 && can_see_obj( ch, obj ) ) { wear_obj( ch, obj, FALSE ); if (obj->wear_loc != WEAR_NONE) { if (obj->pIndexData->vnum == 24418 ) wear_obj_girdle(ch,obj); if (obj->pIndexData->vnum == 14739) wear_obj_symbol_magic(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1 || obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2) wear_obj_wizardry(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_TIARA) wear_obj_tiara(ch,obj); if (obj->pIndexData->vnum == 19445) /* strange bracers */ wear_obj_bracers(ch,obj); if (obj->pIndexData->vnum == 14005) /* black zhentil robes */ wear_obj_zhentil_robe(ch,obj); if (obj->pIndexData->vnum == 29711) /* gauntlets of striking */ wear_obj_gauntlets_striking(ch,obj); if (obj->pIndexData->vnum == 13711) wear_obj_fallen_wings(ch,obj); if (obj->pIndexData->vnum == 14728) /* black dragon hide */ wear_obj_black_hide(ch,obj); if (obj->pIndexData->vnum == 29805) /* misty cloak */ wear_obj_misty_cloak(ch,obj); if (obj->pIndexData->vnum == 29749) /* cloak of underworld */ wear_obj_cloak_underworld(ch,obj); if (obj->pIndexData->vnum == 29788) /* red dragonstar */ wear_obj_red_dragonstar(ch,obj); if (obj->pIndexData->vnum == 29789) /* black dragonstar */ wear_obj_black_dragonstar(ch,obj); } } } return; } else { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); if (obj->wear_loc != WEAR_NONE) { if (obj->pIndexData->vnum == 24418) wear_obj_girdle(ch,obj); if (obj->pIndexData->vnum == 14739) wear_obj_symbol_magic(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1 || obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2) wear_obj_wizardry(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_TIARA) wear_obj_tiara(ch,obj); if (obj->pIndexData->vnum == 19445) /* strange bracers */ wear_obj_bracers(ch,obj); if (obj->pIndexData->vnum == 29788) /* red dragonstar */ wear_obj_red_dragonstar(ch,obj); if (obj->pIndexData->vnum == 29789) /* black dragonstar */ wear_obj_black_dragonstar(ch,obj); if (obj->pIndexData->vnum == 14005) /* black zhentil robes */ wear_obj_zhentil_robe(ch,obj); if (obj->pIndexData->vnum == 29711) /* gauntlets of striking */ wear_obj_gauntlets_striking(ch,obj); if (obj->pIndexData->vnum == 13711) wear_obj_fallen_wings(ch,obj); if (obj->pIndexData->vnum == 14728) /* black dragon hide */ wear_obj_black_hide(ch,obj); if (obj->pIndexData->vnum == 29805) /* misty cloak */ wear_obj_misty_cloak(ch,obj); if (obj->pIndexData->vnum == 29749) /* cloak of underworld */ wear_obj_cloak_underworld(ch,obj); } } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", 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 && can_see_obj( ch, obj ) && obj->wear_loc != WEAR_BRAND ) remove_obj( ch, obj->wear_loc, TRUE ); if (obj->wear_loc == WEAR_NONE) { if (obj->pIndexData->vnum == 24418) remove_obj_girdle(ch,obj); if (obj->pIndexData->vnum == 14739) remove_obj_symbol_magic(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1 || obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2) remove_obj_wizardry(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_TIARA) remove_obj_tiara(ch,obj); if (obj->pIndexData->vnum == 19445) remove_obj_bracers(ch,obj); if (obj->pIndexData->vnum == 29711) /* gauntlets of striking */ remove_obj_gauntlets_striking(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_HEAVENLY_SCEPTRE) remove_obj_sceptre(ch,obj); if (obj->pIndexData->vnum == 13711) remove_obj_fallen_wings(ch,obj); if (obj->pIndexData->vnum == 14728) /* black dragon hide */ remove_obj_black_hide(ch,obj); if (obj->pIndexData->vnum == 29805) /* misty cloak */ remove_obj_misty_cloak(ch,obj); if (obj->pIndexData->vnum == 29749) /* cloak of underworld */ remove_obj_cloak_underworld(ch,obj); if (obj->pIndexData->vnum == 29788) /* red dragonstar */ remove_obj_red_dragonstar(ch,obj); if (obj->pIndexData->vnum == 29789) /* black dragonstar */ remove_obj_black_dragonstar(ch,obj); } } reslot_weapon(ch); return; } else if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); reslot_weapon(ch); if (obj->wear_loc == WEAR_NONE) { if (obj->pIndexData->vnum == 24418) remove_obj_girdle(ch,obj); if (obj->pIndexData->vnum == 14739) remove_obj_symbol_magic(ch,obj); if (obj->pIndexData->vnum == 19445) remove_obj_bracers(ch,obj); if (obj->pIndexData->vnum == 29711) /* gauntlets of striking */ remove_obj_gauntlets_striking(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1 || obj->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2) remove_obj_wizardry(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_TIARA) remove_obj_tiara(ch,obj); if (obj->pIndexData->vnum == OBJ_VNUM_HEAVENLY_SCEPTRE) remove_obj_sceptre(ch,obj); if (obj->pIndexData->vnum == 13711) remove_obj_fallen_wings(ch,obj); if (obj->pIndexData->vnum == 14728) /* black dragon hide */ remove_obj_black_hide(ch,obj); if (obj->pIndexData->vnum == 29805) /* misty cloak */ remove_obj_misty_cloak(ch,obj); if (obj->pIndexData->vnum == 29749) /* cloak of underworld */ remove_obj_cloak_underworld(ch,obj); if (obj->pIndexData->vnum == 29788) /* red dragonstar */ remove_obj_red_dragonstar(ch,obj); if (obj->pIndexData->vnum == 29789) /* black dragonstar */ wear_obj_black_dragonstar(ch,obj); } return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *ibj; OBJ_DATA *ibj_next; int silver; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument( argument, arg ); if (!IS_NPC(ch)) { if (ch->pcdata->death_status == HAS_DIED) { send_to_char("You are a hovering spirit, you can't sacrifice anything!\n\r",ch); return; } } if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( "$n offers $mself to the gods, who graciously decline.", ch, NULL, NULL, TO_ROOM ); send_to_char( "The gods appreciate your offer and may accept it later.\n\r", ch ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( obj->item_type == ITEM_CORPSE_PC ) { send_to_char( "The gods wouldn't like that.\n\r",ch); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) { act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch,obj,gch,TO_CHAR); return; } } silver = UMAX(1,obj->level * 3); if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) silver = UMIN(silver,obj->cost); if (obj->pIndexData->vnum == OBJ_VNUM_BLOOD_BRACELET) if (sacrifice_obj_bracelet(ch,obj)) return; if (obj->item_type == ITEM_CORPSE_NPC) { if (obj->contains) { for (ibj = obj->contains ; ibj != NULL ; ibj = ibj_next) { ibj_next = ibj->next_content; obj_from_obj(ibj); obj_to_room(ibj, obj->in_room); } } } if (silver == 1) send_to_char( "The gods give you one silver coin for your sacrifice.\n\r", ch ); else { sprintf(buf,"The gods give you %d silver coins for your sacrifice.\n\r", silver); send_to_char(buf,ch); } ch->silver += silver; if (IS_SET(ch->act,PLR_AUTOSPLIT) ) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members > 1 && silver > 1) { sprintf(buffer,"%d",silver); do_split(ch,buffer); } } act( "$n sacrifices $p to the gods.", ch, obj, NULL, TO_ROOM ); wiznet("$N sends up $p as a burnt offering.", ch,obj,WIZ_SACCING,0,0); extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (ch->clan == 4) { send_to_char("You are a Crusader, you don't use such things as potions!\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } if ( ch->fighting != NULL ) { send_to_char( "You're too busy fighting to quaff.\n\r", ch ); return; } act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (ch->clan == 4) { send_to_char("You are a Crusader, you don't use such things as scrolls!\n\r",ch); return; } if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } if ( ch->level < scroll->level) { send_to_char( "This scroll is too complex for you to comprehend.\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char( "You're too busy fighting to recite.\n\r", ch); return; } /* if (obj->pIndexData->vnum == 29739 && ch->class != CLASS_NECROMANCER) { send_to_char("You can't recite this scroll of dark power.\n\r",ch); return; } */ obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5) { send_to_char("You mispronounce a syllable.\n\r",ch); check_improve(ch,gsn_scrolls,FALSE,2); if (scroll->pIndexData->vnum == 29806) { recite_libram_conjuration(ch,victim,scroll,obj, FALSE); return; } } else if (scroll->pIndexData->vnum == 29806) { recite_libram_conjuration(ch,victim,scroll,obj, TRUE); return; } else { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); check_improve(ch,gsn_scrolls,TRUE,2); } extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if (staff->pIndexData->vnum == 29750) { brandish_sceptre_dead(ch,staff); return; } if (staff->pIndexData->vnum == OBJ_VNUM_HORN_VALERE) { obj_brandish_horn_valere(ch,staff); return; } if (ch->clan == 4) { send_to_char("You are a Crusader, you don't use such things as staves!\n\r",ch); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); if ( ch->level < staff->level || number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5) { act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR); act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_staves,FALSE,2); } else for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); check_improve(ch,gsn_staves,TRUE,2); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument( argument, arg ); if (ch->clan == 4) { send_to_char("You are a Crusader, you don't use such things as wands!\n\r",ch); return; } if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); act( "$n zaps you with $p.",ch, wand, victim, TO_VICT ); } else { act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } if (ch->level < wand->level || number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5) { act( "Your efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_CHAR); act( "$n's efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_ROOM); check_improve(ch,gsn_wands,FALSE,2); } else { obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); check_improve(ch,gsn_wands,TRUE,2); } } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; int chance; if(get_skill(ch,gsn_steal)==0||ch->level<skill_table[gsn_steal].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } /* if (victim->morph_form[0]==9) { send_to_char( "They aren't here.\n\r",ch); return; } */ if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if (victim->fighting != NULL) { send_to_char("Can't steal while that person is fighting.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_steal].beats ); chance = get_skill(ch,gsn_steal); percent = number_percent(); percent += 25; percent += ((victim->level - ch->level)*2); if (IS_AWAKE(victim)) { percent -= get_curr_stat(ch,STAT_DEX); percent += get_curr_stat(victim,STAT_INT)/2; percent += get_curr_stat(victim,STAT_DEX)/3; } /* if (ch->level < skill_table[gsn_steal].skill_level[ch->class]) chance = 0;*/ if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER) ) chance = 0; if (!IS_AWAKE(victim)) { /* if (ch->level >= victim->level) chance += ( (victim->level - ch->level) * 25); else chance += 20;*/ chance+=100; } if ( percent > chance) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); affect_strip(ch,gsn_sneak); REMOVE_BIT(ch->affected_by,AFF_SNEAK); check_improve(ch,gsn_steal,FALSE,2); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); switch(number_range(0,3)) { case 0 : sprintf( buf, "%s is a lousy thief!", ch->name ); break; case 1 : sprintf( buf, "%s couldn't rob %s way out of a paper bag!", ch->name,(ch->sex == 2) ? "her" : "his"); break; case 2 : sprintf( buf,"%s tried to rob me!",ch->name ); break; case 3 : sprintf(buf,"Keep your hands out of there, %s!",ch->name); break; } if (IS_AWAKE(victim) && !IS_NPC(victim)) do_yell( victim, buf ); if ( !IS_NPC(ch)) { if ( IS_NPC(victim) && IS_AWAKE(victim)) { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { sprintf(buf,"$N tried to steal from %s.",victim->name); wiznet(buf,ch,NULL,WIZ_FLAGS,0,0); } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) || !str_cmp( arg1, "silver")) { int gold, silver; gold = victim->gold * number_range(1, ch->level) / 60; silver = victim->silver * number_range(1,ch->level) / 60; if ( gold <= 0 && silver <= 0 ) { send_to_char( "You couldn't get any coins.\n\r", ch ); return; } ch->gold += gold; ch->silver += silver; victim->silver -= silver; victim->gold -= gold; if (silver <= 0) sprintf( buf, "Bingo! You got %d gold coins.\n\r", gold ); else if (gold <= 0) sprintf( buf, "Bingo! You got %d silver coins.\n\r",silver); else sprintf(buf, "Bingo! You got %d silver and %d gold coins.\n\r", silver,gold); send_to_char( buf, ch ); check_improve(ch,gsn_steal,TRUE,2); return; } if ( ( obj = get_obj_carry( victim, arg1, ch ) ) == NULL ) { 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)) { 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 ); check_improve(ch,gsn_steal,TRUE,2); send_to_char( "Got it!\n\r", ch ); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { /*char buf[MAX_STRING_LENGTH];*/ CHAR_DATA *keeper; SHOP_DATA *pShop; pShop = NULL; for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) { if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL ) break; } if ( pShop == NULL ) { 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_yell( 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_yell( keeper, buf ); return NULL; } */ /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_say( keeper, "Sorry, I am closed. Come back later." ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_say( keeper, "Sorry, I am closed. 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; } /* insert an object at the right spot for the keeper */ void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch ) { OBJ_DATA *t_obj, *t_obj_next; /* see if any duplicates are found */ for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next) { t_obj_next = t_obj->next_content; if (obj->pIndexData == t_obj->pIndexData && !str_cmp(obj->short_descr,t_obj->short_descr)) { /* if this is an unlimited item, destroy the new one */ if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY)) { extract_obj(obj); return; } obj->cost = t_obj->cost; /* keep it standard */ break; } } if (t_obj == NULL) { obj->next_content = ch->carrying; ch->carrying = obj; } else { obj->next_content = t_obj->next_content; t_obj->next_content = obj; } obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* get an object from a shopkeeper's list */ OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content ) { if (obj->wear_loc == WEAR_NONE && can_see_obj( keeper, obj ) && can_see_obj(ch,obj) && is_name( arg, obj->name ) ) { if ( ++count == number ) return obj; /* skip other objects of the same name */ while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr,obj->next_content->short_descr)) obj = obj->next_content; } } return NULL; } int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) { SHOP_DATA *pShop; int cost; if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL ) 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; } } if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)) for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content ) { if ( obj->pIndexData == obj2->pIndexData && !str_cmp(obj->short_descr,obj2->short_descr) ) if (IS_OBJ_STAT(obj2,ITEM_INVENTORY)) cost /= 2; else cost = cost * 3 / 4; } } if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) { if (obj->value[1] == 0) cost /= 4; else cost = cost * obj->value[2] / obj->value[1]; } return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cost,roll; if ( argument[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( IS_NPC(ch) ) return; argument = one_argument(argument,arg); /* hack to make new thalos pets work */ if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { 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 == NULL || !IS_SET(pet->act, ACT_PET) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if ( ch->pet != NULL ) { send_to_char("You already own a pet.\n\r",ch); return; } cost = 10 * pet->level * pet->level; if ( (ch->silver + 100 * ch->gold) < cost ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if ( ch->level < pet->level ) { send_to_char( "You're not powerful enough to master this pet.\n\r", ch ); return; } /* haggle */ roll = number_percent(); if (roll < get_skill(ch,gsn_haggle)) { cost -= cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to %d coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,gsn_haggle,TRUE,4); } deduct_cost(ch,cost); pet = create_mobile( pet->pIndexData ); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; 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 ); pet->leader = ch; ch->pet = pet; send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj,*t_obj; char arg[MAX_INPUT_LENGTH]; int number, count = 1; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; number = mult_argument(argument,arg); obj = get_obj_keeper( ch,keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if (number < 1) { act("$n tells you 'Get real!",keeper,NULL,ch,TO_VICT); return; } if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (!IS_OBJ_STAT(obj,ITEM_INVENTORY)) { for (t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content) { if (t_obj->pIndexData == obj->pIndexData && !str_cmp(t_obj->short_descr,obj->short_descr)) count++; else break; } if (count < number) { act("$n tells you 'I don't have that many in stock.", keeper,NULL,ch,TO_VICT); ch->reply = keeper; return; } } if ( (ch->silver + ch->gold * 100) < cost * number ) { if (number > 1) act("$n tells you 'You can't afford to buy that many.", keeper,obj,ch,TO_VICT); else act( "$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 + 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 + number * get_obj_weight(obj) > can_carry_w(ch)) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } /* haggle */ roll = number_percent(); if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,gsn_haggle)) { cost -= obj->cost / 2 * roll / 100; act("You haggle with $N.",ch,NULL,keeper,TO_CHAR); check_improve(ch,gsn_haggle,TRUE,4); } if (number > 1) { sprintf(buf,"$n buys $p[%d].",number); act(buf,ch,obj,NULL,TO_ROOM); sprintf(buf,"You buy $p[%d] for %d silver.",number,cost * number); act(buf,ch,obj,NULL,TO_CHAR); } else { act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); sprintf(buf,"You buy $p for %d silver.",cost); act( buf, ch, obj, NULL, TO_CHAR ); } deduct_cost(ch,cost * number); keeper->gold += cost * number/100; keeper->silver += cost * number - (cost * number/100) * 100; for (count = 0; count < number; count++) { if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) t_obj = create_object( obj->pIndexData, obj->level ); else { t_obj = obj; obj = obj->next_content; obj_from_char( t_obj ); } if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj,ITEM_HAD_TIMER)) t_obj->timer = 0; REMOVE_BIT(t_obj->extra_flags,ITEM_HAD_TIMER); obj_to_char( t_obj, ch ); if (cost < t_obj->cost) t_obj->cost = cost; } } } void do_list( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; bool found; /* hack to make new thalos pets work */ if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { 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; send_to_char( "Pets for sale:\n\r", ch ); } sprintf( buf, "[%2d] %8d - %s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); send_to_char( buf, ch ); } } if ( !found ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost,count; bool found; char arg[MAX_INPUT_LENGTH]; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; one_argument(argument,arg); found = FALSE; for ( obj = keeper->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && ( cost = get_cost( keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || is_name(arg,obj->name) )) { if ( !found ) { found = TRUE; send_to_char( "[Lv Price Qty] Item\n\r", ch ); } if (IS_OBJ_STAT(obj,ITEM_INVENTORY)) sprintf(buf,"[%2d %5d -- ] %s\n\r", obj->level,cost,obj->short_descr); else { count = 1; while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr, obj->next_content->short_descr)) { obj = obj->next_content; count++; } sprintf(buf,"[%2d %5d %2d ] %s\n\r", obj->level,cost,count,obj->short_descr); } send_to_char( buf, ch ); } } if ( !found ) send_to_char( "You can't buy anything here.\n\r", ch ); return; } } void do_sell( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost,roll; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Sell what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { 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("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost > (keeper-> silver + 100 * keeper->gold) ) { act("$n tells you 'I'm afraid I don't have enough wealth to buy $p.", keeper,obj,ch,TO_VICT); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); /* haggle */ roll = number_percent(); if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,gsn_haggle)) { send_to_char("You haggle with the shopkeeper.\n\r",ch); cost += obj->cost / 2 * roll / 100; cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100); cost = UMIN(cost,(keeper->silver + 100 * keeper->gold)); check_improve(ch,gsn_haggle,TRUE,4); } sprintf( buf, "You sell $p for %d silver and %d gold piece%s.", cost - (cost/100) * 100, cost/100, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost/100; ch->silver += cost - (cost/100) * 100; deduct_cost(keeper,cost); if ( keeper->gold < 0 ) keeper->gold = 0; if ( keeper->silver< 0) keeper->silver = 0; if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)) { extract_obj( obj ); } else { obj_from_char( obj ); if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(50,100); obj_to_keeper( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf( buf, "$n tells you 'I'll give you %d silver and %d gold coins for $p'.", cost - (cost/100) * 100, cost/100 ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } void do_request(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; CHAR_DATA *victim; OBJ_DATA *obj; char i_name[MAX_INPUT_LENGTH]; char m_name[MAX_INPUT_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char *target_name; target_name = one_argument(argument,i_name); /* syntax: request <obj> <mob> */ one_argument(target_name,m_name); if (IS_NPC(ch)) return; /* NPCs can't request */ if (i_name[0] == '\0' || m_name[0] == '\0') { send_to_char("Request what of whom?\n\r",ch); return; } if ((victim = get_char_room(ch,m_name)) == NULL ) { send_to_char("They aren't here.\n\r",ch); return; } if (is_affected(ch,gsn_request)) { send_to_char("You are still in conemplation of the last act of generosity.\n\r",ch); return; } if (!IS_NPC(victim)) { send_to_char("Why not ask for it yourself?\n\r",ch); return; } if (victim->pIndexData->vnum == MOB_VNUM_LIFE) { sprintf(buf1,"Do not dare to request my belongings!"); sprintf(buf2,"Help! I'm being attacked by %s!",victim->short_descr); do_say(victim,buf1); do_yell(ch,buf2); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (!IS_GOOD(victim)) { sprintf(buf1, "You dare to ask for my belongings!"); sprintf(buf2, "Help! I'm being attacked by %s!",victim->short_descr); do_say(victim,buf1); do_yell(ch,buf2); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (!IS_GOOD(ch)) { sprintf(buf1,"You are unworthy to ask for anything!"); sprintf(buf2,"Help! I'm being attacked by %s!", victim->short_descr); do_say(victim,buf1); do_yell(ch,buf2); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if ( (obj = get_obj_list(victim, i_name, victim->carrying)) == NULL) { send_to_char("They do not have that object.\n\r",ch); return; } if (!can_see_obj(ch,obj) ) { send_to_char("They do not have that object.\n\r",ch); return; } if (!can_see(victim,ch)) { act("$N tells you, 'I don't give to those i can't see.'",ch,0,victim,TO_CHAR); return; } if (!can_see_obj(victim,obj)) { act("$N tells you, 'I'm afraid i can't see such an object.'",ch,0,victim,TO_CHAR); return; } if ((victim->level >= (ch->level + 8)) && victim->level < 58) { act("$N tells you, 'All in good time my child'.",ch,0,victim,TO_CHAR); return; } else if (victim->level >= 59 && ch->level < 51) { act("$N tells you, 'All in good time my child'.",ch,0,victim,TO_CHAR); return; } if (ch->move < obj->level) { act("$N tells you, 'You look tired, perhaps you should rest first'.",ch,0,victim,TO_CHAR); return; } if (ch->hit < (ch->max_hit*3/7)) { act("$N tells you, 'You look worn out, perhaps you should rest and get better first'.",ch,0,victim,TO_CHAR); return; } if ((obj->wear_loc != WEAR_NONE) && IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act("$N tells you, 'Alas, i am unable to release $p'.",ch,obj,victim,TO_CHAR); return; } if (IS_SET(obj->extra_flags,ITEM_NODROP) ) { act("$N tells you, 'Alas, i am unable to release $p.'",ch,obj,victim,TO_CHAR); return; } if ( ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch) ) { act("$N tells you, 'You can't carry the weight $n.'",ch,0,victim,TO_CHAR); return; } if ( ch->carry_number + 1 > can_carry_n(ch) ) { act("$N tells you, 'You can't carry that many items $n.'",ch,0,victim,TO_CHAR); return; } act("$n requests off $N.",ch,0,victim,TO_ROOM); if (obj->wear_loc != WEAR_NONE) { act("$n stops using $p.",victim,obj,NULL,TO_ROOM); act("You stop using $p.",victim,obj,NULL,TO_CHAR); } act("$N gives $p to $n.",ch,obj,victim,TO_NOTVICT); act("$N gives you $p.",ch,obj,victim,TO_CHAR); obj_from_char(obj); obj_to_char(obj,ch); send_to_char("You stop and contemplate the goodness you have seen in the world.\n\r",ch); af.where = TO_AFFECTS; af.type = gsn_request; af.modifier = 0; af.duration = 5; af.location = 0; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); ch->move -= obj->level; ch->hit -= obj->level; return; } bool hands_full(CHAR_DATA *ch) { int count; count = 0; if (get_eq_char(ch,WEAR_LIGHT) != NULL) count++; if (get_eq_char(ch,WEAR_WIELD) != NULL) count++; if (get_eq_char(ch,WEAR_HOLD) != NULL) count++; if (get_eq_char(ch,WEAR_SHIELD) != NULL) count++; if (get_eq_char(ch,WEAR_DUAL_WIELD) != NULL) count++; if (get_eq_char(ch,WEAR_TERTIARY_WIELD) != NULL) count++; if (ch->morph_form[0] == MORPH_ARM) count -= 1; if (count < 2) return FALSE; if (count > 2) bug("Hands full: Character holding %d items.",count); return TRUE; } void do_battleshield(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; AFFECT_DATA paf; OBJ_DATA *shield; int mod; if ( (get_skill(ch,gsn_battleshield) == 0) || ch->level < skill_table[gsn_battleshield].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (is_affected(ch,gsn_battleshield)) { send_to_char("You aren't up to forging a new shield yet.\n\r",ch); return; } if (ch->mana < 60) { send_to_char("You don't have the mana.\n\r",ch); return; } if (number_percent() > get_skill(ch,gsn_battleshield)) { send_to_char("You fail to forge a new battleshield.\n\r",ch); ch->mana -= 30; return; } ch->mana -= 60; shield = create_object(get_obj_index(OBJ_VNUM_BATTLESHIELD),ch->level); shield->level = ch->level; shield->value[0] = 8 + ch->level/10; shield->value[1] = 8 + ch->level/10; shield->value[2] = 8 + ch->level/10; shield->value[3] = 8 + ch->level/10; shield->value[4] = 8 + ch->level/10; af.where = TO_AFFECTS; af.type = gsn_battleshield; af.level = ch->level; af.duration = 24; af.bitvector = 0; af.modifier = 0; af.location = 0; affect_to_char(ch,&af); paf.where = TO_OBJECT; af.type = gsn_battleshield; af.level = ch->level; af.duration = -1; af.bitvector = 0; af.location = APPLY_DAMROLL; if (ch->level < 30) mod = 1; else if (ch->level < 40) mod = 2; else if (ch->level < 50) mod = 3; else mod = 4; af.modifier = 2 + mod; af.location = APPLY_DAMROLL; affect_to_obj(shield,&af); af.location = APPLY_HITROLL; affect_to_obj(shield,&af); af.location = APPLY_HIT; af.modifier = ch->level; affect_to_obj(shield,&af); af.location = APPLY_MOVE; affect_to_obj(shield,&af); af.location = APPLY_SAVES; af.modifier = -2*mod; affect_to_obj(shield,&af); obj_to_char(shield,ch); act("You forge $p!",ch,shield,0,TO_CHAR); act("$n forges $p!",ch,shield,0,TO_ROOM); return; } void do_embalm(CHAR_DATA *ch,char *argument) { OBJ_DATA *corpse; char arg[100]; if ( (get_skill(ch,gsn_embalm) == 0) || ch->level < skill_table[gsn_embalm].skill_level[ch->class]) { send_to_char("You don't know how to embalm corpses.\n\r",ch); return; } one_argument(argument,arg); if (arg[0] == '\0') { send_to_char("Embalm what?\n\r",ch); return; } if ( (corpse = get_obj_here(ch,arg)) == NULL) { send_to_char("You don't have that item to embalm.\n\r",ch); return; } if (corpse->item_type != ITEM_CORPSE_NPC) { act("$p isn't a corpse you can embalm.\n\r",ch,corpse,0,TO_CHAR); return; } if (corpse->value[4] == 1) { send_to_char("That corpse has already been embalmed.\n\r",ch); return; } if (number_percent() > ch->pcdata->learned[gsn_embalm]) { act("You spill your embalming fluids all over $p, ruining it.",ch,corpse,0,TO_CHAR); act("$n spills embalming fuilds over $p and ruins it.",ch,corpse,0,TO_ROOM); check_improve(ch,gsn_embalm,FALSE,4); extract_obj(corpse); return; } act("$n embalms $p!",ch,corpse,0,TO_ROOM); act("You succeed in embalming $p.",ch,corpse,0,TO_CHAR); corpse->timer += ch->level/2; corpse->value[4] = 1; check_improve(ch,gsn_embalm,FALSE,4); return; } void clan_shudder(int clan) { CHAR_DATA *ch; for (ch = char_list; ch != NULL; ch = ch->next) { if (ch->clan == clan) send_to_char("You feel a shudder in your Clan power!\n\r",ch); } return; } bool clan_down(CHAR_DATA *ch,int clan) { OBJ_DATA *obj; bool is_down; is_down = FALSE; for (obj = object_list; obj != NULL; obj = obj->next) { if (obj->pIndexData->clan == clan) break; } if (obj == NULL) return FALSE; if (obj->in_room == NULL) return FALSE; if (obj->carried_by != NULL) return FALSE; switch(clan) { case (CLAN_ANCIENT): if (obj->in_room->vnum == ROOM_VNUM_LIFE || obj->in_room->vnum == ROOM_VNUM_ENFORCER || obj->in_room->vnum == ROOM_VNUM_CRUSADER || obj->in_room->vnum == ROOM_VNUM_OUTLAW || obj->in_room->vnum == ROOM_VNUM_ARCANA) is_down = TRUE; break; case (CLAN_LIFE): if (obj->in_room->vnum == ROOM_VNUM_ANCIENT || obj->in_room->vnum == ROOM_VNUM_ENFORCER || obj->in_room->vnum == ROOM_VNUM_CRUSADER || obj->in_room->vnum == ROOM_VNUM_OUTLAW || obj->in_room->vnum == ROOM_VNUM_ARCANA) is_down = TRUE; break; case (CLAN_ARCANA): if (obj->in_room->vnum == ROOM_VNUM_LIFE || obj->in_room->vnum == ROOM_VNUM_ENFORCER || obj->in_room->vnum == ROOM_VNUM_CRUSADER || obj->in_room->vnum == ROOM_VNUM_OUTLAW || obj->in_room->vnum == ROOM_VNUM_ANCIENT) is_down = TRUE; break; case (CLAN_CRUSADER): if (obj->in_room->vnum == ROOM_VNUM_LIFE || obj->in_room->vnum == ROOM_VNUM_ENFORCER || obj->in_room->vnum == ROOM_VNUM_ANCIENT || obj->in_room->vnum == ROOM_VNUM_OUTLAW || obj->in_room->vnum == ROOM_VNUM_ARCANA) is_down = TRUE; break; case (CLAN_ENFORCER): if (obj->in_room->vnum == ROOM_VNUM_LIFE || obj->in_room->vnum == ROOM_VNUM_ANCIENT || obj->in_room->vnum == ROOM_VNUM_CRUSADER || obj->in_room->vnum == ROOM_VNUM_OUTLAW || obj->in_room->vnum == ROOM_VNUM_ARCANA) is_down = TRUE; break; case (CLAN_OUTLAW): if (obj->in_room->vnum == ROOM_VNUM_LIFE || obj->in_room->vnum == ROOM_VNUM_ENFORCER || obj->in_room->vnum == ROOM_VNUM_CRUSADER || obj->in_room->vnum == ROOM_VNUM_ANCIENT || obj->in_room->vnum == ROOM_VNUM_ARCANA) is_down = TRUE; break; } if (is_down) send_to_char("You can not find the Clan power within you.\n\r",ch); return is_down; } bool cant_carry(CHAR_DATA *ch, OBJ_DATA *obj) { bool status; status = FALSE; if (IS_NPC(ch)) { if (obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_ARCANA || obj->pIndexData->vnum == OBJ_VNUM_LIFE || obj->pIndexData->vnum == OBJ_VNUM_CRUSADER || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER || obj->pIndexData->vnum == OBJ_VNUM_OUTLAW) status = TRUE; } return status; } bool is_restricted(CHAR_DATA *ch,OBJ_DATA *obj) { /* int restrict; bool status; char *race; */ return FALSE; } /* if (IS_NPC(ch)) return FALSE; if (str_cmp(obj->owner,"none") && str_cmp(obj->owner,ch->name)) return TRUE; race = race_table[ch->race].name; restrict = obj->pIndexData->restrict_flags; status = FALSE; if (!str_cmp(race,"changeling")) { if (IS_SET(obj->wear_flags,ITEM_WEAR_BODY)) { send_to_char("Your race does not wear full body items.\n\r",ch); return TRUE; } } if (!restrict) return FALSE; if ((IS_SET(restrict,ANCIENT_ONLY) && ch->clan != CLAN_ANCIENT) || (IS_SET(restrict, ARCANA_ONLY) && ch->clan != CLAN_ARCANA) || (IS_SET(restrict, CRUSADER_ONLY) && ch->clan != CLAN_CRUSADER) || (IS_SET(restrict, ENFORCER_ONLY) && ch->clan != CLAN_ENFORCER) || (IS_SET(restrict, OUTLAW_ONLY) && ch->clan != CLAN_OUTLAW) || (IS_SET(restrict, LIFE_ONLY) && ch->clan != CLAN_LIFE) || (IS_SET(restrict, HUMAN_ONLY) && str_cmp(race,"human")) || (IS_SET(restrict, ELF_ONLY) && str_cmp(race,"elf")) || (IS_SET(restrict, GREY_ONLY) && str_cmp(race,"grey-elf")) || (IS_SET(restrict, DARK_ONLY) && str_cmp(race,"dark-elf")) || (IS_SET(restrict, GIANT_ONLY) && str_cmp(race,"giant")) || (IS_SET(restrict, TROLL_ONLY) && str_cmp(race,"troll")) || (IS_SET(restrict, CENTAUR_ONLY) && str_cmp(race,"centaur")) || (IS_SET(restrict, GNOME_ONLY) && str_cmp(race,"gnome")) || (IS_SET(restrict, DWARF_ONLY) && str_cmp(race,"dwarf")) || (IS_SET(restrict, DRACONIAN_ONLY) && str_cmp(race,"draconian"))) status = TRUE; if ( IS_SET(restrict, MAGE_ONLY) ) { if (ch->class != CLASS_CLERIC && ch->class != CLASS_CHANNELER && ch->class != CLASS_NECROMANCER && ch->class != CLASS_ELEMENTALIST) status = TRUE; } if ( (IS_SET(restrict, RANGER_ONLY) && ch->class != CLASS_RANGER) || (IS_SET(restrict, ANTI_PALADIN_ONLY) && ch->class != CLASS_ANTI_PALADIN) || (IS_SET(restrict, ASSASSIN_ONLY) && ch->class != CLASS_ASSASSIN) || (IS_SET(restrict, PALADIN_ONLY) && ch->class != CLASS_PALADIN) || (IS_SET(restrict, THIEF_ONLY) && ch->class != CLASS_THIEF) || (IS_SET(restrict, NECROMANCER_ONLY) && ch->class != CLASS_NECROMANCER) || (IS_SET(restrict, CHANNELER_ONLY) && ch->class != CLASS_CHANNELER) || (IS_SET(restrict, ELEMENTALIST_ONLY) && ch->class != CLASS_ELEMENTALIST) ) status = TRUE; if (IS_SET(restrict,RANGER_ONLY) && ch->class != CLASS_RANGER) status = TRUE; if (IS_SET(restrict,ANTI_PALADIN_ONLY) && ch->class != CLASS_ANTI_PALADIN) status = TRUE; if (IS_SET(restrict, ASSASSIN_ONLY) && ch->class != CLASS_ASSASSIN) status = TRUE; if (IS_SET(restrict, PALADIN_ONLY) && ch->class != CLASS_PALADIN ) status = TRUE; if (IS_SET(restrict, MONK_ONLY) && ch->class != CLASS_MONK ) status = TRUE; if (IS_SET(restrict, CLERIC_ONLY) && ch->class != CLASS_CLERIC ) status = TRUE; if (IS_SET(restrict, CHANNELER_ONLY) && ch->class != CLASS_CHANNELER ) status = TRUE; if (IS_SET(restrict, NECROMANCER_ONLY) && ch->class != CLASS_NECROMANCER ) status = TRUE; if (IS_SET(restrict, ELEMENTALIST_ONLY) && ch->class != CLASS_ELEMENTALIST ) status = TRUE; if (IS_SET(restrict, THIEF_ONLY) && ch->class != CLASS_THIEF ) status = TRUE; if (IS_SET(restrict, WARRIOR_ONLY) && ch->class != CLASS_WARRIOR ) status = TRUE; return status; } */ void do_trophy(CHAR_DATA *ch,char *argument) { AFFECT_DATA af; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char *name; char *last_name; OBJ_DATA *obj; OBJ_DATA *poncho; int chance; int vnum; one_argument(argument,arg); if ( ((chance = get_skill(ch,gsn_trophy)) == 0) || ch->level < skill_table[gsn_trophy].skill_level[ch->class]) { send_to_char("Huh?\n\r",ch); return; } if (is_affected(ch,gsn_trophy)) { send_to_char("You don't feel up to making a new trophy yet.\n\r",ch); return; } if (ch->mana < 30) { send_to_char("You don't have the mana.\n\r",ch); return; } obj = get_obj_carry(ch,arg,ch); if (obj == NULL || arg[0] == '\0') { send_to_char("Make a trophy from what body part?\n\r",ch); return; } vnum = obj->pIndexData->vnum; if (vnum != OBJ_VNUM_SEVERED_HEAD && vnum != OBJ_VNUM_TORN_HEART && vnum != OBJ_VNUM_SLICED_ARM && vnum != OBJ_VNUM_SLICED_LEG && vnum != OBJ_VNUM_GUTS && vnum != OBJ_VNUM_BRAINS) { send_to_char("You can't make a trophy from that.\n\r",ch); return; } if (number_percent() > chance) { act("$n tries to make a trophy from $p but destroys it.",ch,obj,0,TO_ROOM); send_to_char("You fail and destroy it.\n\r",ch); check_improve(ch,gsn_trophy,FALSE,1); ch->mana -= 15; extract_obj(obj); return; } act("$n makes a poncho from $p.",ch,obj,0,TO_ROOM); act("You make a bloody trophy from $p.",ch,obj,0,TO_CHAR); ch->mana -= 30; poncho = create_object(get_obj_index(OBJ_VNUM_PONCHO),0); name = obj->short_descr; last_name = name; last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; poncho->level = ch->level; sprintf(buf,"a poncho from the carcass of %s",name); free_string(poncho->short_descr); poncho->short_descr = str_dup(buf); sprintf(buf,"A blood stained poncho from the remains of %s lies here.",name); free_string(poncho->description); poncho->description = str_dup(buf); poncho->timer = 58; obj_to_char(poncho,ch); extract_obj(obj); af.where = TO_AFFECTS; af.type = gsn_trophy; af.duration = 60; af.location = 0; af.bitvector = 0; af.modifier = 0; af.level = ch->level; affect_to_char(ch,&af); check_improve(ch,gsn_trophy,TRUE,1); return; } void wear_obj_bracers(CHAR_DATA *ch,OBJ_DATA *obj) /* strange bracers */ { AFFECT_DATA af; int sn_haste; sn_haste = skill_lookup("haste"); affect_strip(ch,sn_haste); af.type = sn_haste; af.level = 51; af.modifier = 3; af.location = APPLY_DEX; af.duration = -1; af.bitvector = AFF_HASTE; af.where = TO_AFFECTS; affect_to_char(ch,&af); send_to_char("Your arms feel lighter and free of constraints.\n\r",ch); send_to_char("You feel yourself moving faster!\n\r",ch); act("$n appears to be moving faster.",ch,0,0,TO_ROOM); return; } void wear_obj_girdle(CHAR_DATA *ch, OBJ_DATA *obj) /* strange girdle */ { AFFECT_DATA af; if (IS_NPC(ch)) return; if (ch->morph_form[0] > 1) { send_to_char("Your your body rejects this item!\n\r",ch); return; } af.where = TO_AFFECTS; af.type = gsn_strange_form; af.level = 51; af.location = APPLY_MORPH_FORM; af.duration = -1; af.bitvector = 0; act("$n screams in agony as $s face contorts and twists!",ch,0,0,TO_ROOM); send_to_char("You feel an intense pain in your skull as your face twists and shifts!\n\r",ch); switch(number_range(0,2)) { case (0): af.modifier = 8; /* dragon */ affect_to_char(ch,&af); af.location = APPLY_DAMROLL; af.modifier = 4; affect_to_char(ch,&af); break; case (1): af.modifier = 6; /* goat */ affect_to_char(ch,&af); ch->pcdata->learned[gsn_chimera_goat] = 100; break; case (2): af.modifier = 7; /* lion */ affect_to_char(ch,&af); ch->pcdata->learned[gsn_chimera_lion] = 100; break; } send_to_char("You suddenly feel strangely different.\n\r",ch); return; } void remove_obj_bracers(CHAR_DATA *ch,OBJ_DATA *obj) /* strange bracers */ { int sn_haste; sn_haste = skill_lookup("haste"); if (!is_affected(ch,sn_haste)) return; affect_strip(ch,sn_haste); act("$n appears to be moving slower.",ch,0,0,TO_ROOM); send_to_char("Your arms suddenly feel much heavier.\n\r",ch); send_to_char("You are moving slowerr.\n\r",ch); return; } void remove_obj_girdle(CHAR_DATA *ch, OBJ_DATA *obj) { if (!is_affected(ch,gsn_strange_form)) return; act("$n's face twists and contorts.",ch,0,0,TO_ROOM); send_to_char("You feel your face melt back into it's normal shape.\n\r",ch); affect_strip(ch,gsn_strange_form); ch->pcdata->learned[gsn_chimera_lion] = 0; ch->pcdata->learned[gsn_chimera_goat] = 0; return; } /* void do_quest(CHAR_DATA *ch,char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int i, q_num; CHAR_DATA *questor; struct quest_data { char * name; int prize; }; static const struct quest_data quest_info[] = { {" ", 0}, {"The Dwarven Renegade", 2914}, {"", 0} }; for (questor = ch->in_room->people; questor != NULL; questor = ch->next_in_room) { if (!IS_NPC(questor)) continue; if (IS_SET(questor->act, ACT_QUESTOR)) break; } if (questor == NULL) { send_to_char("You can't do any quests from here.\n\r",ch); return; } q_num = ch->pcdata->quest; one_argument(argument,arg); if (arg[0] == '\0') { if (q_num != 0) { sprintf(buf,"You are already on %s quest.\n\r",quest_info[q_num].name); send_to_char(buf,ch); return; } send_to_char("The following quests are available:\n\r",ch); for (i = 1; i < 2; i++) { sprintf(buf,"%d. %s quest.\n\r",i,quest_info[i].name); send_to_char(buf,ch); } return; } return; } */ void do_demand(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char i_name[MAX_INPUT_LENGTH]; char m_name[MAX_INPUT_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char *target_name; int chance, vlevel; target_name = one_argument(argument,i_name); one_argument(target_name,m_name); chance = ch->pcdata->learned[gsn_demand]; if (chance == 0 || ch->level < skill_table[gsn_demand].skill_level[ch->class]) { send_to_char("You are hardly intimidating enough to demand off others.\n\r",ch); return; } if (IS_NPC(ch)) return; if ((victim = get_char_room(ch,m_name)) == NULL ) { send_to_char("They aren't here.\n\r",ch); return; } if (!IS_NPC(victim)) { send_to_char("Why not just threaten them in person?\n\r",ch); return; } vlevel = victim->level; chance /= 2; chance += (3*ch->level); chance -= 2*vlevel; if (IS_GOOD(victim)) chance -= 4*vlevel; else if (IS_EVIL(victim)) chance -= 2*vlevel; else chance -= 3*vlevel; vlevel += 8; if ((obj = get_obj_list(victim, i_name, victim->carrying)) == NULL) { send_to_char("They do not have that object.\n\r",ch); return; } if (!can_see_obj(ch,obj) ) { send_to_char("They do not have that object.\n\r",ch); return; } if (vlevel > ch->level || number_percent() > chance) { check_improve(ch,gsn_demand,FALSE,2); sprintf(buf1,"I don't think i'd give my belongings to one as weak as you!"); sprintf(buf2,"Help! I'm being attacked by %s!",victim->short_descr); do_say(victim,buf1); do_yell(ch,buf2); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (!can_see(victim,ch)) { act("$N tells you, 'I can't give to those i can't see.'",ch,0,victim,TO_CHAR); return; } if (!can_see_obj(victim,obj)) { act("$N tells you, 'I can't see such an object.'",ch,0,victim,TO_CHAR); return; } if (obj->level > ch->level + 8) { do_say(victim, "That item is far to precious to hand over to scum like you!"); sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr); do_yell(ch,buf1); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (ch->move < obj->level) { act("$N tells you, 'Hah! You couldn't even get away if i chased you!'.",ch,0,victim,TO_CHAR); sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr); do_yell(ch,buf1); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (ch->hit < (ch->max_hit*3/7)) { do_say(victim,"Hah! You look weak enough that even I could kill you!"); sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr); do_yell(ch,buf1); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (ch->mana < 30) { send_to_char("You don't have the mana.\n\r",ch); return; } if ((obj->wear_loc != WEAR_NONE) && IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR); act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR); act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT); return; } if (IS_SET(obj->extra_flags,ITEM_NODROP) ) { act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR); act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR); act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT); return; } if ( ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch) ) { act("$N tells you, 'You can't carry the weight $n.'",ch,0,victim,TO_CHAR); return; } if ( ch->carry_number + 1 > can_carry_n(ch) ) { act("$N tells you, 'You can't carry that many items $n.'",ch,0,victim,TO_CHAR); return; } act("$N caves in to the bully tactics of $n.",ch,0,victim,TO_NOTVICT); act("$N shivers in fright and caves in to your bully tactics.",ch,0,victim,TO_CHAR); if (obj->wear_loc != WEAR_NONE) { act("$n stops using $p.",victim,obj,NULL,TO_ROOM); act("You stop using $p.",victim,obj,NULL,TO_CHAR); } act("$N gives $p to $n.",ch,obj,victim,TO_NOTVICT); act("$N gives you $p.",ch,obj,victim,TO_CHAR); check_improve(ch,gsn_demand,TRUE,2); WAIT_STATE(ch,24); obj_from_char(obj); obj_to_char(obj,ch); ch->mana -= 30; ch->hit -= 30; return; } /* * Code for the trinal wield slot, by Ceran (goes with my dual wield * code. You need the morph_form[0] == MORPH_ARM to have the third * hand free to tri-wield with. I don't think any other mud has type of * code so i'm winging it on how the wield slot is used. * Also add to hands_full function: if (ch->morph_form[0] == MORPH_ARM) count--; */ bool can_wield_tertiary(CHAR_DATA *ch,OBJ_DATA *obj,bool fReplace) { OBJ_DATA *primary; OBJ_DATA *secondary; OBJ_DATA *tertiary; primary = get_eq_char(ch,WEAR_WIELD); secondary = get_eq_char(ch,WEAR_DUAL_WIELD); tertiary = get_eq_char(ch,WEAR_TERTIARY_WIELD); /* * This is pretty basic...it's identical to dual_wield slotting code but * you check for the third hand valid wearing conditions and return FALSE * if you can't tri-wield. This then automatically sends the weapon into * normal dual wield slotting process. */ reslot_weapon(ch); /* verify weapon slots in case of problems */ if (primary == NULL || secondary == NULL) return FALSE; if (ch->morph_form[0] != MORPH_ARM) return FALSE; if (get_skill(ch,gsn_tertiary_wield) < 5) return FALSE; if (ch->level < skill_table[gsn_tertiary_wield].skill_level[ch->class]) return FALSE; if (hands_full(ch) && (get_eq_char(ch,WEAR_HOLD) != NULL || get_eq_char(ch,WEAR_SHIELD) != NULL || get_eq_char(ch,WEAR_LIGHT) != NULL) ) return FALSE; if ( obj->weight > 60) return FALSE; if ( obj->weight > secondary->weight) return FALSE; if (!remove_obj(ch,WEAR_TERTIARY_WIELD,fReplace)) return FALSE; act("$n wields $p in $s changeling hand.",ch,obj,0,TO_ROOM); act("You wield $p in your changeling hand.",ch,obj,0,TO_CHAR); equip_char(ch,obj,WEAR_TERTIARY_WIELD); report_weapon_skill(ch,obj); return TRUE; } void reslot_weapon(CHAR_DATA *ch) { OBJ_DATA *primary; OBJ_DATA *secondary; OBJ_DATA *tertiary; primary = get_eq_char(ch,WEAR_WIELD); secondary = get_eq_char(ch,WEAR_DUAL_WIELD); tertiary = get_eq_char(ch,WEAR_TERTIARY_WIELD); if (primary == NULL && secondary != NULL) { unequip_char(ch,secondary); equip_char(ch,secondary,WEAR_WIELD); primary = secondary; secondary = NULL; } if (secondary == NULL && tertiary != NULL) { unequip_char(ch,tertiary); if (primary == NULL) { equip_char(ch,tertiary,WEAR_WIELD); primary = tertiary; tertiary = NULL; } else { equip_char(ch,tertiary,WEAR_DUAL_WIELD); } } return; } void report_weapon_skill(CHAR_DATA *ch,OBJ_DATA *obj) { int skill, sn; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (obj->item_type != ITEM_WEAPON) { sprintf(buf,"report_weapon_skill: Bad obj->type, %d, vnum %d, carried by %s.", obj->item_type, obj->pIndexData->vnum,ch->name); bug(buf,0); return; } if (obj->value[0] == WEAPON_DAGGER) sn = gsn_dagger; else if (obj->value[0] == WEAPON_SWORD) sn = gsn_sword; else if (obj->value[0] == WEAPON_MACE) sn = gsn_mace; else if (obj->value[0] == WEAPON_SPEAR) sn = gsn_spear; else if (obj->value[0] == WEAPON_AXE) sn = gsn_axe; else if (obj->value[0] == WEAPON_FLAIL) sn = gsn_flail; else if (obj->value[0] == WEAPON_STAFF) sn = gsn_staff; else sn = -1; if (sn == -1) skill = ch->level * 3; else skill = ch->pcdata->learned[sn]; if (skill >= 100) act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,0,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,0,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR); else act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR); return; } void wear_obj_gauntlets_striking(CHAR_DATA *ch, OBJ_DATA *obj) { send_to_char("You feel as if you can strike with far deadlier power than before!\n\r",ch); return; } void remove_obj_gauntlets_striking(CHAR_DATA *ch, OBJ_DATA *obj) { send_to_char("Your hands don't feel quite so powerful anymore.\n\r",ch); return; } /* In sacrifice for elf blood bracelet */ bool sacrifice_obj_bracelet(CHAR_DATA *ch, OBJ_DATA *obj) { OBJ_DATA *new_obj; if (IS_EVIL(ch)) return FALSE; act("A white light slowly surrounds $p as the soul of the damned elf is freed.",ch,obj,0,TO_ROOM); act("A white light slowly surrounds $p as the soul of the damned elf is freed.",ch,obj,0,TO_CHAR); extract_obj(obj); new_obj = create_object(get_obj_index(OBJ_VNUM_HAIR_BRACELET),0); if (new_obj->pIndexData->limcount >= new_obj->pIndexData->limtotal) return TRUE; obj_to_char(new_obj,ch); act("When the glow fades $p has miraculously taken it's place!",ch,new_obj,0,TO_ROOM); act("When the glow fades $p has miraculously taken it's place!",ch,new_obj,0,TO_CHAR); return TRUE; } /* tiara & rings of wizardry....do several unseen things: Rings: 1. Raises spellcraft percent by 5. 2. Lowers mana cost of all spells by 10% (20% for high ring) 3. Reduces magic damage past 200 points by 25%. (After sanc) Tiara: 1. Regens mana at 1d3 mana per PULSE_VIOLENCE. 2. Reduces magic damage past 150 points by 50%. (after sanc) Remove these progs if you don't want to use the Drannor areas. */ void wear_obj_wizardry(CHAR_DATA *ch, OBJ_DATA *obj) { send_to_char("You attuned to the forces of magic.\n\r",ch); return; } void remove_obj_wizardry(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel less attuned to the forces of magic.\n\r",ch); return; } void wear_obj_tiara(CHAR_DATA *ch,OBJ_DATA *obj) { act("$n is surrounded by a blue aura.",ch,0,0,TO_ROOM); send_to_char("You are surrounded by a blue aura.\n\r",ch); return; } void remove_obj_tiara(CHAR_DATA *ch, OBJ_DATA *obj) { send_to_char("The blue aura around you fades.\n\r",ch); return; } void remove_obj_sceptre(CHAR_DATA *ch,OBJ_DATA *obj) { int sn_frenzy; sn_frenzy = skill_lookup("heavenly wrath"); if (is_affected(ch,sn_frenzy)) { send_to_char("The heavenly wrath bestowed upon you fades away.\n\r",ch); affect_strip(ch,sn_frenzy); } return; } void obj_brandish_horn_valere(CHAR_DATA *ch,OBJ_DATA *obj) { CHAR_DATA *warrior1; CHAR_DATA *warrior2 = NULL; CHAR_DATA *warrior3 = NULL; CHAR_DATA *bane; int num; for (bane = ch->in_room->people; bane != NULL; bane = bane->next_in_room) { if (!IS_NPC(bane)) continue; if (bane->pIndexData->vnum == 13718 && (bane->fighting == ch || ch->fighting == bane) ) break; } if (!str_cmp(class_table[ch->class].name,"warrior")) num = 3; else if (!str_cmp(class_table[ch->class].name,"paladin")) num = 3; else if (!str_cmp(class_table[ch->class].name,"ranger")) num = 2; else if (!str_cmp(class_table[ch->class].name,"cleric")) num = 2; else if (!str_cmp(class_table[ch->class].name,"monk")) num = 3; else if (!str_cmp(class_table[ch->class].name,"anti-paladin")) num = 0; else if (!str_cmp(class_table[ch->class].name,"assassin")) num = 0; else if (!str_cmp(class_table[ch->class].name,"necromancer")) num = 0; else num = 1; if (bane == NULL || IS_NPC(ch) || num == 0) { act("$n raises $p and blows a resounding call but nothing happens.",ch,obj,0,TO_ROOM); act("You raise $p and blow a resounding call but nothing happens.",ch,obj,0,TO_CHAR); obj->value[1] -= 1; if (obj->value[1] > 0) return; act("$p crumbles to dust.",ch,obj,0,TO_ROOM); act("$p crumbles to dust.",ch,obj,0,TO_CHAR); extract_obj(obj); return; } act("$n raises $p and blows a resounding battle call!",ch,obj,0,TO_ROOM); act("You raise $p and blow a resounding battle call!",ch,obj,0,TO_CHAR); warrior1 = create_mobile(get_mob_index(MOB_VNUM_DRANNOR_KNIGHT)); if (warrior1 == NULL) { obj->value[1] -= 1; if (obj->value[1] > 0) return; act("$p crumbles to dust.",ch,obj,0,TO_ROOM); act("$p crumbles to dust.",ch,obj,0,TO_CHAR); extract_obj(obj); return; } char_to_room(warrior1,ch->in_room); if (num >= 2 ) { warrior2 = create_mobile(get_mob_index(MOB_VNUM_DRANNOR_KNIGHT)); char_to_room(warrior2,ch->in_room); } if (num >= 3) { warrior3 = create_mobile(get_mob_index(MOB_VNUM_DRANNOR_KNIGHT)); char_to_room(warrior3,ch->in_room); } act("$n appears in a burning halo of light!",warrior1,0,0,TO_ROOM); act("$n screams and attacks!",warrior1,0,0,TO_ROOM); multi_hit(warrior1,bane,TYPE_UNDEFINED); if (warrior2 != NULL) { act("$n appears in a burning halo of light!",warrior2,0,0,TO_ROOM); act("$n screams and attacks!",warrior2,0,0,TO_ROOM); multi_hit(warrior2,bane,TYPE_UNDEFINED); } if (warrior3 != NULL) { act("$n appears in a burning halo of light!",warrior3,0,0,TO_ROOM); act("$n screams and attacks!",warrior3,0,0,TO_ROOM); multi_hit(warrior3,bane,TYPE_UNDEFINED); } obj->value[1] -= 1; if (obj->value[1] > 0) return; act("$p crumbles to dust.",ch,obj,0,TO_ROOM); act("$p crumbles to dust.",ch,obj,0,TO_CHAR); extract_obj(obj); return; } void obj_give_hydra_head(CHAR_DATA *ch,CHAR_DATA *lady,OBJ_DATA *obj) { OBJ_DATA *horn; if (!IS_NPC(lady)) return; if (lady->pIndexData->vnum != MOB_VNUM_DRANNOR_LADY) return; if (obj->pIndexData->vnum != OBJ_VNUM_HYDRA_HEAD) return; horn = create_object(get_obj_index(OBJ_VNUM_HORN_VALERE),0); if (horn == NULL) return; obj_to_char(horn,ch); extract_obj(obj); do_say(lady,"Your worth is proven great adventurer."); act("$n gives you $p.",lady,horn,ch,TO_VICT); act("$n gives $N $p.",lady,horn,ch,TO_NOTVICT); do_say(lady,"Take this artifact in your quest to slay the evil, brandish it when you face darkest evil."); act("$n flickers for a moment then fades away.",lady,0,0,TO_ROOM); extract_char(lady,TRUE); return; } void remove_obj_whitehelm(CHAR_DATA *ch, OBJ_DATA *obj) { int sn; sn = skill_lookup("black guard"); if (!is_affected(ch,sn)) return; send_to_char("You once again turn a blind eye to treachery.\n\r", ch); affect_strip(ch,sn); return; } /* robes of zhentil mage */ void wear_obj_zhentil_robe(CHAR_DATA *ch,OBJ_DATA *obj) { AFFECT_DATA af; if (IS_NPC(ch)) return; send_to_char("You feel a darkness converge on your soul.\n\r",ch); if (!saves_spell(51,ch,DAM_OTHER)) { affect_strip(ch,gsn_blindness); af.where = TO_AFFECTS; af.type = gsn_blindness; af.duration = -1; af.modifier = -3; af.location = APPLY_HITROLL; af.level = 51; af.bitvector = AFF_BLIND; affect_to_char(ch,&af); act("A veil of darkness seems to cover $n's eyes.",ch,0,0,TO_ROOM); send_to_char("You can't see a thing!\n\r",ch); } return; } void wear_obj_fallen_wings(CHAR_DATA *ch,OBJ_DATA *obj) { AFFECT_DATA af; act("$n's shredded wings slowly beat and $s feet rise of the ground.",ch,0,0,TO_ROOM); send_to_char("Your shredded angel wings slowly beat and your feet rise off the ground.\n\r",ch); affect_strip(ch,skill_lookup("fly")); af.where = TO_AFFECTS; af.type = skill_lookup("fly"); af.modifier = 0; af.location = 0; af.bitvector = AFF_FLYING; af.level = 51; af.duration = -1; affect_to_char(ch,&af); return; } void remove_obj_fallen_wings(CHAR_DATA *ch,OBJ_DATA *obj) { int sn_fly; sn_fly = skill_lookup("fly"); if (!is_affected(ch,sn_fly)) return; act("$n slowly floats back to the ground.",ch,0,0,TO_ROOM); send_to_char("Your feet slowly float back to the ground.\n\r",ch); affect_strip(ch,sn_fly); return; } void wear_obj_black_hide(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel more resistant to corrosive gasses and liquids.\n\r",ch); return; } void remove_obj_black_hide(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel less resistant to acid.\n\r",ch); return; } void wear_obj_symbol_magic(CHAR_DATA *ch,OBJ_DATA *obj) { act("Your $p glows brightly.",ch,obj,NULL,TO_CHAR); send_to_char("You feel arcane power flowing through you.\n\r",ch); act("$n's $p glows brightly.",ch,obj,NULL,TO_ROOM); return; } void remove_obj_symbol_magic(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel less attuned to the powers of magic.\n\r",ch); return; } void wear_obj_red_dragonstar(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel more resistant to fire.\n\r",ch); return; } void wear_obj_black_dragonstar(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel more resistant to acid.\n\r",ch); return; } void remove_obj_red_dragonstar(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel less resistant to fire.\n\r",ch); return; } void remove_obj_black_dragonstar(CHAR_DATA *ch,OBJ_DATA *obj) { send_to_char("You feel less resistant to acid.\n\r",ch); return; } void wear_obj_cloak_underworld(CHAR_DATA *ch,OBJ_DATA *obj) { AFFECT_DATA af; int sn1; sn1 = skill_lookup("infravision"); if (sn1 > 0) { af.where = TO_AFFECTS; af.type = sn1; af.modifier = 0; af.location = 0; af.level = 60; af.duration = -1; af.bitvector = AFF_INFRARED; affect_to_char(ch,&af); send_to_char("Your eyes glow red.\n\r",ch); } send_to_char("You feel immune to poisons and disease.\n\r",ch); return; } void remove_obj_cloak_underworld(CHAR_DATA *ch,OBJ_DATA *obj) { int sn; sn = skill_lookup("infravision"); if (is_affected(ch,sn)) { send_to_char("You no longer see in the dark.\n\r",ch); affect_strip(ch,sn); } send_to_char("You feel more susceptible to poisons and diseases.\n\r",ch); return; } /* Libram of infinite conjuration in arkham legion (legion.are) */ void recite_libram_conjuration(CHAR_DATA *ch,CHAR_DATA *victim,OBJ_DATA *scroll,OBJ_DATA *obj, bool fRead) { int sn1, sn2, sn3, sn; char *spell; sn1 = -1; sn2 = -1; sn3 = -1; if (fRead) { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); check_improve(ch,gsn_scrolls,TRUE,5); } if (number_percent() < 5) { act("$n's libram of infinite conjuration glows brightly and vanishes!", ch,0, 0, TO_ROOM); act("Your libram of infinite conjuration glows brightly then vanishes!",ch,0,0,TO_CHAR); extract_obj(scroll); return; } else { scroll->value[0] = number_range(44,56); scroll->value[1] = -1; scroll->value[2] = -1; scroll->value[3] = -1; for (; ;) { if (sn3 != -1) break; switch(number_range(0,53)) { case 1: spell = "armor"; break; case 2: spell = "shield"; break; case 3: spell = "bless"; break; case 4: spell = "protection good"; break; case 5: spell = "protection evil"; break; case 6: spell = "protective shield"; break; case 7: spell = "detect invis"; break; case 8: spell = "detect evil"; break; case 9: spell = "detect magic"; break; case 10: spell = "fireball"; break; case 11: spell = "iceball"; break; case 12: spell = "cone of cold"; break; case 13: spell = "power word kill"; break; case 14: spell = "curse"; break; case 15: spell = "blindness"; break; case 16: spell = "cure blind"; break; case 17: spell = "poison"; break; case 18: spell = "cure poison"; break; case 19: spell = "plague"; break; case 20: spell = "cure disease"; break; case 21: spell = "word of recall"; break; case 22: spell = "haste"; break; case 23: spell = "slow"; break; case 24: spell = "absorb"; break; case 25: spell = "chain lightning"; break; case 26: spell = "lightning bolt"; break; case 27: spell = "magic missile"; break; case 28: spell = "acid blast"; break; case 29: spell = "cremate"; break; case 30: spell = "frostbolt"; break; case 31: spell = "grounding"; break; case 32: spell = "fly"; break; case 33: spell = "passdoor"; break; case 34: spell = "chill touch"; break; case 35: spell = "create spring"; break; case 36: spell = "pox"; break; case 37: spell = "charm"; break; case 38: spell = "energy drain"; break; case 39: spell = "teleport"; break; case 40: spell = "deathspell"; break; case 41: spell = "enchant weapon"; break; case 42: spell = "enchant armor"; break; case 43: spell = "invis"; break; case 44: spell = "mass invis"; break; case 45: spell = "timestop"; break; case 46: spell = "earthquake"; break; case 47: spell = "firestream"; break; case 48: spell = "sanctuary"; break; case 49: spell = "forget"; break; case 50: spell = "concatenate"; break; case 51: spell = "harm"; break; case 52: spell = "heal"; break; default: spell = "detect invis"; break; } sn = skill_lookup(spell); if (sn <= 0) continue; if (sn1 == -1) { sn1 = sn; scroll->value[1] = sn1; if (number_percent() < 75) break; } else if (sn2 == -1) { sn2 = sn; scroll->value[2] = sn2; if (number_percent() < 85) break; } else if (sn3 == -1) { sn3 = sn; scroll->value[3] = sn3; break; } } } send_to_char("Your libram of infinite conjuration glows softly and new words appear on the page.\n\r",ch); return; } void brandish_sceptre_dead(CHAR_DATA *ch,OBJ_DATA *obj) { CHAR_DATA *victim; CHAR_DATA *v_next; int sn_stun, chance; AFFECT_DATA af; sn_stun = skill_lookup("power word stun"); if (sn_stun > 0) { af.where = TO_AFFECTS; af.type = sn_stun; af.location = APPLY_DEX; af.modifier = -5; af.duration = 6; af.bitvector = 0; af.level = ch->level; } for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (!IS_NPC(victim)) continue; if (!IS_SET(victim->act,ACT_UNDEAD)) continue; chance = 65 + (ch->level - victim->level) * 3; if (number_percent() > chance) { act("$n's eyes flicker as the sceptre draws their attention, but then they return to normal.",victim,0,0,TO_ROOM); continue; } act("$n is transfixed by the power of the unholy sceptre of the dead and stops still.",victim,0,0,TO_ROOM); act("You are transfixed by the unholy power of the sceptre of dead.",victim,0,0,TO_CHAR); stop_fighting(victim,TRUE); if (ch->fighting == victim) stop_fighting(ch,TRUE); if (sn_stun <= 0) continue; if (!is_affected(victim,sn_stun) && !saves_spell(ch->level,victim,DAM_OTHER)) affect_to_char(victim,&af); } return; } void wear_obj_misty_cloak(CHAR_DATA *ch,OBJ_DATA *obj) { int sn; AFFECT_DATA af; sn = skill_lookup("pass door"); if (sn <= 0) return; if (is_affected(ch,sn)) affect_strip(ch,sn); if (IS_AFFECTED(ch,AFF_PASS_DOOR) || !str_cmp(race_table[ch->race].name, "ethereal")) return; af.where = TO_AFFECTS; af.modifier = 0; af.location = 0; af.duration = -1; af.level = 60; af.bitvector = AFF_PASS_DOOR; af.type = sn; affect_to_char(ch,&af); send_to_char("You turn transulcent.\n\r",ch); return; } void remove_obj_misty_cloak(CHAR_DATA *ch,OBJ_DATA *obj) { int sn; sn = skill_lookup("pass door"); if (sn <= 0) return; if (!is_affected(ch,sn)) return; send_to_char("You become more solid again.\n\r",ch); affect_strip(ch,sn); return; } void do_identify( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *rch; if ( ( obj = get_obj_carry( ch, argument, ch ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) if (IS_NPC(rch) && rch->pIndexData->vnum == MOB_VNUM_SAGE) break; if (!rch) { send_to_char("No one here seems to know much about that.\n\r", ch); return; } if (IS_IMMORTAL(ch)) act( "$n cackles and comps you!\n\r", rch, obj, ch, TO_VICT ); else if (ch->gold < obj->level * 100 + 50) { act( "$n resumes tossing bones without looking at $p.", rch, obj, 0, TO_ROOM ); return; } else { ch->gold -= obj->level * 100 + 50; send_to_char("Your purse feels lighter.\n\r", ch); } act( "$n fondles $p and tosses some chicken bones to the ground.", rch, obj, 0, TO_ROOM ); spell_identify( 0, 0, ch, obj ); }