// // C Implementation: crafting // // Description: // // Crafting.c will contain code related to the weapons and armor crafting system // Some of the code below is copyright to various snippet authors and contains // any headers or comments they have added. Any origional code below by Tommi // may be used in whole or in part as long as any comment is left inplace and // that you agree to make any changes,additions or improvements available // to the public domain via a snippet posted on a public website. // // Author: tommi <powell123@yahoo.com>, (C) 2005 // // // #include <sys/types.h> #include <string.h> #include "mud.h" #include "crafting.h" /*Tailor skill by Tamarae -(tamarae@zdnetonebox.com) written for The Kravothian Mysts *Tailoring is the act of sewing pieces of material together to create handmade clothing *which in turn can be dyed many different colors and worn. Part of the Tailoring group *written by Tamarae *Tailor skill by Tamarae -(tamarae@zdnetonebox.com) *Syntax: tailor <material> <clothing type> * * Tailor skill ported over to smaug1.4a by Vladaar 12-22-01 * *Modified and changed how it works, SmaugFUSS1.4 by Tommi 2005*/ void do_tailor( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char exdesc[20], ctype[20]; OBJ_DATA *clothing, *material, *sewkit; int random_number; /* Do we have the skill? */ if ( !IS_NPC(ch) && !(LEARNED(ch,gsn_tailor))) { send_to_char( "You better leave that to those who have been trained to tailor.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char( "Tailor using which material?\n\r", ch ); send_to_char( "Syntax: tailor corpse <clothing>\n\r", ch); send_to_char( "Available clothing types: cap, scarf, gloves, boots, belt, pants, tunic, cloak, bracer, vest, whip\n\r", ch); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Syntax: tailor corpse <clothing>\n\r", ch); send_to_char( "Which type of clothing are you trying to tailor?\n\r", ch ); send_to_char( "Available clothing types: cap, scarf, gloves, boots, belt, pants, tunic, cloak, bracer, vest, whip\n\r", ch); return; } if ( ( material = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have any material to stitch.\n\r", ch ); return; } if (material->pIndexData->vnum != OBJ_VNUM_CORPSE) { send_to_char("Sorry, you many only tailor the skins of corpses.\n\r", ch); return; } if ( ( sewkit = get_eq_char( ch, WEAR_HOLD ) ) == NULL || sewkit->pIndexData->vnum != OBJ_VNUM_SEWKIT ) { send_to_char( "You need a sewing kit in order to tailor.\n\r", ch ); return; } if ( number_percent() < LEARNED(ch, gsn_tailor) ) /* create the clothing - success! */ { if (!str_cmp(arg2,"cap")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_HEAD); strcpy(ctype, "cap" ); clothing->weight = 10; } else if (!str_cmp(arg2,"scarf")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_NECK); strcpy(ctype, "scarf" ); clothing->weight = 5; } else if (!str_cmp(arg2,"bracer")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_WRIST); strcpy(ctype, "bracer" ); clothing->weight = 5; } else if (!str_cmp(arg2,"vest")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_ABOUT); strcpy(ctype, "vest" ); clothing->weight = 5; } else if (!str_cmp(arg2,"tunic")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_BODY); strcpy(ctype, "tunic" ); clothing->weight = 15; } else if (!str_cmp(arg2,"gloves")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_HANDS); strcpy(ctype, "pair of gloves" ); clothing->weight = 5; } else if (!str_cmp(arg2,"boots")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_FEET); strcpy(ctype, "pair of boots" ); clothing->weight = 10; } else if (!str_cmp(arg2,"pants")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_LEGS); strcpy(ctype, "pair of pants" ); clothing->weight = 15; } else if (!str_cmp(arg2,"belt")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_WAIST); strcpy(ctype, "belt" ); clothing->weight = 5; } else if (!str_cmp(arg2,"cloak")) { clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0); SET_BIT(clothing->wear_flags,ITEM_WEAR_ABOUT); strcpy(ctype, "cloak" ); clothing->weight = 20; } else if (!str_cmp(arg2,"whip")) { clothing = create_object(get_obj_index(OBJ_VNUM_FORGE_WEAPON), 0); clothing->value[0] = 13; //set the condition to perfect if(ch->level < 10) // sets the num dice clothing->value[1] = 4; else if(ch->level < 20) clothing->value[1] = 6; else if(ch->level < 30) clothing->value[1] = 8; else if(ch->level < 40) clothing->value[1] = 10; else if(ch->level < 50) clothing->value[1] = 12; else if(ch->level < 60) clothing->value[1] = 14; else if(ch->level < 70) clothing->value[1] = 16; else if(ch->level < 80) clothing->value[1] = 18; else if(ch->level < 90) clothing->value[1] = 20; else clothing->value[1] = 22; clothing->value[2] = ch->level* 2; //sets the size dice if (clothing->value[2] <= 20) clothing->value[2] = 20; clothing->level = ch->level; clothing->cost = 100; clothing->value[0] = 13; clothing->value[3] = 4; clothing->weight = 10; sprintf( buf, "tailored leather whip" ); STRFREE( clothing->name ); clothing->name = STRALLOC (buf); sprintf( buf, "a handmade tailored leather whip"); STRFREE( clothing->short_descr ); clothing->short_descr = STRALLOC ( buf ); sprintf( buf, "A handmade tailored leather whip by %s", ch->name); STRFREE( clothing->description ); clothing->description = STRALLOC ( buf ); obj_to_char( clothing, ch ); extract_obj( material ); send_to_char("You snip and sew, creating a new leather whip.\n\r", ch); act( AT_ACTION, "$n snips and sews creating a new leather whip.", ch, NULL, NULL, TO_ROOM ); learn_from_success( ch, gsn_tailor ); return; } else { send_to_char( "Available clothing types: cap, scarf, gloves, boots, belt, pants, tunic, cloak\n\r", ch); return; } random_number = number_range(0, 9); switch( random_number ) { case 0: strcpy(exdesc, "fringed" ); break; case 1: strcpy(exdesc, "embroidered" ); break; case 2: strcpy(exdesc, "lacy" ); break; case 3: strcpy(exdesc, "scalloped" ); break; case 4: strcpy(exdesc, "reinforced" ); break; case 5: strcpy(exdesc, "stitched" ); break; case 6: strcpy(exdesc, "double-stitched" ); break; case 7: strcpy(exdesc, "patched" ); break; case 8: strcpy(exdesc, "tailored" ); break; case 9: strcpy(exdesc, "woven" ); break; } separate_obj( material ); obj_from_char( material ); clothing->level = ch->level; clothing->cost = ( ch->level ) * 75; clothing->value[0] = ch->level / 4 + 5; if (clothing->value[0] < 5) clothing->value[0] = 5; clothing->value[1] = clothing->value[0]; clothing->value[3] = 13; SET_BIT(clothing->item_type,ITEM_ARMOR); SET_BIT(clothing->wear_flags,ITEM_TAKE); sprintf( buf, "%s %s", exdesc, ctype ); STRFREE( clothing->name ); clothing->name = STRALLOC (buf); sprintf( buf, "a handmade %s %s", exdesc, ctype ); STRFREE( clothing->short_descr ); clothing->short_descr = STRALLOC ( buf ); sprintf( buf, "A handmade %s crafted by %s", ctype, ch->name); STRFREE( clothing->description ); clothing->description = STRALLOC ( buf ); obj_to_char( clothing, ch ); extract_obj( material ); send_to_char("You snip and sew, creating a new piece of clothing.\n\r", ch); act( AT_ACTION, "$n snips and sews creating a new piece of clothing.", ch, NULL, NULL, TO_ROOM ); learn_from_success( ch, gsn_tailor ); return; } else random_number = number_range(0, 100); if (random_number < 20) /*did the sewkit break?*/ { act( AT_ACTION, "$n pulls too hard on the needle and it breaks!", ch, NULL, NULL, TO_ROOM); send_to_char( "You pull too hard on the needle and it breaks!\n\r", ch ); extract_obj( sewkit ); learn_from_failure( ch, gsn_tailor ); return; } else if (random_number > 20 && random_number < 40) /*small chance to loose all your material*/ { send_to_char( "Your thread knots, and your material is ruined.\n\r", ch); act( AT_ACTION, "$n gets a knot in the thread and ruins the material.", ch, NULL, NULL, TO_ROOM); extract_obj( material ); learn_from_failure( ch, gsn_tailor ); return; } else if (random_number > 40 && random_number < 60) { send_to_char("You snip and sew, but only make a mess.\n\r", ch); act( AT_ACTION, "$n snips and sews but doesn't make anything useful.", ch, NULL, NULL, TO_ROOM); learn_from_failure( ch, gsn_tailor ); return; } else if (random_number >60 && random_number < 100) { send_to_char("A small tear appears in the fabric, destroying all your work.\n\r", ch); act( AT_ACTION, "$n tears the fabric, making a total mess.", ch, NULL, NULL, TO_ROOM); learn_from_failure( ch, gsn_tailor ); return; } } void do_mining( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; OBJ_DATA *obj, *bonus; OBJ_INDEX_DATA *ore; int add_weight, vnum, random_number, mineIndex; int CHANCE = 100; if ( IS_NPC(ch) ) { send_to_char( "Mobs cannot use this skill.\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if( IS_PLR_FLAG( ch, PLR_ONMAP ) ) { send_to_char( "You cannot mine out in the wilderness.\n\r", ch ); return; } /* if(ch->in_room->sector_type == SECT_CITY) { send_to_char( "You will not find any ore inside a city.\n\r", ch ); return; } */ // commented out city sector untill all rooms are checked to make sure they are not city. if ( ch->move < 20 ) { send_to_char( "You do not have enough movement left to mine.\n\r", ch ); return; } if (ch->carry_weight > can_carry_w(ch)) { send_to_char("You look to be over loaded and cannot mine anymore",ch); return; } switch( ch->substate ) { default: add_timer( ch, TIMER_DO_FUN, UMIN(skill_table[gsn_mine]->beats, 3), do_mining, 1); ch->alloc_ptr = str_dup( arg ); send_to_char( "You begin mining...\n\r", ch ); act( AT_PLAIN, "$n begins mining...", ch, NULL, NULL, TO_ROOM ); return; case 1: if ( !ch->alloc_ptr ) { send_to_char( "Your mining was interrupted!\n\r", ch ); act( AT_PLAIN, "$n's mining was interrupted!", ch, NULL, NULL, TO_ROOM ); bug( "do_mining: alloc_ptr NULL", 0 ); return; } strcpy( arg, ch->alloc_ptr ); DISPOSE( ch->alloc_ptr ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->alloc_ptr ); ch->substate = SUB_NONE; send_to_char( "You stop mining...\n\r", ch ); act( AT_PLAIN, "$n stops mining...", ch, NULL, NULL, TO_ROOM ); return; } ch->substate = SUB_NONE; /* Gain less chance of dirt and rocks if using pick or miners helm*/ if ( ( bonus = get_eq_char( ch, WEAR_HOLD ) ) != NULL ) { if (bonus->pIndexData->vnum == OBJ_VNUM_QUEST_PICK) CHANCE -= 10; } if ( ( bonus = get_eq_char( ch, WEAR_HEAD ) ) != NULL ) { if (bonus->pIndexData->vnum == OBJ_VNUM_QUEST_HELM) CHANCE -= 10; } for(mineIndex=0; mineIndex<42; mineIndex++) if(ch->in_room->vnum == ore_inroom_data[mineIndex].room_vnum) { break; } if(ch->in_room->vnum != ore_inroom_data[mineIndex].room_vnum) { send_to_char( "This room does not seem suitable to mine...\n\r", ch ); return; } /* Roll to determine what ore you get*/ random_number = number_range(0, CHANCE); if (random_number < 6) { vnum = ore_inroom_data[mineIndex].mine_ore_1; } else if (random_number < 16) { vnum = ore_inroom_data[mineIndex].mine_ore_2; } else if (random_number < 31) { vnum = ore_inroom_data[mineIndex].mine_ore_3; } else if (random_number < 56) { vnum = ore_inroom_data[mineIndex].mine_ore_4; } else if (random_number < 81) { vnum = ore_inroom_data[mineIndex].mine_ore_5; } else { vnum = OBJ_VNUM_ORE_DIRT; } add_weight = number_range(2, 5); ore = get_obj_index( vnum ); if ( ore == NULL ) { bug( "do_mining: Cannot locate item for vnum %d", vnum ); send_to_char( "Oops. Slight bug here. The immortals have been notified.\n\r", ch ); return; } if ( number_percent() < ch->pcdata->learned[gsn_mine] ) { if ( ( obj = get_obj_vnum( ch, vnum ) ) != NULL ) //we have the object now we need to add the weight to it { obj->weight += add_weight; ch->carry_weight += add_weight; ch_printf( ch, "After some intense mining, you unearth %d pounds of %s!\n\r",add_weight, obj->short_descr ); } if ( ( obj = get_obj_vnum( ch, vnum ) ) == NULL ) //we dont have the object better put one in the inventory { obj = create_object( ore, 1 ); obj = obj_to_char( obj, ch ); obj->weight = add_weight; ch->carry_weight += add_weight; ch_printf( ch, "After some intense mining, you unearth %d pounds of %s!\n\r",add_weight, obj->short_descr ); } learn_from_success( ch, gsn_mine ); ch->move -= 20; //take this much if your sucessfull if ( ch->move < 1 ) ch->move = 0; } else { send_to_char("You fail to find anything usefull",ch); learn_from_success( ch, gsn_mine ); ch->move -= 10; //take this much if your not sucessfull if ( ch->move < 1 ) ch->move = 0; } return; } void do_restring( CHAR_DATA *ch, char *argument ) { CHAR_DATA *mob = NULL; char arg [MAX_INPUT_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; OBJ_DATA *obj = NULL; int value; smash_tilde( argument ); argument = one_argument( argument, arg ); argument = one_argument( argument, arg1 ); strcpy( arg2, argument ); if ( arg[0] == '\0' || arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char("Syntax:\n\r",ch); send_to_char(" restring <Obj-Name> <Field> <String>\n\r",ch); send_to_char(" fields: name short long\n\r",ch); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "There is nothing like that in all the realms.\n\r", ch ); return; } for ( mob = ch->in_room->first_person; mob; mob = ch->next_in_room ) { if ( IS_NPC(mob) && xIS_SET(mob->act, ACT_RESTRING) ) break; } if ( !mob ) { send_to_char( "You need to be at a restringer to do that.\n\r", ch ); return; } if( ch->gold < 2000) { send_to_char( "&rYou do not have enough money to restring anything!\n\r", ch); return; } strcpy( arg, obj->name ); separate_obj( obj ); value = atoi( arg2 ); if ( !str_cmp( arg1, "name" ) ) { STRFREE( obj->name ); obj->name = STRALLOC( arg2 ); send_to_char( "Ok.\n\r", ch ); ch->gold -= 2000; return; } if ( !str_cmp( arg1, "short" ) ) { STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( arg2 ); send_to_char( "Ok.\n\r", ch ); ch->gold -= 2000; return; } if ( !str_cmp( arg1, "long" ) ) { STRFREE( obj->description ); obj->description = STRALLOC( arg2 ); send_to_char( "Ok.\n\r", ch ); ch->gold -= 2000; return; } } /* expansion ore types */ void applyAffectToObject(apply_data *theData, OBJ_DATA *theObject, CHAR_DATA *theChar) { int applyAmmount = 0; AFFECT_DATA *affData = 0; if(!theData) return; if(theData->applyType == APPLY_NONE) return; if(!theObject) return; if(!theChar) return; if(theData->divisor) applyAmmount = (theChar->level / theData->divisor); applyAmmount+=theData->base + number_fuzzy(theData->noise); CREATE(affData, AFFECT_DATA, 1); affData->type = -1; affData->duration = -1; affData->location = theData->applyType; affData->modifier = applyAmmount; xCLEAR_BITS(affData->bitvector); LINK(affData, theObject->first_affect, theObject->last_affect, next, prev); } bool isForgePresent(CHAR_DATA *ch) { CHAR_DATA *forge; bool found = FALSE; for ( forge = ch->in_room->first_person; forge; forge = forge->next_in_room ) if ( IS_NPC(forge) && xIS_SET(forge->act, ACT_FORGE) ) found = TRUE; return (found); } enum ore_types lookupOreIndexFromString(char* theString) { enum ore_types oreIndex; enum ore_types result = -1; for(oreIndex=enFirstOre; oreIndex<=enLastOre; oreIndex++) if(!str_cmp(theString, ore_data[oreIndex].name)) { result = oreIndex; break; } return (result); } enum armor_types lookupArmorIndexFromString(char* theString) { enum armor_types armorIndex=0; enum armor_types result = -1; for (armorIndex=enFirstArmor; armorIndex<=enLastArmor; armorIndex++) if(!str_cmp(theString, armor_data[armorIndex].name)) { result = armorIndex; break; } return (result); } enum weapon_types lookupWeaponIndexFromString(char* theString) { enum weapon_types weaponIndex=0; enum weapon_types result = -1; for (weaponIndex=enFirstWeapon; weaponIndex<=enLastWeapon; weaponIndex++) if(!str_cmp(theString, weapon_data[weaponIndex].name)) { result = weaponIndex; break; } return (result); } void listForgableTypes(CHAR_DATA *ch) { enum armor_types armorIndex; enum weapon_types weaponIndex; char buf [30]; send_to_char("It is possible to forge the following item types:\n\r", ch); send_to_char("Weapons:\n\r", ch); for (weaponIndex=enFirstWeapon; weaponIndex<=enLastWeapon; weaponIndex++) { sprintf(buf, "\t%s\n\r", weapon_data[weaponIndex].name); send_to_char(buf, ch); } send_to_char("Armors:\n\r", ch); for (armorIndex=enFirstArmor; armorIndex<=enLastArmor; armorIndex++) { sprintf(buf, "\t%s\n\r", armor_data[armorIndex].name); send_to_char(buf, ch); } } void do_forge(CHAR_DATA *ch, char *argument) { OBJ_DATA *ore; OBJ_DATA *forged_item; OBJ_INDEX_DATA *pForgedItemIndex; // CHAR_DATA *forge = NULL; char arg[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char obj_name[20]; enum armor_types armorIndex; enum ore_types oreIndex; enum weapon_types weaponIndex; enum forge_types forgingType; bool foundForgingType = FALSE; apply_data* theData; // int applyAmmount; argument = one_argument( argument, arg ); argument = one_argument2( argument, arg1 ); if (!str_cmp(arg, "list")) { listForgableTypes(ch); return; } if ( arg[0] == '\0' || arg1[0] == '\0' ) { send_to_char("Syntax: forge <ore> <item_type>\n\r",ch); send_to_char(" forge list\n\r", ch); send_to_char("Example: forge mithril sword\n\r",ch); send_to_char("Also see help forge for more details.\n\r",ch); return; } if(!isForgePresent(ch)) { send_to_char("You require a blacksmith in order to forge\n\r", ch); return; } //determine if ch has ore and assign values to object based on ore type if ( ( ore = get_obj_carry( ch, arg ) ) == NULL ) { sprintf(buf, "Sorry, you do not have any '%s' ore.\n\r", arg); send_to_char(buf,ch); return; } if ( ore->item_type != ITEM_ORE ) { send_to_char("That is not real ore, you need to go and mine the real thing!!!\n\r",ch); return; } /* Figure out what type of ore we are dealing with */ if(str_cmp(arg, ore->name)) { send_to_char( "That is not proper ore. Please go and mine somewhere and leave the poor blacksmith alone.\n\r", ch ); return; } oreIndex=lookupOreIndexFromString(arg); if(oreIndex == -1) { send_to_char( "Error. Please file a note on the bug bulletin with the command you typed\n\r", ch); return; } if(!foundForgingType) { armorIndex=lookupArmorIndexFromString(arg1); if(armorIndex != -1) { forgingType = enForgeArmor; foundForgingType=TRUE; sprintf(obj_name, "%s", armor_data[armorIndex].name); } } if(!foundForgingType) { weaponIndex=lookupWeaponIndexFromString(arg1); if(weaponIndex != -1) { forgingType = enForgeWeapon; foundForgingType=TRUE; sprintf(obj_name, "%s", weapon_data[weaponIndex].name); } } if(!foundForgingType) { send_to_char( "You don't know how to forge that!\n\r", ch); send_to_char( "Type \"forge list\" for a list of objects you may forge.\n\r", ch); return; } if(forgingType == enForgeArmor) { if (armor_data[armorIndex].weight > ore->weight) { send_to_char( "You do not have enought ore to make that object\n\r", ch); return; } ore->weight -= armor_data[armorIndex].weight; forged_item = create_object(get_obj_index(OBJ_VNUM_FORGE_ARMOR), 0); forged_item->cost = ( ch->level ) * armor_data[armorIndex].costMod * number_fuzzy(10); SET_BIT(forged_item->wear_flags, armor_data[armorIndex].wearLocation); forged_item->weight = armor_data[armorIndex].weight; forged_item->value[0] = ((ch->level/3) + ore_data[oreIndex].modifier + armor_data[armorIndex].acMod); //sets the armor forged_item->value[3] = 12; //set the condition to perfect send_to_char("You work and work the ore, turning it into a piece of armor.\n\r", ch); act( AT_ACTION, "$n works and work the ore, turning it into a piece of armor.", ch, NULL, NULL, TO_ROOM ); } if(forgingType == enForgeWeapon) { if (weapon_data[weaponIndex].weight > ore->weight) { send_to_char( "You do not have enought ore to make that object\n\r", ch); return; } ore->weight -= weapon_data[weaponIndex].weight; pForgedItemIndex=get_obj_index(OBJ_VNUM_FORGE_WEAPON); if(!pForgedItemIndex) { send_to_char("Please bug a coder to fix OBJ_VNUM_FORGE_WEAPON.\n\r", ch); return; } forged_item = create_object(pForgedItemIndex, ch->level); forged_item->cost = ( ch->level ) * weapon_data[weaponIndex].costMod * number_fuzzy(10); forged_item->value[0] = 13; //set the condition to perfect /* num dice */ forged_item->value[1] = 6 + ((ch->level / 8 ) * 4); /* size of dice */ forged_item->value[2] = ((ch->level/9) + ore_data[oreIndex].modifier ) * ((ch->level/9) + weapon_data[weaponIndex].dmgMod ); if (forged_item->value[2] <= ( 3 * ch->level / 2 + 6 )) forged_item->value[2] = ( 3 * ch->level / 2 + 16); forged_item->value[3] = weapon_data[weaponIndex].damageType; forged_item->value[4] = weapon_data[weaponIndex].weaponType; forged_item->weight = weapon_data[weaponIndex].weight; send_to_char("You work and work the ore, turning it into a new weapon.\n\r", ch); act( AT_ACTION, "$n works and work the ore, turning it into a new weapon.", ch, NULL, NULL, TO_ROOM ); } if(ore->weight <=2) { separate_obj( ore ); obj_from_char( ore ); } forged_item->level = ch->level; /* right not lets set some effects on the eq based on differnt ore values */ theData = &(ore_data[oreIndex].apply_1); applyAffectToObject(&(ore_data[oreIndex].apply_1), forged_item, ch); sprintf( buf, "%s %s", ore_data[oreIndex].name, obj_name ); STRFREE( forged_item->name ); forged_item->name = STRALLOC (buf); sprintf( buf, "A forged %s %s", ore_data[oreIndex].name, obj_name ); STRFREE( forged_item->short_descr ); forged_item->short_descr = STRALLOC (buf); sprintf( buf, "A %s %s forged by %s", ore_data[oreIndex].name, obj_name, ch->name ); STRFREE( forged_item->description ); forged_item->description = STRALLOC (buf); obj_to_char( forged_item, ch ); //finally you get the newly forged object learn_from_success(ch, gsn_forge); return; } #define OBJ_VNUM_SUITABLE_TREE 100 #define OBJ_VNUM_CHOPPED_TREE 101 /* coded aug 2005 tommi teaching losan *//* void do_lumberjack( CHAR_DATA *ch, char *argument ) { if ( IS_NPC (ch) ) { send_to_char ( "Mobiles cannot use this command.\n\r", ch ); return; } if ( ch->in_room->sector_type != SECT_FOREST) { send_to_char ( "You aren't in a forest.\n\r", ch); return; } if ( argument[0] == '\0') { send_to_char ( "Syntax: Lumberjack search/chop/process.\n\r", ch); WAIT_STATE ( ch , 3 ); return; } if ( !str_cmp (argument , "search" ) ) { send_to_char ( "You begin your search of the forest...\n\r", ch); WAIT_STATE ( ch , 15 ); int searchresult = number_range ( 0 , 10 ); searchresult; if ( searchresult == 10 ) { send_to_char ( "You find a suitable tree!\n\r", ch); create_object ( get_obj_index ( OBJ_VNUM_SUITABLE_TREE ) , 1 ); return; } else { send_to_char ( "Your search was in vain as you did not find a suitable tree.\n\r", ch); return; } } if ( !str_cmp (argument , "chop" ) ) { if (ch->in_room->obj_vnum ( OBJ_VNUM_SUITABLE_TREE ) ) { send_to_char ( "You begin to chop down the tree.\n\r", ch); WAIT_STATE ( ch , 10 ); create_object ( get_object_index ( OBJ_VNUM_CHOPPED_TREE ) , 1 ); send_to_char ( "You successfully chop down the tree.\n\r", ch); return; } else { send_to_char ( "There isn't a suitable tree here.\n\r", ch); return; } } if ( !str_cmp (argument , "process" ) ) { if (ch->in_room->obj_vnum ( OBJ_VNUM_CHOPPED_TREE ) ) { send_to_char ( "You begin processing the chopped tree.\n\r", ch); WAIT_STATE ( ch , 10 ); int logs = number_range ( 1 , 5 ) create_object ( get_object_index ( OBJ_VNUM_LOGS ) , logs ); send_to_char ( "You have processed " logs " logs. They await on the ground.\n\r", ch); return; } else { send_to_char ( "There isn't a chopped tree here.\n\r", ch); return; } } } */ /* fishing aug 2005 intalled by tommi code by qidixan void do_fish( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj_pole; if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } if( !IS_NPC( ch ) && ch->level < skill_table[gsn_fish]->skill_level[ch->class] ) { send_to_char( "You don't know how to fish.\n\r", ch ); return; } if( ch->fighting ) { send_to_char( "Wait until you are finished fighting.\n\r", ch ); return; } if( ( obj_pole = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj_pole->item_type != ITEM_FISHING_POLE ) { send_to_char( "You need a pole for that!\n\r", ch ); return; } if( obj_pole->value[0] < 1 ) //check for baited - item value set { send_to_char( "You need to bait your pole first.\n\r", ch ); return; } if( !ch->in_room ) { send_to_char( "You are floating in space.\n\r", ch ); return; } switch( ch->in_room->sector_type ) { //Valid cases - in water but not underwater. case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: //boat/flight check... if( !IS_AFFECTED( ch, AFF_FLYING ) && !IS_AFFECTED( ch, AFF_FLOATING) ) { OBJ_DATA *obj; for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( obj->item_type == ITEM_BOAT ) break; if( !obj ) { send_to_char( "You can't fish while you are surrounded by water.\n\r", ch ); return; } } break; //Invalid cases case SECT_UNDERWATER: case SECT_OCEANFLOOR: send_to_char( "You cannot fish while underwater!\n\r", ch ); return; default: send_to_char( "You need to be near water for that!\n\r", ch ); return; } //Ok, everything is in order - fishing . . . if( number_percent() < LEARNED( ch, gsn_fish ) ) { //success int caught = number_percent() + obj_pole->value[1]; int skill = 2 * number_percent() + LEARNED( ch, gsn_fish ); OBJ_DATA *fish_caught; obj_pole->value[0] = 0; //remove bait obj_pole->value[1] = 0; //remove bait_type act( AT_MAGIC, "$n has a successful time fishing.", ch, NULL, NULL, TO_ROOM ); if( caught < 51 ) //50% { //load common fish_caught = create_object( get_obj_index( OBJ_VNUM_CRESS_FISH ), 0 ); //Determine how many are caught. skill /= 45; skill = (skill>0?skill:1); fish_caught->count = skill; fish_caught->pIndexData->count += (skill - 1); numobjsloaded += (skill - 1); act( AT_MAGIC, "You catch some cress fish.", ch, NULL, NULL, TO_CHAR ); } else if( caught < 76 ) //25% { //load less common fish_caught = create_object( get_obj_index(OBJ_VNUM_SPUTTER_FISH), 0 ); //Determine how many are caught. skill /= 55; skill = (skill>0?skill:1); fish_caught->count = skill; fish_caught->pIndexData->count += (skill - 1); numobjsloaded += (skill - 1); act( AT_MAGIC, "You catch some sputter fish.", ch, NULL, NULL, TO_CHAR ); } else if( caught < 91 ) //15% { //load uncommon fish_caught = create_object( get_obj_index( OBJ_VNUM_DARG_FISH ), 0 ); //Determine how many are caught. skill /= 65; skill = (skill>0?skill:1); fish_caught->count = skill; fish_caught->pIndexData->count += (skill - 1); numobjsloaded += (skill - 1); act( AT_MAGIC, "You catch some darg fish.", ch, NULL, NULL, TO_CHAR ); } else if( caught < 98 ) //7% { //load rare fish_caught = create_object( get_obj_index( OBJ_VNUM_EMERALD_FISH ), 0 ); //Determine how many are caught. skill /= 75; skill = (skill>0?skill:1); fish_caught->count = skill; fish_caught->pIndexData->count += (skill - 1); numobjsloaded += (skill - 1); act( AT_MAGIC, "You catch some emerald fish.", ch, NULL, NULL, TO_CHAR ); } else //3% { //load ultra rare fish_caught = create_object( get_obj_index( OBJ_VNUM_ELL_FISH ), 0 ); //Determine how many are caught. skill /= 85; skill = (skill>0?skill:1); fish_caught->count = skill; fish_caught->pIndexData->count += (skill - 1); numobjsloaded += (skill - 1); act( AT_MAGIC, "You catch some ellusive ell fish.", ch, NULL, NULL, TO_CHAR ); } //Don't let us crash if the fish don't exist. if( !fish_caught ) { log_string( " Error: Fish not created.\n\r" ); send_to_char( "A divine mistake robs you of your catch.\n\r", ch ); } else obj_to_char( fish_caught, ch ); learn_from_success( ch, gsn_fish ); } else { //fail obj_pole->value[0] = 0; //remove bait obj_pole->value[1] = 0; //remove bait_type act( AT_MAGIC, "$n attempts to catch a fish but winds up with an empty hook.", ch, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "You fail to catch anything.", ch, NULL, NULL, TO_CHAR ); learn_from_failure( ch, gsn_fish ); } } void do_bait( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj_pole; OBJ_DATA *bait; argument = one_argument( argument, arg ); if( ms_find_obj( ch ) ) return; if( arg[0] == '\0' ) { if( ( bait = get_objtype_carry( ch, ITEM_BAIT ) ) == NULL ) { send_to_char( "You are not carrying any bait.\n\r", ch ); return; } } else { if( ( bait = get_obj_objtype_carry( ch, arg, ITEM_BAIT ) ) == NULL ) { send_to_char( "You are not carrying that bait.\n\r", ch ); return; } } if( ( obj_pole = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj_pole->item_type != ITEM_FISHING_POLE ) { send_to_char( "You need to be holding your fishing pole if you want to bait it.\n\r", ch ); return; } if( obj_pole->value[0] > 0 ) { send_to_char( "You already baited your hook.\n\r", ch ); return; } obj_pole->value[0] = 1; switch( bait->pIndexData->vnum ) { case OBJ_VNUM_ROSE_MAGGOT: obj_pole->value[1] = 2; break; case OBJ_VNUM_BOG_WORM: default: obj_pole->value[1] = 0; break; } act( AT_MAGIC, "$n places bait on $s fishing pole.", ch, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "You place bait on your fishing pole.", ch, NULL, NULL, TO_CHAR ); separate_obj( bait ); if( bait->serial == cur_obj ) global_objcode = rOBJ_USED; extract_obj( bait ); return; } */