/**************************************************************************** * _______ _ ______ _______ _______ ______ * * ( ____ \( \ ( __ \ |\ /|( ___ )( )|\ /|( __ \ * * | ( \/| ( | ( \ )| ) ( || ( ) || () () || ) ( || ( \ ) * * | (__ | | | | ) || (___) || (___) || || || || | | || | ) | * * | __) | | | | | || ___ || ___ || |(_)| || | | || | | | * * | ( | | | | ) || ( ) || ( ) || | | || | | || | ) | * * | (____/\| (____/\| (__/ )| ) ( || ) ( || ) ( || (___) || (__/ ) * * (_______/(_______/(______/ |/ \||/ \||/ \|(_______)(______/ * * +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ * * |T|h|e| |O|a|k|l|a|n|d| |C|h|r|o|n|i|c|l|e|s| * * +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ * * ------------------------------------------------------------------------- * * EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi) * * EldhaMUD Team: Celest, Altere and Krelowyn * * ------------------------------------------------------------------------- * * * ****************************************************************************/ /**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Object manipulation module * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "./Headers/mud.h" #include "./Headers/bet.h" /*double sqrt( double x );*/ /* * External functions */ void write_corpses args( ( CHAR_DATA * ch, char *name, OBJ_DATA * objrem ) ); void do_token_redeem( CHAR_DATA * ch, OBJ_DATA * obj ); /* * Local functions. */ void get_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) ); bool remove_obj args( ( CHAR_DATA * ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, short wear_bit ) ); char *get_chance_verb args( ( OBJ_DATA * obj ) ); char *get_ed_number args( ( OBJ_DATA * obj, int number ) ); OBJ_DATA *recursive_note_find args( ( OBJ_DATA * obj, char *argument ) ); /* * how resistant an object is to damage -Thoric */ short get_obj_resistance( OBJ_DATA * obj ) { short resist; resist = number_fuzzy( MAX_ITEM_IMPACT ); /* * magical items are more resistant */ if( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) resist += number_fuzzy( 12 ); /* * metal objects are definately stronger */ if( IS_OBJ_STAT( obj, ITEM_METAL ) ) resist += number_fuzzy( 5 ); /* * organic objects are most likely weaker */ if( IS_OBJ_STAT( obj, ITEM_ORGANIC ) ) resist -= number_fuzzy( 5 ); /* * blessed objects should have a little bonus */ if( IS_OBJ_STAT( obj, ITEM_BLESS ) ) resist += number_fuzzy( 5 ); /* * lets make store inventory pretty tough */ if( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) resist += 20; /* * okay... let's add some bonus/penalty for item level... */ resist += ( obj->level / 5 ); /* * and lasty... take armor or weapon's condition into consideration */ if( obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON ) resist += ( obj->value[0] / 2 ); return URANGE( 10, resist, 99 ); } void get_obj( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) { CLAN_DATA *clan; int weight; int amt; /* gold per-race multipliers */ if( !CAN_WEAR( obj, ITEM_TAKE ) && ( ch->level < sysdata.level_getobjnotake ) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if( IS_SET( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC( ch ) ) { if( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) ) { if( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 ) { send_to_char_color( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch ); return; } else { REMOVE_BIT( obj->magic_flags, ITEM_PKDISARMED ); obj->value[5] = 0; } } else { send_to_char_color( "\n\r&BA godly force freezes your outstretched hand.\n\r", ch ); return; } } if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( ch ) ) { send_to_char( "A godly force prevents you from getting close to it.\n\r", ch ); return; } if( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if( IS_OBJ_STAT( obj, ITEM_COVERING ) ) weight = obj->weight; else weight = get_obj_weight( obj ); if( ch->carry_weight + weight > can_carry_w( ch ) ) { act( AT_PLAIN, "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if( container ) { if( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT( container, ITEM_COVERING ) ) { act( AT_ACTION, "You remove $p from $P", ch, obj, container, TO_CHAR ); act( AT_ACTION, "$n removes $p from $P", ch, obj, container, TO_ROOM ); } else { act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "You get $p from beneath $P." : "You get $p from $P", ch, obj, container, TO_CHAR ); act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "$n gets $p from beneath $P." : "$n gets $p from $P", ch, obj, container, TO_ROOM ); } if( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC( ch ) && str_cmp( container->name + 7, ch->name ) ) container->value[5]++; obj_from_obj( obj ); } else { act( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR ); act( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } /* * Clan storeroom checks */ if( xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) && ( !container || container->carried_by == NULL ) ) { /* * if (!char_died) save_char_obj(ch); */ for( clan = first_clan; clan; clan = clan->next ) if( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom( ch, clan ); } if( obj->item_type != ITEM_CONTAINER ) check_for_trap( ch, obj, TRAP_GET ); if( char_died( ch ) ) return; if( obj->item_type == ITEM_MONEY ) { amt = obj->value[0]; /* * The idea was to make some races more adroit at money handling, * however, this resulted in elves dropping 1M gps and picking * up 1.1M, repeating, and getting rich. The only solution would * be to fuzzify the "drop coins" code, but that seems like it'd * lead to more confusion than it warrants. -h * * When you work on this again, make it so that amt is NEVER multiplied * by more than 1.0. Use less than 1.0 for ogre, orc, troll, etc. * (Ie: a penalty rather than a bonus) */ #ifdef GOLD_MULT switch ( ch->race ) { case ( 1 ): amt *= 1.1; break; /* elf */ case ( 2 ): amt *= 0.97; break; /* dwarf */ case ( 3 ): amt *= 1.02; break; /* halfling */ case ( 4 ): amt *= 1.08; break; /* pixie */ case ( 6 ): amt *= 0.92; break; /* half-ogre */ case ( 7 ): amt *= 0.94; break; /* half-orc */ case ( 8 ): amt *= 0.90; break; /* half-troll */ case ( 9 ): amt *= 1.04; break; /* half-elf */ case ( 10 ): amt *= 1.06; break; /* gith */ } #endif ch->gold += amt; extract_obj( obj ); } else { obj = obj_to_char( obj, ch ); } if( char_died( ch ) || obj_extracted( obj ) ) return; oprog_get_trigger( ch, obj ); 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; short number; bool found; argument = one_argument( argument, arg1 ); if( is_number( arg1 ) ) { number = atoi( arg1 ); if( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } if( ( ch->carry_number + number ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); } else number = 0; argument = one_argument( argument, arg2 ); /* * munch optional words */ if( !str_cmp( arg2, "from" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); /* * Get type. */ if( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; if( arg2[0] == '\0' ) { if( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* * 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->first_content ); if( !obj ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } separate_obj( obj ); get_obj( ch, obj, NULL ); if( char_died( ch ) ) return; save_house_by_vnum( ch->in_room->vnum ); /* House Object Saving */ if( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } else { short cnt = 0; bool fAll; char *chk; if( xIS_SET( ch->in_room->room_flags, ROOM_DONATION ) ) { send_to_char( "The gods frown upon such a display of greed!\n\r", ch ); return; } if( !str_cmp( arg1, "all" ) ) fAll = TRUE; else fAll = FALSE; if( number > 1 ) chk = arg1; else chk = &arg1[4]; /* * 'get all' or 'get all.obj' */ found = FALSE; for( obj = ch->in_room->last_content; obj; obj = obj_next ) { obj_next = obj->prev_content; if( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) ) { if( IS_OBJ_STAT( obj, ITEM_ONMAP ) ) { if( ch->map != obj->map || ch->x != obj->x || ch->y != obj->y ) { found = FALSE; continue; } } found = TRUE; if( number && ( cnt + obj->count ) > number ) split_obj( obj, number - cnt ); cnt += obj->count; get_obj( ch, obj, NULL ); if( char_died( ch ) || ch->carry_number >= can_carry_n( ch ) || ch->carry_weight >= can_carry_w( ch ) || ( number && cnt >= number ) ) { if( IS_SET( sysdata.save_flags, SV_GET ) && !char_died( ch ) ) save_char_obj( ch ); return; } } } if( !found ) { if( fAll ) send_to_char( "I see nothing here.\n\r", ch ); else act( AT_PLAIN, "I see no $T here.", ch, NULL, chk, TO_CHAR ); } else { save_house_by_vnum( ch->in_room->vnum ); /* House Object Saving */ if( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } } } 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( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: if( !IS_OBJ_STAT( container, ITEM_COVERING ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if( ch->carry_weight + container->weight > can_carry_w( ch ) ) { send_to_char( "It's too heavy for you to lift.\n\r", ch ); return; } break; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_KEYRING: case ITEM_QUIVER: break; case ITEM_CORPSE_PC: { char name[MAX_INPUT_LENGTH]; CHAR_DATA *gch; char *pd; if( IS_NPC( ch ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } pd = container->short_descr; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); if( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC( ch ) && ( get_timer( ch, TIMER_PKILLED ) > 0 ) && str_cmp( name, ch->name ) ) { send_to_char( "You cannot loot from that corpse...yet.\n\r", ch ); return; } /* * Killer/owner loot only if die to pkill blow --Blod */ /* * Added check for immortal so IMMS can get things out of * * corpses --Shaddai */ if( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC( ch ) && !IS_IMMORTAL( ch ) && container->action_desc[0] != '\0' && str_cmp( name, ch->name ) && str_cmp( container->action_desc, ch->name ) ) { send_to_char( "You did not inflict the death blow upon this corpse.\n\r", ch ); return; } if( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC( ch ) && str_cmp( name, ch->name ) && container->value[5] >= 3 ) { send_to_char( "Frequent looting has left this corpse protected by the gods.\n\r", ch ); return; } if( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC( ch ) && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) && container->value[4] - ch->level < 6 && container->value[4] - ch->level > -6 ) break; if( str_cmp( name, ch->name ) && !IS_IMMORTAL( ch ) ) { bool fGroup; fGroup = FALSE; for( gch = first_char; gch; gch = gch->next ) { if( !IS_NPC( gch ) && is_same_group( ch, gch ) && !str_cmp( name, gch->name ) ) { fGroup = TRUE; break; } } if( !fGroup ) { send_to_char( "That's someone else's corpse.\n\r", ch ); return; } } } } if( !IS_OBJ_STAT( container, ITEM_COVERING ) && IS_SET( container->value[1], CONT_CLOSED ) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* * 'get obj container' */ obj = get_obj_list( ch, arg1, container->first_content ); if( !obj ) { act( AT_PLAIN, IS_OBJ_STAT( container, ITEM_COVERING ) ? "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } separate_obj( obj ); get_obj( ch, obj, container ); /* * Oops no wonder corpses were duping oopsie did I do that * * --Shaddai */ if( container->item_type == ITEM_CORPSE_PC ) write_corpses( NULL, container->short_descr + 14, NULL ); check_for_trap( ch, container, TRAP_GET ); if( char_died( ch ) ) return; if( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } else { int cnt = 0; bool fAll; char *chk; /* * 'get all container' or 'get all.obj container' */ if( IS_OBJ_STAT( container, ITEM_DONATION ) ) { send_to_char( "The gods frown upon such an act of greed!\n\r", ch ); return; } if( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && str_cmp( ch->name, container->name + 7 ) ) { send_to_char( "The gods frown upon such wanton greed!\n\r", ch ); return; } if( !str_cmp( arg1, "all" ) ) fAll = TRUE; else fAll = FALSE; if( number > 1 ) chk = arg1; else chk = &arg1[4]; found = FALSE; for( obj = container->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if( number && ( cnt + obj->count ) > number ) split_obj( obj, number - cnt ); cnt += obj->count; get_obj( ch, obj, container ); if( char_died( ch ) || ch->carry_number >= can_carry_n( ch ) || ch->carry_weight >= can_carry_w( ch ) || ( number && cnt >= number ) ) { if( container->item_type == ITEM_CORPSE_PC ) write_corpses( NULL, container->short_descr + 14, NULL ); if( found && IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); return; } } } if( !found ) { if( fAll ) { if( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT( container, ITEM_COVERING ) ) act( AT_PLAIN, "The $T holds no keys.", ch, NULL, arg2, TO_CHAR ); else act( AT_PLAIN, IS_OBJ_STAT( container, ITEM_COVERING ) ? "I see nothing beneath the $T." : "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); } else { if( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT( container, ITEM_COVERING ) ) act( AT_PLAIN, "The $T does not hold that key.", ch, NULL, arg2, TO_CHAR ); else act( AT_PLAIN, IS_OBJ_STAT( container, ITEM_COVERING ) ? "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } else check_for_trap( ch, container, TRAP_GET ); if( char_died( ch ) ) return; /* * Oops no wonder corpses were duping oopsie did I do that * * --Shaddai */ if( container->item_type == ITEM_CORPSE_PC ) write_corpses( NULL, container->short_descr + 14, NULL ); if( found && IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } } 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; CLAN_DATA *clan; short count; int number; bool save_char = FALSE; argument = one_argument( argument, arg1 ); if( is_number( arg1 ) ) { number = atoi( arg1 ); if( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } argument = one_argument( argument, arg1 ); } else number = 0; argument = one_argument( argument, arg2 ); /* * munch optional words */ if( ( !str_cmp( arg2, "into" ) || !str_cmp( arg2, "inside" ) || !str_cmp( arg2, "in" ) || !str_cmp( arg2, "under" ) || !str_cmp( arg2, "onto" ) || !str_cmp( arg2, "on" ) ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if( ms_find_obj( 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( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if( !container->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) ) save_char = TRUE; if( IS_OBJ_STAT( container, ITEM_COVERING ) ) { if( ch->carry_weight + container->weight > can_carry_w( ch ) ) { send_to_char( "It's too heavy for you to lift.\n\r", ch ); return; } } else { if( container->item_type != ITEM_CONTAINER && container->item_type != ITEM_KEYRING && container->item_type != ITEM_QUIVER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if( IS_SET( container->value[1], CONT_CLOSED ) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } } if( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* * 'put obj container' */ if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( container->item_type == ITEM_KEYRING && obj->item_type != ITEM_KEY ) { send_to_char( "That's not a key.\n\r", ch ); return; } if( container->item_type == ITEM_QUIVER && obj->item_type != ITEM_PROJECTILE ) { send_to_char( "That's not a projectile.\n\r", ch ); return; } if( ( IS_OBJ_STAT( container, ITEM_COVERING ) && ( get_obj_weight( obj ) / obj->count ) > ( ( get_obj_weight( container ) / container->count ) - container->weight ) ) ) { send_to_char( "It won't fit under there.\n\r", ch ); return; } /* * note use of get_real_obj_weight */ if( ( get_real_obj_weight( obj ) / obj->count ) + ( get_real_obj_weight( container ) / container->count ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } separate_obj( obj ); separate_obj( container ); obj_from_char( obj ); obj = obj_to_obj( obj, container ); check_for_trap( ch, container, TRAP_PUT ); if( char_died( ch ) ) return; count = obj->count; obj->count = 1; if( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT( container, ITEM_COVERING ) ) { act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR ); } else { act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "$n hides $p beneath $P." : "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "You hide $p beneath $P." : "You put $p in $P.", ch, obj, container, TO_CHAR ); } obj->count = count; /* * Oops no wonder corpses were duping oopsie did I do that * * --Shaddai */ if( container->item_type == ITEM_CORPSE_PC ) write_corpses( NULL, container->short_descr + 14, NULL ); if( save_char ) save_char_obj( ch ); /* * Clan storeroom check */ if( xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) && container->carried_by == NULL ) { /* * if (!char_died && !save_char ) save_char_obj(ch); */ for( clan = first_clan; clan; clan = clan->next ) if( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom( ch, clan ); } } else { bool found = FALSE; int cnt = 0; bool fAll; char *chk; if( !str_cmp( arg1, "all" ) ) fAll = TRUE; else fAll = FALSE; if( number > 1 ) chk = arg1; else chk = &arg1[4]; separate_obj( container ); /* * 'put all container' or 'put all.obj container' */ for( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && ( container->item_type != ITEM_KEYRING || obj->item_type == ITEM_KEY ) && ( container->item_type != ITEM_QUIVER || obj->item_type == ITEM_PROJECTILE ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { if( number && ( cnt + obj->count ) > number ) split_obj( obj, number - cnt ); cnt += obj->count; obj_from_char( obj ); if( container->item_type == ITEM_KEYRING ) { act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR ); } else { act( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR ); } obj = obj_to_obj( obj, container ); found = TRUE; check_for_trap( ch, container, TRAP_PUT ); if( char_died( ch ) ) return; if( number && cnt >= number ) break; } } /* * Don't bother to save anything if nothing was dropped -Thoric */ if( !found ) { if( fAll ) act( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR ); else act( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR ); return; } if( save_char ) save_char_obj( ch ); /* * Oops no wonder corpses were duping oopsie did I do that * * --Shaddai */ if( container->item_type == ITEM_CORPSE_PC ) write_corpses( NULL, container->short_descr + 14, NULL ); /* * Clan storeroom check */ if( xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) && container->carried_by == NULL ) { /* * if (!char_died && !save_char) save_char_obj(ch); */ for( clan = first_clan; clan; clan = clan->next ) if( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom( ch, clan ); } } return; } void do_drop( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; CLAN_DATA *clan; int number; argument = one_argument( argument, arg ); if( is_number( arg ) ) { number = atoi( arg ); if( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } argument = one_argument( argument, arg ); } else number = 0; if( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_LITTERBUG ) ) { set_char_color( AT_YELLOW, ch ); send_to_char( "A godly force prevents you from dropping anything...\n\r", ch ); return; } if( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) && ch != supermob ) { set_char_color( AT_MAGIC, ch ); send_to_char( "A magical force stops you!\n\r", ch ); set_char_color( AT_TELL, ch ); send_to_char( "Someone tells you, 'No littering here!'\n\r", ch ); return; } if( number > 0 ) { /* * 'drop NNNN coins' */ if( !str_cmp( arg, "coins" ) || !str_cmp( arg, "coin" ) ) { if( ch->gold < number ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= number; for( obj = ch->in_room->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: number += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: number += obj->value[0]; extract_obj( obj ); break; } } act( AT_ACTION, "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); obj_to_room( create_money( number ), ch->in_room, ch ); save_house_by_vnum( ch->in_room->vnum ); /* House Object Saving */ send_to_char( "You let the gold slip from your hand.\n\r", ch ); if( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); return; } } if( number <= 1 && str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* * 'drop obj' */ if( ( obj = get_obj_carry( ch, arg ) ) == 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; } separate_obj( obj ); act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR ); obj_from_char( obj ); obj = obj_to_room( obj, ch->in_room, ch ); oprog_drop_trigger( ch, obj ); /* mudprogs */ if( char_died( ch ) || obj_extracted( obj ) ) return; /* * Clan storeroom saving */ if( xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) { /* * if (!char_died) save_char_obj(ch); */ for( clan = first_clan; clan; clan = clan->next ) if( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom( ch, clan ); } } else { int cnt = 0; char *chk; bool fAll; if( !str_cmp( arg, "all" ) ) fAll = TRUE; else fAll = FALSE; if( number > 1 ) chk = arg; else chk = &arg[4]; /* * 'drop all' or 'drop all.obj' */ if( xIS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) || xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) { send_to_char( "You can't seem to do that here...\n\r", ch ); return; } found = FALSE; for( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; if( HAS_PROG( obj->pIndexData, DROP_PROG ) && obj->count > 1 ) { ++cnt; separate_obj( obj ); obj_from_char( obj ); if( !obj_next ) obj_next = ch->first_carrying; } else { if( number && ( cnt + obj->count ) > number ) split_obj( obj, number - cnt ); cnt += obj->count; obj_from_char( obj ); } act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR ); obj = obj_to_room( obj, ch->in_room, ch ); oprog_drop_trigger( ch, obj ); /* mudprogs */ if( char_died( ch ) ) return; if( number && cnt >= number ) break; } } if( !found ) { if( fAll ) act( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR ); else act( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR ); save_house_by_vnum( ch->in_room->vnum ); /* House Object Saving */ } } if( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); /* duping protector */ return; } void do_give( CHAR_DATA * ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim, *questman; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if( !str_cmp( arg2, "to" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; if( is_number( arg1 ) ) { /* * 'give NNNN coins victim' */ int amount; amount = atoi( arg1 ); if( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if( !str_cmp( arg2, "to" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( ch->gold < amount ) { send_to_char( "Very generous of you, but you haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; strcpy( buf, "$n gives you " ); strcat( buf, arg1 ); strcat( buf, ( amount > 1 ) ? " coins." : " coin." ); act( AT_ACTION, buf, ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You give $N some gold.", ch, NULL, victim, TO_CHAR ); mprog_bribe_trigger( victim, ch, amount ); if( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died( ch ) ) save_char_obj( ch ); if( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died( victim ) ) save_char_obj( victim ); return; } if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( obj->item_type == ITEM_QUESTTOKEN ) { if( !str_prefix( "all.", arg1 ) ) { send_to_char( "You cannot give all.token, this is to stop a crash, will fix it soon as possible\n\r", ch ); return; } for( questman = ch->in_room->first_person; questman != NULL; questman = questman->next_in_room ) if( IS_NPC( questman ) && xIS_SET( questman->act, ACT_QUESTMASTER ) ) break; if( questman ) { if( ( victim = get_char_room( ch, arg2 ) ) == questman ) { separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT ); act( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR ); obj = obj_to_char( obj, victim ); mprog_give_trigger( victim, ch, obj ); if( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died( ch ) ) save_char_obj( ch ); if( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died( victim ) ) save_char_obj( victim ); do_token_redeem( ch, obj ); return; } } } if( victim->carry_number + ( get_obj_number( obj ) / obj->count ) > can_carry_n( victim ) ) { act( AT_PLAIN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if( victim->carry_weight + ( get_obj_weight( obj ) / obj->count ) > can_carry_w( victim ) ) { act( AT_PLAIN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if( !can_see_obj( victim, obj ) ) { act( AT_PLAIN, "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( victim ) ) { act( AT_PLAIN, "You cannot give that to $N!", ch, NULL, victim, TO_CHAR ); return; } separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT ); act( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR ); obj = obj_to_char( obj, victim ); mprog_give_trigger( victim, ch, obj ); if( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died( ch ) ) save_char_obj( ch ); if( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died( victim ) ) save_char_obj( victim ); return; } /* * Damage an object. -Thoric * Affect player's AC if necessary. * Make object into scraps if necessary. * Send message about damaged object. */ obj_ret damage_obj( OBJ_DATA * obj ) { CHAR_DATA *ch; obj_ret objcode; int random_number; ch = obj->carried_by; objcode = rNONE; separate_obj( obj ); if( !IS_NPC( ch ) && ( !IS_PKILL( ch ) || ( IS_PKILL( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) ) ) ) act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR ); else if( obj->in_room && ( ch = obj->in_room->first_person ) != NULL ) { act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_ROOM ); act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR ); ch = NULL; } if( obj->item_type != ITEM_LIGHT ) oprog_damage_trigger( ch, obj ); else if( !in_arena( ch ) ) oprog_damage_trigger( ch, obj ); if( obj_extracted( obj ) ) return global_objcode; switch ( obj->item_type ) { default: make_scraps( obj ); objcode = rOBJ_SCRAPPED; break; case ITEM_CONTAINER: if( --obj->value[3] <= 0 ) { if( !in_arena( ch ) ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else obj->value[3] = 1; } case ITEM_SHOVEL: case ITEM_KEYRING: case ITEM_QUIVER: if( --obj->value[3] <= 0 ) { if( !in_arena( ch ) ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else obj->value[3] = 1; } break; case ITEM_LIGHT: if( --obj->value[0] <= 0 ) { if( !in_arena( ch ) ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else obj->value[0] = 1; } break; case ITEM_ARMOR: random_number = number_range( 0, 4 ); if( random_number == 1 ) { if( --obj->value[3] <= 0 ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } } break; case ITEM_WEAPON: random_number = number_range( 0, 4 ); if( random_number == 1 ) { if( --obj->value[0] <= 0 ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } break; } } if( ch != NULL ) save_char_obj( ch ); /* Stop scrap duping - Samson 1-2-00 */ return objcode; } /* * Remove an object. */ bool remove_obj( CHAR_DATA * ch, int iWear, bool fReplace ) { OBJ_DATA *obj, *tmpobj; if( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if( !fReplace && ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return FALSE; } if( !fReplace ) return FALSE; if( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) ) { act( AT_PLAIN, "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD ) ) != NULL ) tmpobj->wear_loc = WEAR_WIELD; unequip_char( ch, obj ); act( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR ); oprog_remove_trigger( ch, obj ); return TRUE; } /* * See if char could be capable of dual-wielding -Thoric */ bool could_dual( CHAR_DATA * ch ) { if( IS_NPC( ch ) || ch->pcdata->learned[gsn_dual_wield] ) return TRUE; return FALSE; } /* * Check for the ability to dual-wield under all conditions. -Orion * * Original version by Thoric. */ bool can_dual( CHAR_DATA * ch ) { /* * We must assume that when they come in, they are NOT wielding something. We * take care of the actual value later. -Orion */ bool wielding[2], alreadyWielding = FALSE; wielding[0] = FALSE; wielding[1] = FALSE; /* * If they don't have the ability to dual-wield, why should we allow them to * do so? -Orion */ if( !could_dual( ch ) ) return FALSE; /* * Get that true wielding value I mentioned earlier. If they're wielding and * missile wielding, we can simply return FALSE. If not, set the values. -Orion */ if( get_eq_char( ch, WEAR_WIELD ) && get_eq_char( ch, WEAR_MISSILE_WIELD ) ) { send_to_char( "You are already wielding two weapons... grow some more arms!\n\r", ch ); return FALSE; } else { /* * Wield position. -Orion */ wielding[0] = get_eq_char( ch, WEAR_WIELD ) ? TRUE : FALSE; /* * Missile wield position. -Orion */ wielding[1] = get_eq_char( ch, WEAR_MISSILE_WIELD ) ? TRUE : FALSE; } /* * Save some extra typing farther down. -Orion */ if( wielding[0] || wielding[1] ) alreadyWielding = TRUE; /* * If wielding and dual wielding, then they can't wear another weapon. Return * FALSE. We can assume that dual wield will not be full if there is no wield * slot already filled. -Orion */ if( wielding[0] && get_eq_char( ch, WEAR_DUAL_WIELD ) ) { send_to_char( "You are already wielding two weapons... grow some more arms!\n\r", ch ); return FALSE; } /* * If wielding or missile wielding and holding a shield, then we can return * FALSE. -Orion */ if( alreadyWielding && get_eq_char( ch, WEAR_SHIELD ) ) { send_to_char( "You cannot dual wield, you're already holding a shield!\n\r", ch ); return FALSE; } /* * If wielding or missile wielding and holding something, then we can return * FALSE. -Orion */ if( alreadyWielding && get_eq_char( ch, WEAR_HOLD ) ) { send_to_char( "You cannot hold another weapon, you're already holding something in that hand!\n\r", ch ); return FALSE; } return TRUE; } /* * Check to see if there is room to wear another object on this location * (Layered clothing support) */ bool can_layer( CHAR_DATA * ch, OBJ_DATA * obj, short wear_loc ) { OBJ_DATA *otmp; short bitlayers = 0; short objlayers = obj->pIndexData->layers; for( otmp = ch->first_carrying; otmp; otmp = otmp->next_content ) if( otmp->wear_loc == wear_loc ) { if( !otmp->pIndexData->layers ) return FALSE; else bitlayers |= otmp->pIndexData->layers; } if( ( bitlayers && !objlayers ) || bitlayers > objlayers ) return FALSE; if( !bitlayers || ( ( bitlayers & ~objlayers ) == bitlayers ) ) return TRUE; return FALSE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. * * Restructured a bit to allow for specifying body location -Thoric * & Added support for layering on certain body locations */ void wear_obj( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, short wear_bit ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *tmpobj = NULL; short bit, tmp; separate_obj( obj ); if( get_trust( ch ) < obj->level ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( AT_ACTION, "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if( wear_bit > -1 ) { bit = wear_bit; if( !CAN_WEAR( obj, 1 << bit ) ) { if( fReplace ) { switch ( 1 << bit ) { case ITEM_HOLD: send_to_char( "You cannot hold that.\n\r", ch ); break; case ITEM_WIELD: case ITEM_MISSILE_WIELD: send_to_char( "You cannot wield that.\n\r", ch ); break; default: sprintf( buf, "You cannot wear that on your %s.\n\r", w_flags[bit] ); send_to_char( buf, ch ); } } return; } } else { for( bit = -1, tmp = 1; tmp < 31; tmp++ ) { if( CAN_WEAR( obj, 1 << tmp ) ) { bit = tmp; break; } } } /* * currently cannot have a light in non-light position */ if( obj->item_type == ITEM_LIGHT ) { if( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_LIGHT ); oprog_wear_trigger( ch, obj ); return; } if( bit == -1 ) { if( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } switch ( 1 << bit ) { default: bug( "wear_obj: uknown/unused item_wear bit %d", bit ); if( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; case ITEM_LODGE_RIB: act( AT_ACTION, "$p strikes you and deeply imbeds itself in your ribs!", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s ribs!", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_LODGE_RIB ); break; case ITEM_LODGE_ARM: act( AT_ACTION, "$p strikes you and deeply imbeds itself in your arm!", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s arm!", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_LODGE_ARM ); break; case ITEM_LODGE_LEG: act( AT_ACTION, "$p strikes you and deeply imbeds itself in your leg!", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s leg!", ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_LODGE_LEG ); break; case ITEM_WEAR_FINGER: if( get_eq_char( ch, WEAR_FINGER_L ) && get_eq_char( ch, WEAR_FINGER_R ) && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if( !get_eq_char( ch, WEAR_FINGER_L ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slips $s left finger into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip your left finger into $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FINGER_L ); oprog_wear_trigger( ch, obj ); return; } if( !get_eq_char( ch, WEAR_FINGER_R ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slips $s right finger into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip your right finger into $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FINGER_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear something on both fingers.\n\r", ch ); return; case ITEM_WEAR_NECK: if( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if( !get_eq_char( ch, WEAR_NECK_1 ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_NECK_1 ); oprog_wear_trigger( ch, obj ); return; } if( !get_eq_char( ch, WEAR_NECK_2 ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_NECK_2 ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You already wear two neck items.\n\r", ch ); return; case ITEM_WEAR_BODY: if( !can_layer( ch, obj, WEAR_BODY ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_BODY ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_HEAD: if( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HEAD ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_EYES: if( !remove_obj( ch, WEAR_EYES, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n places $p on $s eyes.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You place $p on your eyes.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_EYES ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_FACE: if( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n places $p on $s face.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You place $p on your face.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FACE ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_EARS: if( !remove_obj( ch, WEAR_EARS, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your ears.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_EARS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_LEGS: if( !can_layer( ch, obj, WEAR_LEGS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_LEGS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_FEET: if( !can_layer( ch, obj, WEAR_FEET ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FEET ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_HANDS: if( !can_layer( ch, obj, WEAR_HANDS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HANDS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ARMS: if( !can_layer( ch, obj, WEAR_ARMS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ARMS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ABOUT: if( !can_layer( ch, obj, WEAR_ABOUT ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ABOUT ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_BACK: if( !remove_obj( ch, WEAR_BACK, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slings $p on $s back.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You sling $p on your back.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_BACK ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_WAIST: if( !can_layer( ch, obj, WEAR_WAIST ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WAIST ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_WRIST: if( get_eq_char( ch, WEAR_WRIST_L ) && get_eq_char( ch, WEAR_WRIST_R ) && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if( !get_eq_char( ch, WEAR_WRIST_L ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your left wrist.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WRIST_L ); oprog_wear_trigger( ch, obj ); return; } if( !get_eq_char( ch, WEAR_WRIST_R ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your right wrist.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WRIST_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; case ITEM_WEAR_ANKLE: if( get_eq_char( ch, WEAR_ANKLE_L ) && get_eq_char( ch, WEAR_ANKLE_R ) && !remove_obj( ch, WEAR_ANKLE_L, fReplace ) && !remove_obj( ch, WEAR_ANKLE_R, fReplace ) ) return; if( !get_eq_char( ch, WEAR_ANKLE_L ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s left ankle.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your left ankle.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ANKLE_L ); oprog_wear_trigger( ch, obj ); return; } if( !get_eq_char( ch, WEAR_ANKLE_R ) ) { if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s right ankle.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your right ankle.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ANKLE_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free ankle.", 0 ); send_to_char( "You already wear two ankle items.\n\r", ch ); return; case ITEM_WEAR_SHIELD: if( get_eq_char( ch, WEAR_DUAL_WIELD ) || ( get_eq_char( ch, WEAR_WIELD ) && get_eq_char( ch, WEAR_MISSILE_WIELD ) ) ) { send_to_char( "You can't use a shield AND two weapons!\n\r", ch ); return; } if( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n uses $p as a shield.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You use $p as a shield.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_SHIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_MISSILE_WIELD: case ITEM_WIELD: if( !could_dual( ch ) ) { if( !remove_obj( ch, WEAR_MISSILE_WIELD, fReplace ) ) return; if( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; tmpobj = NULL; } else { OBJ_DATA *mw, *dw, *hd, *sd; tmpobj = get_eq_char( ch, WEAR_WIELD ); mw = get_eq_char( ch, WEAR_MISSILE_WIELD ); dw = get_eq_char( ch, WEAR_DUAL_WIELD ); hd = get_eq_char( ch, WEAR_HOLD ); sd = get_eq_char( ch, WEAR_SHIELD ); if( tmpobj ) { if( !can_dual( ch ) ) return; if( get_obj_weight( obj ) + get_obj_weight( tmpobj ) > str_app[get_curr_str( ch )].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if( mw || dw ) { send_to_char( "You're already wielding two weapons.\n\r", ch ); return; } if( hd || sd ) { send_to_char( "You're already wielding a weapon AND holding something.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR ); } if( 1 << bit == ITEM_MISSILE_WIELD ) equip_char( ch, obj, WEAR_MISSILE_WIELD ); else equip_char( ch, obj, WEAR_DUAL_WIELD ); oprog_wear_trigger( ch, obj ); return; } if( mw ) { if( !can_dual( ch ) ) return; if( 1 << bit == ITEM_MISSILE_WIELD ) { send_to_char( "You're already wielding a missile weapon.\n\r", ch ); return; } if( get_obj_weight( obj ) + get_obj_weight( mw ) > str_app[get_curr_str( ch )].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if( tmpobj || dw ) { send_to_char( "You're already wielding two weapons.\n\r", ch ); return; } if( hd || sd ) { send_to_char( "You're already wielding a weapon AND holding something.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WIELD ); oprog_wear_trigger( ch, obj ); return; } } if( get_obj_weight( obj ) > str_app[get_curr_str( ch )].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR ); } if( 1 << bit == ITEM_MISSILE_WIELD ) equip_char( ch, obj, WEAR_MISSILE_WIELD ); else equip_char( ch, obj, WEAR_WIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_HOLD: if( get_eq_char( ch, WEAR_DUAL_WIELD ) || ( get_eq_char( ch, WEAR_WIELD ) && get_eq_char( ch, WEAR_MISSILE_WIELD ) ) ) { send_to_char( "You cannot hold something AND two weapons!\n\r", ch ); return; } if( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; if( obj->item_type == ITEM_WAND || obj->item_type == ITEM_STAFF || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_COOK || obj->item_type == ITEM_PILL || obj->item_type == ITEM_POTION || obj->item_type == ITEM_SCROLL || obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_BLOOD || obj->item_type == ITEM_PIPE || obj->item_type == ITEM_HERB || obj->item_type == ITEM_KEY || !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HOLD ); oprog_wear_trigger( ch, obj ); return; } } void do_wear( CHAR_DATA * ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; short wear_bit; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if( ( !str_cmp( arg2, "on" ) || !str_cmp( arg2, "upon" ) || !str_cmp( arg2, "around" ) ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if( arg1[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; if( !str_cmp( arg1, "all" ) ) { OBJ_DATA *obj_next; for( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) { wear_obj( ch, obj, FALSE, -1 ); if( char_died( ch ) ) return; } } return; } else { if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( arg2[0] != '\0' ) wear_bit = get_wflag( arg2 ); else wear_bit = -1; wear_obj( ch, obj, TRUE, wear_bit ); } return; } void do_remove( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *obj_next; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; if( !str_cmp( arg, "all" ) ) /* SB Remove all */ { for( obj = ch->first_carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) ) remove_obj( ch, obj->wear_loc, TRUE ); } return; } if( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You are not using that item.\n\r", ch ); return; } if( ( obj_next = get_eq_char( ch, obj->wear_loc ) ) != obj ) { act( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_bury( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool shovel; short move; one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "What do you wish to bury?\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; shovel = FALSE; for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } separate_obj( obj ); if( !CAN_WEAR( obj, ITEM_TAKE ) ) { if( !IS_OBJ_STAT( obj, ITEM_CLANCORPSE ) || IS_NPC( ch ) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) { act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR ); return; } } switch ( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\n\r", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot bury something here.\n\r", ch ); return; case SECT_AIR: send_to_char( "What? In the air?!\n\r", ch ); return; } if( obj->weight > ( UMAX( 5, ( can_carry_w( ch ) / 10 ) ) ) && !shovel ) { send_to_char( "You'd need a shovel to bury something that big.\n\r", ch ); return; } move = ( obj->weight * 50 * ( shovel ? 1 : 5 ) ) / UMAX( 1, can_carry_w( ch ) ); move = URANGE( 2, move, 1000 ); if( move > ch->move ) { send_to_char( "You don't have the energy to bury something of that size.\n\r", ch ); return; } ch->move -= move; if( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC ) adjust_favor( ch, 6, 1 ); act( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM ); xSET_BIT( obj->extra_flags, ITEM_BURIED ); WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) ); return; } void do_sacrifice( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char name[50]; OBJ_DATA *obj; one_argument( argument, arg ); if( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( AT_ACTION, "$n offers $mself to $s deity, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your deity appreciates your offer and may accept it later.\n\r", ch ); return; } if( ms_find_obj( ch ) ) return; if( !str_cmp( arg, "all" ) ) { if( !ch->in_room->first_content ) { send_to_char( "All what? There's nothing here!\n\r", ch ); return; } for( obj = ch->in_room->first_content; obj; obj = obj->next_content ) { separate_obj( obj ); if( !CAN_WEAR( obj, ITEM_TAKE ) || !can_see_obj( ch, obj ) ) { continue; } if( IS_SET( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC( ch ) ) { if( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) ) { if( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 ) { continue; } } } if( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' ) { strcpy( name, ch->pcdata->deity->name ); } else if( !IS_NPC( ch ) && IS_GUILDED( ch ) && sysdata.guild_overseer[0] != '\0' ) { strcpy( name, sysdata.guild_overseer ); } else if( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' ) { strcpy( name, ch->pcdata->clan->deity ); } else { strcpy( name, "The God's" ); } ch->gold += 1; if( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC ) adjust_favor( ch, 5, 1 ); sprintf( buf, "%s give you one gold coin for sacrificing %s.\n\r", name, obj->short_descr ); send_to_char( buf, ch ); sprintf( buf, "$n sacrifices $p to %s.", name ); act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM ); oprog_sac_trigger( ch, obj ); if( obj_extracted( obj ) ) return; if( cur_obj == obj->serial ) global_objcode = rOBJ_SACCED; extract_obj( obj ); } return; } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } separate_obj( obj ); if( !CAN_WEAR( obj, ITEM_TAKE ) ) { act( AT_PLAIN, "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } if( IS_SET( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC( ch ) ) { if( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) ) { if( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 ) { send_to_char_color( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch ); return; } } } if( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' ) { strcpy( name, ch->pcdata->deity->name ); } else if( !IS_NPC( ch ) && IS_GUILDED( ch ) && sysdata.guild_overseer[0] != '\0' ) { strcpy( name, sysdata.guild_overseer ); } else if( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' ) { strcpy( name, ch->pcdata->clan->deity ); } else { strcpy( name, "The God's" ); } ch->gold += 1; if( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC ) adjust_favor( ch, 5, 1 ); sprintf( buf, "%s give you one gold coin for your sacrifice.\n\r", name ); send_to_char( buf, ch ); sprintf( buf, "$n sacrifices $p to %s.", name ); act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM ); oprog_sac_trigger( ch, obj ); if( obj_extracted( obj ) ) return; if( cur_obj == obj->serial ) global_objcode = rOBJ_SACCED; separate_obj( obj ); extract_obj( obj ); save_house_by_vnum( ch->in_room->vnum ); /* Prevent House Object Duplication */ return; } void do_brandish( CHAR_DATA * ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; ch_ret retcode; int sn; if( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if( ( sn = staff->value[3] ) < 0 || sn >= top_sn || skill_table[sn]->spell_fun == NULL ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if( staff->value[2] > 0 ) { if( !oprog_use_trigger( ch, staff, NULL, NULL, NULL ) ) { act( AT_MAGIC, "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( AT_MAGIC, "You brandish $p.", ch, staff, NULL, TO_CHAR ); } for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; else switch ( skill_table[sn]->target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if( IS_NPC( ch ) ? IS_NPC( vch ) : !IS_NPC( vch ) ) continue; break; case TAR_CHAR_DEFENSIVE: if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) continue; break; case TAR_CHAR_SELF: if( vch != ch ) continue; break; } retcode = obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); if( retcode == rCHAR_DIED || retcode == rBOTH_DIED ) { bug( "do_brandish: char died", 0 ); return; } } } if( --staff->value[2] <= 0 ) { act( AT_MAGIC, "$p blazes bright and vanishes from $n's hands!", ch, staff, NULL, TO_ROOM ); act( AT_MAGIC, "$p blazes bright and is gone!", ch, staff, NULL, TO_CHAR ); if( staff->serial == cur_obj ) global_objcode = rOBJ_USED; 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; ch_ret retcode; one_argument( argument, arg ); if( arg[0] == '\0' && !ch->fighting ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == 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 ) { victim = who_fighting( ch ); } 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, 1 * PULSE_VIOLENCE ); if( wand->value[2] > 0 ) { if( victim ) { if( !oprog_use_trigger( ch, wand, victim, NULL, NULL ) ) { act( AT_MAGIC, "$n aims $p at $N.", ch, wand, victim, TO_ROOM ); act( AT_MAGIC, "You aim $p at $N.", ch, wand, victim, TO_CHAR ); } } else { if( !oprog_use_trigger( ch, wand, NULL, obj, NULL ) ) { act( AT_MAGIC, "$n aims $p at $P.", ch, wand, obj, TO_ROOM ); act( AT_MAGIC, "You aim $p at $P.", ch, wand, obj, TO_CHAR ); } } retcode = obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); if( retcode == rCHAR_DIED || retcode == rBOTH_DIED ) { bug( "do_zap: char died", 0 ); return; } } if( --wand->value[2] <= 0 ) { act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_CHAR ); if( wand->serial == cur_obj ) global_objcode = rOBJ_USED; extract_obj( wand ); } return; } /* * Save items in a clan storage room -Scryn & Thoric */ void save_clan_storeroom( CHAR_DATA * ch, CLAN_DATA * clan ) { FILE *fp; char filename[256]; short templvl; OBJ_DATA *contents; if( !clan ) { bug( "save_clan_storeroom: Null clan pointer!", 0 ); return; } if( !ch ) { bug( "save_clan_storeroom: Null ch pointer!", 0 ); return; } sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename ); if( ( fp = fopen( filename, "w" ) ) == NULL ) { bug( "save_clan_storeroom: fopen", 0 ); perror( filename ); } else { templvl = ch->level; ch->level = LEVEL_HERO; /* make sure EQ doesn't get lost */ contents = ch->in_room->last_content; if( contents ) fwrite_obj( ch, contents, fp, 0, OS_CARRY, FALSE ); fprintf( fp, "#END\n" ); ch->level = templvl; fclose( fp ); return; } return; } /* put an item on auction, or see the stats on the current item or bet */ void do_auction( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int i; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); set_char_color( AT_LBLUE, ch ); if( IS_NPC( ch ) ) /* NPC can be extracted at any time and thus can't auction! */ return; if( ch->level < 3 ) { send_to_char( "You must be at least level three to use the auction...\n\r", ch ); return; } if( ( time_info.hour > 18 || time_info.hour < 9 ) && auction->item == NULL && !IS_IMMORTAL( ch ) ) { send_to_char( "\n\rThe auctioneer works between the hours of 9 AM and 6 PM\n\r", ch ); return; } if( arg1[0] == '\0' ) { if( auction->item != NULL ) { AFFECT_DATA *paf; obj = auction->item; /* * show item data here */ if( auction->bet > 0 ) sprintf( buf, "\n\rCurrent bid on this item is %s gold.\n\r", num_punct( auction->bet ) ); else sprintf( buf, "\n\rNo bids on this item have been received.\n\r" ); set_char_color( AT_BLUE, ch ); send_to_char( buf, ch ); /* * spell_identify (0, LEVEL_HERO - 1, ch, auction->item); */ sprintf( buf, "Object '%s' is %s, special properties: %s\n\rIts weight is %d, value is %d, and level is %d.\n\r", obj->name, aoran( item_type_name( obj ) ), extra_bit_name( &obj->extra_flags ), /* * magic_bit_name( obj->magic_flags ), -- currently unused */ obj->weight, obj->cost, obj->level ); set_char_color( AT_LBLUE, ch ); send_to_char( buf, ch ); if( obj->item_type != ITEM_LIGHT && obj->wear_flags - 1 > 0 ) ch_printf( ch, "Item's wear location: %s\n\r", flag_string( obj->wear_flags - 1, w_flags ) ); set_char_color( AT_BLUE, ch ); switch ( obj->item_type ) { case ITEM_CONTAINER: case ITEM_KEYRING: case ITEM_QUIVER: ch_printf( ch, "%s appears to %s.\n\r", capitalize( obj->short_descr ), obj->value[0] < 76 ? "have a small capacity" : obj->value[0] < 150 ? "have a small to medium capacity" : obj->value[0] < 300 ? "have a medium capacity" : obj->value[0] < 500 ? "have a medium to large capacity" : obj->value[0] < 751 ? "have a large capacity" : "have a giant capacity" ); break; case ITEM_PILL: case ITEM_SCROLL: case ITEM_POTION: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if( obj->value[1] >= 0 && obj->value[1] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]]->name, ch ); send_to_char( "'", ch ); } if( obj->value[2] >= 0 && obj->value[2] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]]->name, ch ); send_to_char( "'", ch ); } if( obj->value[3] >= 0 && obj->value[3] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]]->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if( obj->value[3] >= 0 && obj->value[3] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]]->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_MISSILE_WEAPON: case ITEM_WEAPON: sprintf( buf, "Damage is %d to %d (average %d).%s\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2, IS_OBJ_STAT( obj, ITEM_POISONED ) ? "\n\rThis weapon is poisoned." : "" ); send_to_char( buf, ch ); break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d.\n\r", obj->value[0] ); send_to_char( buf, ch ); break; } for( paf = obj->pIndexData->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); for( paf = obj->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); if( ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_KEYRING || obj->item_type == ITEM_QUIVER ) && obj->first_content ) { set_char_color( AT_OBJECT, ch ); send_to_char( "Contents:\n\r", ch ); show_list_to_char( obj->first_content, ch, TRUE, FALSE ); } if( IS_IMMORTAL( ch ) ) { sprintf( buf, "Seller: %s. Bidder: %s. Round: %d.\n\r", auction->seller->name, auction->buyer->name, ( auction->going + 1 ) ); send_to_char( buf, ch ); sprintf( buf, "Time left in round: %d.\n\r", auction->pulse ); send_to_char( buf, ch ); } return; } else { set_char_color( AT_LBLUE, ch ); send_to_char( "\n\rThere is nothing being auctioned right now. What would you like to auction?\n\r", ch ); return; } } if( IS_IMMORTAL( ch ) && !str_cmp( arg1, "stop" ) ) { if( auction->item == NULL ) { send_to_char( "There is no auction to stop.\n\r", ch ); return; } else /* stop the auction */ { set_char_color( AT_LBLUE, ch ); sprintf( buf, "Sale of %s has been stopped by an Immortal.", auction->item->short_descr ); talk_auction( buf ); obj_to_char( auction->item, auction->seller ); if( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj( auction->seller ); auction->item = NULL; if( auction->buyer != NULL && auction->buyer != auction->seller ) /* return money to the buyer */ { auction->buyer->gold += auction->bet; send_to_char( "Your money has been returned.\n\r", auction->buyer ); } return; } } if( !str_cmp( arg1, "bid" ) ) { if( auction->item != NULL ) { int newbet; if( ch->level < auction->item->level ) { send_to_char( "This object's level is too high for your use.\n\r", ch ); return; } if( ch == auction->seller ) { send_to_char( "You can't bid on your own item!\n\r", ch ); return; } /* * make - perhaps - a bet now */ if( arg2[0] == '\0' ) { send_to_char( "Bid how much?\n\r", ch ); return; } newbet = parsebet( auction->bet, arg2 ); /* * ch_printf( ch, "Bid: %d\n\r",newbet); */ if( newbet < auction->starting ) { send_to_char( "You must place a bid that is higher than the starting bet.\n\r", ch ); return; } /* * to avoid slow auction, use a bigger amount than 100 if the bet * is higher up - changed to 10000 for our high economy */ if( newbet < ( auction->bet ) ) { send_to_char( "You must at least bid over the current bid.\n\r", ch ); return; } if( newbet > ch->gold ) { send_to_char( "You don't have that much money!\n\r", ch ); return; } if( newbet > 2000000000 ) { send_to_char( "You can't bid over 2 billion coins.\n\r", ch ); return; } /* * Is it the item they really want to bid on? --Shaddai */ if( arg3[0] != '\0' && !nifty_is_name( arg3, auction->item->name ) ) { send_to_char( "That item is not being auctioned right now.\n\r", ch ); return; } /* * the actual bet is OK! */ /* * return the gold to the last buyer, if one exists */ if( auction->buyer != NULL && auction->buyer != auction->seller ) auction->buyer->gold += auction->bet; ch->gold -= newbet; /* substract the gold - important :) */ if( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj( ch ); auction->buyer = ch; auction->bet = newbet; auction->going = 0; auction->pulse = PULSE_AUCTION; /* start the auction over again */ sprintf( buf, "A bid of %s gold has been received on %s.\n\r", num_punct( newbet ), auction->item->short_descr ); talk_auction( buf ); return; } else { send_to_char( "There isn't anything being auctioned right now.\n\r", ch ); return; } } /* * finally... */ if( ms_find_obj( ch ) ) return; obj = get_obj_carry( ch, arg1 ); /* does char have the item ? */ if( obj == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if( obj->timer > 0 ) { send_to_char( "You can't auction objects that are decaying.\n\r", ch ); return; } /* * prevent repeat auction items */ for( i = 0; i < AUCTION_MEM && auction->history[i]; i++ ) { if( auction->history[i] == obj->pIndexData ) { send_to_char( "Such an item has been auctioned " "recently, try again later.\n\r", ch ); return; } } if( arg2[0] == '\0' ) { auction->starting = 0; strcpy( arg2, "0" ); } if( !is_number( arg2 ) ) { send_to_char( "You must input a number at which to start the auction.\n\r", ch ); return; } if( atoi( arg2 ) < 0 ) { send_to_char( "You can't auction something for less than 0 gold!\n\r", ch ); return; } if( auction->item == NULL ) switch ( obj->item_type ) { default: act( AT_TELL, "You cannot auction $Ts.", ch, NULL, item_type_name( obj ), TO_CHAR ); return; /* * insert any more item types here... items with a timer MAY NOT BE * AUCTIONED! */ case ITEM_LIGHT: case ITEM_TREASURE: case ITEM_POTION: case ITEM_CONTAINER: case ITEM_KEYRING: case ITEM_QUIVER: case ITEM_DRINK_CON: case ITEM_FOOD: case ITEM_COOK: case ITEM_PEN: case ITEM_BOAT: case ITEM_PILL: case ITEM_PIPE: case ITEM_HERB_CON: case ITEM_INCENSE: case ITEM_FIRE: case ITEM_RUNEPOUCH: case ITEM_MAP: case ITEM_BOOK: case ITEM_RUNE: case ITEM_MATCH: case ITEM_HERB: case ITEM_WEAPON: case ITEM_MISSILE_WEAPON: case ITEM_ARMOR: case ITEM_STAFF: case ITEM_WAND: case ITEM_SCROLL: separate_obj( obj ); obj_from_char( obj ); if( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj( ch ); auction->item = obj; auction->bet = 0; auction->buyer = ch; auction->seller = ch; auction->pulse = PULSE_AUCTION; auction->going = 0; auction->starting = atoi( arg2 ); /* * add the new item to the history */ if( AUCTION_MEM > 0 ) { memmove( ( char * )auction->history + sizeof( OBJ_INDEX_DATA * ), auction->history, ( AUCTION_MEM - 1 ) * sizeof( OBJ_INDEX_DATA * ) ); auction->history[0] = obj->pIndexData; } /* * reset the history timer */ auction->hist_timer = 0; if( auction->starting > 0 ) auction->bet = auction->starting; sprintf( buf, "A new item is being auctioned: %s at %d gold.", obj->short_descr, auction->starting ); talk_auction( buf ); return; } /* switch */ else { act( AT_TELL, "Try again later - $p is being auctioned right now!", ch, auction->item, NULL, TO_CHAR ); if( !IS_IMMORTAL( ch ) ) WAIT_STATE( ch, PULSE_VIOLENCE ); return; } } /* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */ void obj_fall( OBJ_DATA * obj, bool through ) { EXIT_DATA *pexit; ROOM_INDEX_DATA *to_room; static int fall_count; char buf[MAX_STRING_LENGTH]; static bool is_falling; /* Stop loops from the call to obj_to_room() -- Altrag */ if( !obj->in_room || is_falling ) return; if( fall_count > 30 ) { bug( "object falling in loop more than 30 times", 0 ); extract_obj( obj ); fall_count = 0; return; } if( xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && CAN_GO( obj, DIR_DOWN ) && !IS_OBJ_STAT( obj, ITEM_MAGIC ) ) { pexit = get_exit( obj->in_room, DIR_DOWN ); to_room = pexit->to_room; if( through ) fall_count++; else fall_count = 0; if( obj->in_room == to_room ) { sprintf( buf, "Object falling into same room, room %d", to_room->vnum ); bug( buf, 0 ); extract_obj( obj ); return; } if( obj->in_room->first_person ) { act( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_CHAR ); } obj_from_room( obj ); is_falling = TRUE; obj = obj_to_room( obj, to_room, NULL ); is_falling = FALSE; if( obj->in_room->first_person ) { act( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_CHAR ); } if( !xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && through ) { /* * int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2; */ int dam = fall_count * obj->weight / 2; /* * Damage players */ if( obj->in_room->first_person && number_percent( ) > 15 ) { CHAR_DATA *rch; CHAR_DATA *vch = NULL; int chcnt = 0; for( rch = obj->in_room->first_person; rch; rch = rch->next_in_room, chcnt++ ) if( number_range( 0, chcnt ) == 0 ) vch = rch; act( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM ); act( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR ); if( IS_NPC( vch ) && xIS_SET( vch->act, ACT_HARDHAT ) ) act( AT_WHITE, "$p bounces harmlessly off your head!", vch, obj, NULL, TO_CHAR ); else damage( vch, vch, dam * vch->level, TYPE_UNDEFINED ); } /* * Damage objects */ switch ( obj->item_type ) { case ITEM_WEAPON: case ITEM_ARMOR: if( ( obj->value[0] - dam ) <= 0 ) { if( obj->in_room->first_person ) { act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR ); } make_scraps( obj ); } else obj->value[0] -= dam; break; default: if( ( dam * 15 ) > get_obj_resistance( obj ) ) { if( obj->in_room->first_person ) { act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR ); } make_scraps( obj ); } break; } } obj_fall( obj, TRUE ); } return; } /* Scryn, by request of Darkur, 12/04/98 */ /* Reworked recursive_note_find to fix crash bug when the note was left * blank. 7/6/98 -- Shaddai */ void do_findnote( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; if( IS_NPC( ch ) ) { send_to_char( "Huh?\n\r", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "You must specify at least one keyword.\n\r", ch ); return; } obj = recursive_note_find( ch->first_carrying, argument ); if( obj ) { if( obj->in_obj ) { obj_from_obj( obj ); obj = obj_to_char( obj, ch ); } wear_obj( ch, obj, TRUE, -1 ); } else send_to_char( "Note not found.\n\r", ch ); return; } OBJ_DATA *recursive_note_find( OBJ_DATA * obj, char *argument ) { OBJ_DATA *returned_obj; bool match = TRUE; char *argcopy; char *subject; char arg[MAX_INPUT_LENGTH]; char subj[MAX_STRING_LENGTH]; if( !obj ) return NULL; switch ( obj->item_type ) { case ITEM_PAPER: if( ( subject = get_extra_descr( "_subject_", obj->first_extradesc ) ) == NULL ) break; sprintf( subj, "%s", strlower( subject ) ); subject = strlower( subj ); argcopy = argument; while( match ) { argcopy = one_argument( argcopy, arg ); if( arg[0] == '\0' ) break; if( !strstr( subject, arg ) ) match = FALSE; } if( match ) return obj; break; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_CORPSE_PC: if( obj->first_content ) { returned_obj = recursive_note_find( obj->first_content, argument ); if( returned_obj ) return returned_obj; } break; default: break; } return recursive_note_find( obj->next_content, argument ); } void do_rolldie( CHAR_DATA * ch, char *argument ) { OBJ_DATA *die; char output_string[MAX_STRING_LENGTH]; char roll_string[MAX_STRING_LENGTH]; char total_string[MAX_STRING_LENGTH]; char *verb; /* * char* face_string = NULL; * char** face_table = NULL; */ int rollsum = 0; int roll_count = 0; int numsides; int numrolls; bool *face_seen_table = NULL; if( IS_NPC( ch ) ) { send_to_char( "Huh?\n\r", ch ); return; } if( ( die = get_eq_char( ch, WEAR_HOLD ) ) == NULL || die->item_type != ITEM_CHANCE ) { ch_printf( ch, "You must be holding an item of chance!\n\r" ); return; } numrolls = ( is_number( argument ) ) ? atoi( argument ) : 1; verb = get_chance_verb( die ); if( numrolls > 100 ) { ch_printf( ch, "You can't %s more than 100 times!\n\r", verb ); return; } numsides = die->value[0]; if( numsides <= 1 ) { ch_printf( ch, "There is no element of chance in this game!\n\r" ); return; } if( die->value[3] == 1 ) { if( numrolls > numsides ) { ch_printf( ch, "Nice try, but you can only %s %d times.\n\r", verb, numsides ); return; } face_seen_table = calloc( numsides, sizeof( bool ) ); if( !face_seen_table ) { bug( "do_rolldie: cannot allocate memory for face_seen_table array, terminating.\n\r", 0 ); return; } } sprintf( roll_string, " " ); while( roll_count++ < numrolls ) { int current_roll; char current_roll_string[MAX_STRING_LENGTH]; do { current_roll = number_range( 1, numsides ); } while( die->value[3] == 1 && face_seen_table[current_roll - 1] == TRUE ); if( die->value[3] == 1 ) face_seen_table[current_roll - 1] = TRUE; rollsum += current_roll; if( roll_count > 1 ) strcat( roll_string, ", " ); if( numrolls > 1 && roll_count == numrolls ) strcat( roll_string, "and " ); if( die->value[1] == 1 ) { char *face_name = get_ed_number( die, current_roll ); if( face_name ) { char *face_name_copy = strdup( face_name ); /* Since I want to tokenize without modifying the original string */ sprintf( current_roll_string, "%s", strtok( face_name_copy, "\n" ) ); free( face_name_copy ); } else sprintf( current_roll_string, "%d", current_roll ); } else sprintf( current_roll_string, "%d", current_roll ); strcat( roll_string, current_roll_string ); } if( numrolls > 1 && die->value[2] == 1 ) { sprintf( total_string, ", for a total of %d", rollsum ); strcat( roll_string, total_string ); } strcat( roll_string, ".\n\r" ); sprintf( output_string, "You %s%s", verb, roll_string ); act( AT_GREEN, output_string, ch, NULL, NULL, TO_CHAR ); sprintf( output_string, "$n %s%s", verb, roll_string ); act( AT_GREEN, output_string, ch, NULL, NULL, TO_ROOM ); if( face_seen_table ) free( face_seen_table ); return; } char *get_ed_number( OBJ_DATA * obj, int number ) { EXTRA_DESCR_DATA *ed; int count; for( ed = obj->first_extradesc, count = 1; ed; ed = ed->next, count++ ) { if( count == number ) return ed->description; } return NULL; } char *get_chance_verb( OBJ_DATA * obj ) { return ( obj->action_desc[0] != '\0' ) ? obj->action_desc : "roll$q"; } /*dice chance deal throw*/ /* Junk command installed by Samson 1-13-98 * Code courtesy of Stu, from the mailing list. Allows player to destroy an item in their inventory. * Debugged and cleaned up on 4-16-01 by Samson. */ void do_junk( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj, *obj_next; bool found = FALSE; if( !argument || argument[0] == '\0' ) { send_to_char( "Junk what?\n\r", ch ); return; } for( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( nifty_is_name( argument, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE ) { found = TRUE; break; } } if( found ) { if( !can_drop_obj( ch, obj ) && ch->level < LEVEL_IMMORTAL ) { send_to_char( "You cannot junk that, it's cursed!\n\r", ch ); return; } separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); act( AT_ACTION, "$n junks $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You junk $p.", ch, obj, NULL, TO_CHAR ); } return; } /* Donate command installed by Samson 2-6-98 Coded by unknown author. Players can donate items for others to use. */ /* Modified by Whir for multiple donation rooms - 3/25/98 */ /* Slight bug corrected, objects weren't being seperated from each other - Whir 3-25-98 */ /* Updated to use internal Smaug random number generator - Samson 9-11-98 */ void do_donate( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; if( !argument || argument[0] == '\0' ) { send_to_char( "Donate what?\n\r", ch ); return; } if( ch->position == POS_FIGHTING ) { send_to_char( "You cannot donate while fighting!\n\r", ch ); return; } if( !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "You do not have that!\n\r", ch ); return; } else { if( !can_drop_obj( ch, obj ) && ch->level < LEVEL_IMMORTAL ) { send_to_char( "You cannot donate that, it's cursed!\n\r", ch ); return; } if( ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) ) { send_to_char( "You cannot donate corpses!\n\r", ch ); return; } if( obj->timer > 0 ) { send_to_char( "You cannot donate that.\n\r", ch ); return; } if( xSET_BIT( obj->extra_flags, ITEM_DONATION ) ) { send_to_char( "That item has already been donated once before.\n\r", ch ); return; } act( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR ); send_to_char( "The Gods reward you with 10 gold for your generosity\n\r", ch ); ch->gold += 10; separate_obj( obj ); obj->cost = 0; xSET_BIT( obj->extra_flags, ITEM_DONATION ); obj_from_char( obj ); obj_to_room( obj, get_room_index( ROOM_VNUM_DONATION ), NULL ); /* * Bleh. Forgot this to stop item duping. Samson 4-4-01 */ save_char_obj( ch ); return; } }