/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * _/ _/ * * _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ * *************************************************************************** * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), * * Additional credits are in the help file CODECREDITS * * All Rights Reserved. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" /* * Local functions. */ #define CD CHAR_DATA void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); CD * find_keeper args( ( CHAR_DATA *ch ) ); int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) ); void sheath args( ( CHAR_DATA *ch, bool right ) ); void draw args( ( CHAR_DATA *ch, bool right ) ); void give_token args( ( CHAR_DATA *questmaster, CHAR_DATA *ch, int value) ); #undef CD void do_call( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *gch; CHAR_DATA *victim = NULL; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to call?\n\r", ch ); return; } if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if (!IS_HEAD(ch, LOST_HEAD)) { act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR); act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM); } if (!str_cmp(arg,"all")) { call_all(ch); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp(obj->questowner,ch->pcdata->switchname) || obj->item_type == ITEM_PAGE) { send_to_char( "Nothing happens.\n\r", ch ); return; } for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) return; if ((gch = in_obj->carried_by) != NULL) { if (gch->desc && gch->desc->connected != CON_PLAYING) return; } } if (obj->carried_by != NULL && obj->carried_by != ch) { victim = obj->carried_by; if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return; act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else { if (!IS_HEAD(ch, LOST_HEAD)) send_to_char( "Nothing happens.\n\r", ch ); return; } obj_to_char(obj,ch); if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE); act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); do_autosave(ch,""); if (victim != NULL) do_autosave(victim,""); return; } void call_all( CHAR_DATA *ch ) { CHAR_DATA *gch; OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; bool found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp( ch->pcdata->switchname, obj->questowner ) || obj->item_type == ITEM_PAGE) continue; found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) continue; if ((gch = in_obj->carried_by) != NULL) { if (gch->desc && gch->desc->connected != CON_PLAYING) continue; } } if (obj->carried_by != NULL && obj->carried_by != ch) { if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING) { if (!IS_NPC(obj->carried_by)) return; } act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM); SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else continue; obj_to_char(obj,ch); if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE); if (!IS_HEAD(ch, LOST_HEAD)) { act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); } } if ( !found && !IS_HEAD(ch, LOST_HEAD) ) send_to_char( "Nothing happens.\n\r", ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (victim = d->character) == NULL ) continue; if ( IS_NPC(victim) ) continue; if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue; REMOVE_BIT(victim->extra, EXTRA_CALL_ALL); do_autosave(victim,""); } return; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { OBJ_DATA *obj2; OBJ_DATA *obj_next; ROOM_INDEX_DATA *objroom; bool move_ch = FALSE; char buf[MSL]; /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR); return; } if ( container != NULL ) { if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch) ) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch) ) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } act( "You get $p from $P.", ch, obj, container, TO_CHAR ); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next ) { obj_next = obj2->next_content; if ( obj2->chobj != NULL ) { act("A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR); move_ch = TRUE; } } obj_from_obj( obj ); } else { act( "You pick up $p.", ch, obj, container, TO_CHAR ); act( "$n picks $p up.", ch, obj, container, TO_ROOM ); if (obj != NULL) obj_from_room(obj); } if ( obj->item_type == ITEM_MONEY ) { ch->bones += obj->value[0]; extract_obj( obj ); } else { obj_to_char( obj, ch ); if ( HAS_TRIGGER_OBJ( obj, TRIG_GET ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GET ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GET ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GET ); if ( move_ch && obj->chobj != NULL ) { if (obj->carried_by != NULL && obj->carried_by != obj->chobj) objroom = get_room_index(obj->carried_by->in_room->vnum); else objroom = NULL; if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom) { char_from_room(obj->chobj); char_to_room(obj->chobj,objroom); do_look(obj->chobj,"auto"); } } if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); } if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { sprintf(buf, "%s has discovered %s", ch->pcdata->switchname, obj->short_descr); do_info(ch, buf); } return; } void do_newbiepack( CHAR_DATA *ch, char *argument ) { int templevel = 0; if (ch->level >= 3) { send_to_char("You must be a mortal or avatar to create a newbie pack!\n\r",ch); return; } else if (ch->level == 1) { templevel = ch->level; ch->level = 12; ch->trust = 12; do_oload(ch,"30333"); do_oload(ch,"30334"); do_oload(ch,"30335"); do_oload(ch,"30336"); do_oload(ch,"30337"); do_oload(ch,"30338"); do_oload(ch,"30339"); do_oload(ch,"30339"); do_oload(ch,"30340"); do_oload(ch,"30340"); do_oload(ch,"30342"); do_oload(ch,"30342"); do_oload(ch,"30343"); do_oload(ch,"30343"); do_oload(ch,"2622"); do_oload(ch,"2204"); ch->level = templevel; //ch->level = 1; ch->trust = 0; } return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if (IS_AFFECTED(ch,AFF_ETHEREAL) ) { send_to_char( "You cannot pick things up while ethereal.\n\r", ch ); return; } /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->contents ); if ( obj == NULL ) { act( "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You can't pick that up.\n\r", ch ); return; } get_obj( ch, obj, NULL ); } else { /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; get_obj( ch, obj, NULL ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char( "I see nothing here.\n\r", ch ); else act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, NULL, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: send_to_char( "That's not a container.\n\r", ch ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_CORPSE_PC: break; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->contains ); if ( obj == NULL && str_cmp(arg3, "true")) { act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); return; } get_obj( ch, obj, container ); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for ( obj = container->contains; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, container ); } } if ( !found ) { if ( arg1[3] == '\0' ) act( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else if (str_cmp(arg3, "true")) act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } do_autosave(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 *obj2; OBJ_DATA *obj_next; OBJ_DATA *obj_next2; ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, NULL, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( container->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ,ch) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( IS_SET( obj->quest, QUEST_ARTIFACT) ) { send_to_char("You cannot put artifacts in a container.\n\r",ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOCLAIM)) { send_to_char("This item cannot be put in containers.\n\r", ch); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (get_obj_weight(obj) + get_obj_weight(container) > container->value[0]) { send_to_char( "It won't fit.\n\r", ch ); return; } for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 ) { obj_next2 = obj2->next_content; if ( obj2->chobj != NULL && obj != obj2) act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR ); } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && !IS_SET( obj->quest, QUEST_ARTIFACT) && !IS_OBJ_STAT(obj, ITEM_NOCLAIM) && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 ) { obj_next2 = obj2->next_content; if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL) { if (objroom != get_room_index(obj2->chobj->in_room->vnum)) { char_from_room(obj2->chobj); char_to_room(obj2->chobj,objroom); do_look(obj2->chobj,"auto"); } if (obj != obj2) act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR ); } } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } do_autosave(ch,""); return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; char buf[MSL]; if (IS_NPC(ch)) return; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN bones' */ int amount; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "bones" ) && str_cmp( arg, "bone" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } /* Otherwise causes complications if there's a pile on each plane */ if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) { send_to_char( "You cannot drop bones in the shadowplane.\n\r", ch ); return; } if ( ch->bones < amount ) { send_to_char( "You haven't got that many bones.\n\r", ch ); return; } ch->bones -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); act( "$n drops some bones.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\n\r", ch ); do_autosave(ch,""); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg,ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } obj_from_char( obj ); if(!IS_SET(obj->quest, QUEST_ARTIFACT)) { obj_to_room( obj, ch->in_room ); } /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { sprintf(buf, "%s has returned to the game", obj->short_descr); do_info(ch, buf); //obj_from_room(obj); sprintf(buf, "%d", obj->pIndexData->vnum); extract_obj(obj); do_randomload(ch, buf); } act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj_from_char( obj ); if(!IS_SET(obj->quest, QUEST_ARTIFACT)) { obj_to_room( obj, ch->in_room ); } /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { sprintf(buf, "%s has returned to the game", obj->short_descr); do_info(ch, buf); obj_from_room(obj); sprintf(buf, "%d", obj->pIndexData->vnum); extract_obj(obj); do_randomload(ch, buf); } act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } do_autosave(ch,""); return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MSL]; CHAR_DATA *victim; OBJ_DATA *obj; extern bool quest; extern bool auto_quest; extern CHAR_DATA *quest_mob; extern OBJ_DATA *aquest_object; if( IS_NPC(ch)) return; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN bones victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "bones" ) && str_cmp( arg2, "bone" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_AFFECTED(victim,AFF_ETHEREAL) ) { send_to_char( "You cannot give things to ethereal people.\n\r", ch ); return; } if ( ch->bones < amount ) { send_to_char( "You haven't got that many bones.\n\r", ch ); return; } ch->bones -= amount; victim->bones += amount; act( "$n gives you some bones.", ch, NULL, victim, TO_VICT ); act( "$n gives $N some bones.", ch, NULL, victim, TO_NOTVICT ); act( "You give $N some bones.", ch, NULL, victim, TO_CHAR ); send_to_char( "OK.\n\r", ch ); if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_BRIBE ) ) p_bribe_trigger( victim, ch, amount ); return; } if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL(ch) ) { stc("The artifact does not want to leave you.\n\r",ch); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (IS_AFFECTED(victim,AFF_ETHEREAL) ) { send_to_char( "You cannot give things to ethereal people.\n\r", ch ); return; } if ( victim->carry_number + 1 > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if (victim->shop_fun) { send_to_char("They don't want it.\n\r", ch); return; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); MOBtrigger = FALSE; act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); MOBtrigger = TRUE; if ( HAS_TRIGGER_OBJ( obj, TRIG_GIVE ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GIVE ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GIVE ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE ); /* * Give trigger */ if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_GIVE ) ) p_give_trigger( victim, NULL, NULL, ch, obj, TRIG_GIVE ); if ( ( quest || auto_quest ) && IS_NPC( victim ) && victim == quest_mob && obj == aquest_object ) { /* Then ch has recovered the quest object!!!!! */ sprintf( buf, "Oh! %s you found %s for me! Thank You!", ch->name, obj->short_descr ); do_say( victim, buf ); interpret( victim, "hop" ); interpret( victim, "clap" ); if ( !IS_NPC(ch) ) { sprintf( buf, "%s I shall reward you well for recovering this for me!", ch->name ); do_say( victim, buf ); give_token( victim, ch, 5000 ); } quest_complete( ch ); } WAIT_STATE(ch, 6); return; } void do_fill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Fill what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg , ch) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } found = FALSE; for ( fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content ) { if ( fountain->item_type == ITEM_FOUNTAIN ) { found = TRUE; break; } } if ( !found ) { send_to_char( "There is no fountain here!\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && !IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "You are too insubstantual.\n\r", ch ); return; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "It is too insubstantual.\n\r", ch ); return; } else if (IS_AFFECTED(ch,AFF_ETHEREAL) ) { send_to_char( "You cannot fill containers while ethereal.\n\r", ch ); return; } if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "You can't fill that.\n\r", ch ); return; } if ( obj->value[1] >= obj->value[0] ) { send_to_char( "Your container is already full.\n\r", ch ); return; } if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0) { send_to_char( "You cannot mix two different liquids.\n\r", ch ); return; } act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM ); act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR ); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; liquid = obj->value[2]; act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); return; } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, NULL, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_POTION: do_quaff(ch,obj->name); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "You are too insubstantual.\n\r", ch ); break; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "It is too insubstantual.\n\r", ch ); break; } else if (IS_AFFECTED(ch,AFF_ETHEREAL) ) { send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch ); return; } if ( liquid != 13 && liquid != 16 && liquid != 17 && liquid != 18 && IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can only drink blood.\n\r", ch ); break; } if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { ch->pcdata->condition[COND_THIRST] += number_range(200,300); } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(25, 50); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] > 50 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] > 50 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 20000/ch->generation && ch->generation < 4) send_to_char( "Your blood thirst is sated.\n\r", ch ); else if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 5000/ch->generation) send_to_char( "Your blood thirst is sated.\n\r", ch ); if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can only drink blood.\n\r", ch ); break; } if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { ch->pcdata->condition[COND_THIRST] += number_range(200,300); } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(25, 50); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] > 50 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] > 50 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 20000 / ch->generation ) send_to_char( "Your blood thirst is sated.\n\r", ch ); if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->value[1] -= amount; if ( obj->value[1] <= 0 ) { obj->value[1] = 0; } break; } return; } void do_empty( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Empty what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You cannot empty that.\n\r", ch ); break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You empty $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); obj->value[1] = 0; break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD) { send_to_char( "You are unable to stomach it.\n\r", ch ); return; } if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_DRAGONGEM && obj->item_type != ITEM_DTOKEN) { if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) || obj->item_type != ITEM_TRASH) { send_to_char( "That's not edible.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_DRAGONGEM && obj->item_type != ITEM_FAITHTOKEN) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } if( !IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FAITHTOKEN && obj->item_type != ITEM_FOOD) { send_to_char( "You can't eat that.\n\r", ch ); return; } } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { default: break; case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[0] ); if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 50 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( obj->value[1], level, ch, ch, NULL ); obj_cast_spell( obj->value[2], level, ch, ch, NULL ); obj_cast_spell( obj->value[3], level, ch, ch, NULL ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } break; case ITEM_QUEST: if ( !IS_NPC(ch) ) ch->bones += obj->value[0]; break; case ITEM_FAITHTOKEN: if ( !IS_NPC(ch) ) { ch->pcdata->current_faith += obj->value[0]; if (ch->pcdata->current_faith > ch->pcdata->faith) ch->pcdata->current_faith = ch->pcdata->faith; } break; case ITEM_DTOKEN: if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) ) ch->pcdata->stats[DEMON_CURRENT] += obj->value[0]; break; case ITEM_EGG: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[1] ); if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 50 ) send_to_char( "You are full.\n\r", ch ); } /* Note to myself...remember to set v2 for mobiles that hatch within * the player (like aliens ;). KaVir. */ if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; } if (obj != NULL) extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) && !IS_IMMORTAL( ch)) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } unequip_char( ch, obj ); act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { bool wolf_ok = FALSE; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE; if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) || obj->item_type == ITEM_LIGHT ) { if ( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char( ch, WEAR_HOLD ) != NULL && get_eq_char( ch, WEAR_LIGHT ) != NULL && !remove_obj( ch, WEAR_LIGHT , fReplace ) && !remove_obj( ch, WEAR_SHIELD, fReplace ) && !remove_obj( ch, WEAR_WIELD , fReplace ) && !remove_obj( ch, WEAR_HOLD , fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD)) { send_to_char("You are unable to use it.\n\r",ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) { if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SHIELD)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n equips $p on $s arm.", ch, obj, NULL, TO_ROOM); act("You equip $p on your arm.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SHIELD); return; } if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand")) { if ( obj->item_type == ITEM_LIGHT ) { act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR ); } else { act( "$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WIELD ); return; } else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_hand")) { if ( obj->item_type == ITEM_LIGHT ) { act( "$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM ); act( "You light $p and clutch it in your left hand.", ch, obj, NULL, TO_CHAR ); } else { act( "$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR ); } if (obj->item_type == ITEM_WEAPON) { if ( !IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))) { if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_HOLD ); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } equip_char( ch, obj, WEAR_HOLD ); return; } else if (get_eq_char( ch, WEAR_THIRD ) == NULL && is_ok_to_wear(ch,wolf_ok,"third_hand")) { if ( obj->item_type == ITEM_LIGHT ) { act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR ); } else { act( "$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_THIRD ); return; } else if (get_eq_char( ch, WEAR_FOURTH ) == NULL && is_ok_to_wear(ch,wolf_ok,"fourth_hand")) { if ( obj->item_type == ITEM_LIGHT ) { act( "$n lights $p and clutches it in $s fourth hand.", ch, obj, NULL, TO_ROOM ); act( "You light $p and clutch it in your fourth hand.", ch, obj, NULL, TO_CHAR ); } else { act( "$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your fourth hand.", ch, obj, NULL, TO_CHAR ); } if (obj->item_type == ITEM_WEAPON) { if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))) { if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_FOURTH ); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } equip_char( ch, obj, WEAR_FOURTH ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand")) send_to_char( "You cannot use anything in your hands.\n\r", ch ); else send_to_char( "You have no free hands.\n\r", ch ); return; } if (IS_CLASS(ch, CLASS_FAE) && !IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_SET(obj->quest, QUEST_PRIZE) && !IS_SET(obj->quest, QUEST_HOLYSYMBOL)) { send_to_char("You may only use weapons, artifacts, prizes and perhaps your holy symbol.\n\r",ch); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger")) { act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger")) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger")) send_to_char( "You cannot wear any rings.\n\r", ch ); else send_to_char( "You cannot wear any more rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL ) { act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You are already wearing two things around your neck.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM ); act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"head")) { send_to_char("You have no head to wear it on.\n\r",ch); return; } act( "$n places $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"face")) { send_to_char("You have no face to wear it on.\n\r",ch); return; } act( "$n places $p on $s face.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FACE ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"legs")) { send_to_char("You have no legs to wear them on.\n\r",ch); return; } act( "$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM ); act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"feet")) { send_to_char("You have no feet to wear them on.\n\r",ch); return; } act( "$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM ); act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"hands")) { send_to_char("You have no hands to wear them on.\n\r",ch); return; } act( "$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM ); act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"arms")) { send_to_char("You have no arms to wear them on.\n\r",ch); return; } act( "$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM ); act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SPECIAL ) ) { if ( !remove_obj( ch, WEAR_SPECIAL, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SPECIAL)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( "You hold onto $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SPECIAL ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) ) { if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FLOAT)) { send_to_char("You are unable to wear it, perhaps you suck\n\r",ch); return; } act( "$n throws $p into the air and it starts flying about.", ch, obj, NULL, TO_ROOM ); act( "You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FLOAT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_MEDAL ) ) { if ( !remove_obj( ch, WEAR_MEDAL, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_MEDAL)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n puts $p on $s uniform.", ch, obj, NULL, TO_ROOM ); act( "You put $p on your uniform.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_MEDAL ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODYART ) ) { if ( !remove_obj( ch, WEAR_BODYART, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODYART)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n screams in agony as $p bores into $s body.", ch, obj, NULL, TO_ROOM ); act( "You scream in agony as $p bores into your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODYART ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL && get_eq_char( ch, WEAR_WRIST_R ) != NULL && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist")) { act( "$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your left wrist into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_L ); return; } else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist")) { act( "$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your right wrist into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist")) send_to_char( "You cannot wear anything on your wrists.\n\r", ch ); else send_to_char( "You cannot wear any more on your wrists.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM ); act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD)) { send_to_char("You are unable to wield it.\n\r",ch); return; } /* This might need fixing */ if ( get_obj_weight( obj ) > str_app[(get_curr_str(ch)>25)?25:get_curr_str(ch)].wield); { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))) { if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_WIELD ); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } if ( fReplace ) send_to_char( "You can't wear, wield or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] < 9) { send_to_char( "You are too mad to decide what you want to wear!\n\r",ch); return; } if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8) { send_to_char( "#rYou force down yer beast#n.\n\r",ch); } if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && !IS_CLASS(ch, CLASS_ANGEL) && !IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_VAMP_OBEA] < 9 && !IS_CLASS(ch, CLASS_CYBORG) && !IS_CLASS(ch, CLASS_DROID)) { send_to_char( "You cannot wear anything in this form.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE ); } return; } else { if ( ( obj = get_obj_carry( ch, arg, ch) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int sn; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULOFORM) && ch->generation > 1 && ch->power[DISC_VAMP_OBEA] < 9) { stc( "You are too mad to remove anything!\n\r", ch); return; } if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8) { send_to_char( "#rYou force down yer beast#n.\n\r",ch); } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) ) { if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if( sn != 25 ) remove_obj( ch, obj->wear_loc, TRUE); } } return; } if ( ( obj = get_obj_wear( ch, arg, TRUE ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *next_obj; char buf[MAX_INPUT_LENGTH]; //extern OBJ_DATA *aquest_object; int i=0; int ereward; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' ) { send_to_char("Sacrifice what?\n\r",ch); return; } if( IS_AFFECTED(ch, AFF_CHARM) ) { stc( "Not while charmed.\n\r", ch); return; } if (!str_cmp(arg, "all") || !str_prefix("all." ,arg)) { next_obj = ch->in_room->contents; for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj ) { next_obj = obj->next_content; if (arg[3] != '\0' && !is_name(&arg[4], obj->name)) continue; if (++i > 35) break; if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner))) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); continue; } else if (IS_SET(obj->quest, QUEST_MQUEST)) { act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); continue; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); continue; } if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE) { sprintf( buf, "You receive a refund of %d bones from $p.", obj->points); act( buf, ch, obj, NULL, TO_CHAR ); ch->bones += obj->points; } if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826) { ch->pcdata->rune_count--; send_to_char("you get 50K bones from the rune eq.\n\r",ch); ch->bones += 50000; } ereward = number_range( 1, 50000 ); if (obj->item_type == ITEM_CORPSE_NPC ) { switch(number_range(0,15)) { default: sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n"); act( buf, ch, obj, NULL, TO_CHAR ); break; case 2: sprintf(buf, "#0You get #Y%d #0exp bonus for the sacrifice of #w$p#n", ereward); act( buf, ch, obj, NULL, TO_CHAR ); ch->exp += ereward; break; case 3: sprintf(buf, "#0The gods are #RDISPLEASED #0with the offering of #n$p and #RDOCK#0 you #Y%d #0exp#n", ereward / 2); act( buf, ch, obj, NULL, TO_CHAR ); ch->exp -= ereward / 2 ; if(ch->exp < 0) { ch->exp = 0; } break; case 4: //Additional awards switch(number_range(0,10)) { default: sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n"); act( buf, ch, obj, NULL, TO_CHAR ); break; case 1: sprintf(buf, "#RThe Gods are especially pleased with #0$p #Rand give you #Y5000000 #Rexp#n"); act( buf, ch, obj, NULL, TO_CHAR ); ch->exp += 5000000; break; } break; } } else { sprintf(buf, "$p disintegrates into a fine powder"); act( buf, ch, obj, NULL, TO_CHAR ); } act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } if (i == 0) send_to_char("Nothing found.\n\r",ch); else act( "$n destroys most of the items in the room.", ch, NULL, NULL, TO_ROOM); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || IS_SET(obj->quest, QUEST_ARTIFACT) || ( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner))) { act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); return; } ereward = number_range( 1, 50000 ); if (obj->item_type == ITEM_CORPSE_NPC ) { switch(number_range(0,15)) { default: sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n"); act( buf, ch, obj, NULL, TO_CHAR ); break; case 2: sprintf(buf, "#0You get #Y%d #0exp bonus for the sacrifice of #w$p#n", ereward); act( buf, ch, obj, NULL, TO_CHAR ); ch->exp += ereward; break; case 3: sprintf(buf, "#0The gods are #RDISPLEASED #0with the offering of #n$p and #RDOCK#0 you #Y%d #0exp#n", ereward / 2); act( buf, ch, obj, NULL, TO_CHAR ); ch->exp -= ereward / 2; if(ch->exp < 0) { ch->exp = 0; } break; case 4: switch(number_range(0,10)) { default: sprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n"); act( buf, ch, obj, NULL, TO_CHAR ); break; case 1: sprintf(buf, "#RThe Gods are especially pleased with #0$p #Rand give you #Y5000000 #Rexp#n"); act( buf, ch, obj, NULL, TO_CHAR ); ch->exp += 5000000; break; } break; } } else { sprintf(buf, "$p disintegrates into a fine powder"); act( buf, ch, obj, NULL, TO_CHAR ); } act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM ); act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM ); if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE) { sprintf( buf, "You receive a refund of %d bones from $p.", obj->points); act( buf, ch, obj, NULL, TO_CHAR ); ch->bones += obj->points; } if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826) { ch->pcdata->rune_count--; send_to_char("you get 50K bones from the rune eq.\n\r",ch); ch->bones += 50000; } extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } if (IS_NPC(ch)) return; act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( obj->value[1], level, ch, ch, NULL ); obj_cast_spell( obj->value[2], level, ch, ch, NULL ); obj_cast_spell( obj->value[3], level, ch, ch, NULL ); extract_obj( obj ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; int level; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (IS_NPC(ch)) return; act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); level = scroll->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( scroll->value[1], level, ch, victim, obj ); obj_cast_spell( scroll->value[2], level, ch, victim, obj ); obj_cast_spell( scroll->value[3], level, ch, victim, obj ); extract_obj( scroll ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; char arg[MAX_INPUT_LENGTH]; int sn, level; if (IS_NPC(ch)) return; one_argument(argument, arg); if ((staff = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that staff.\n\r", ch); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ((sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug("Do_brandish: Bad Staff [obj vnum %d].", staff->pIndexData->vnum); send_to_char("Something is wrong with this staff.\n\r", ch); return; } if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad spelltype for vnum %d.", staff->pIndexData->vnum); return; case TAR_CHAR_OFFENSIVE: case TAR_CHAR_DEFENSIVE: break; } level = staff->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( staff->value[3], level, ch, vch, NULL ); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } WAIT_STATE(ch, 18); return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; int level; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' || arg1[0] == '\0' ) { send_to_char( "Zap whom with what?\n\r", ch ); return; } if ( ( wand = get_obj_carry( ch, arg1, ch) ) == NULL ) { send_to_char( "You do not have that wand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } level = wand->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( wand->value[3], level, ch, victim, obj ); } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (victim->shop_fun) { send_to_char("You must have a deathwish!.\n\r", ch); return; } if ( IS_IMMORTAL( victim )) { send_to_char("Steal from an immortal are you crazy!\n\r", ch); return; } if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ); if ( ( ch->level + number_range(1,20) < victim->level ) || ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 ) || ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3 ) || ( victim->position == POS_FIGHTING ) || ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL) ) || ( !IS_NPC(victim) && IS_IMMORTAL(victim) ) || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); do_yell( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { // log_string( buf ); save_char_obj( ch ); } } return; } if ( !str_cmp( arg1, "bone" ) || !str_cmp( arg1, "bones" ) || !str_cmp( arg1, "money" ) ) { int amount; amount = victim->bones * number_range(1, 10) / 100; if ( amount <= 0 ) { send_to_char( "You couldn't get any bones.\n\r", ch ); return; } ch->bones += amount; victim->bones -= amount; if(victim->bones < 0) victim->bones = 0; sprintf( buf, "Bingo! You got %d bones.\n\r", amount ); send_to_char( buf, ch ); do_autosave(ch,""); do_autosave(victim,""); return; } if ( ( obj = get_obj_carry( victim, arg1, ch) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) || IS_SET(obj->extra_flags, ITEM_LOYAL) || IS_SET(obj->extra_flags, ITEM_INVENTORY) ) { send_to_char( "You can't pry it away.\n\r", ch ); return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } obj_from_char( obj ); obj_to_char( obj, ch ); send_to_char( "You got it!\n\r", ch ); do_autosave(ch,""); do_autosave(victim,""); return; } void do_activate( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS)) { send_to_char("A strange force is preventing the item from working.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Which item do you wish to activate?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1, TRUE)) == NULL ) { if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) ) { send_to_char( "This item cannot be activated.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to activate it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse,"(null)") ) kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse,"(null)") ) kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12); return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || ch->in_room->vnum == 30000 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff); continue; } } } } return; } void do_press( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS)) { send_to_char("A strange force is preventing the item from working.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Which item do you wish to press?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1,TRUE)) == NULL ) { if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) ) { send_to_char( "There is nothing on this item to press.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to use it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse,"(null)") ) kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse,"(null)") ) kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); } if ( IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,12); } return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff); continue; } } } } return; } void do_twist( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS)) { send_to_char("A strange force is preventing the item from working.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "Which item do you wish to twist?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1,TRUE)) == NULL ) { if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) ) { send_to_char( "This item cannot be twisted.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to use it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse,"(null)") ) kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse,"(null)") ) kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); } if ( IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,12); } return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff); continue; } } } } return; } void do_pull( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS)) { send_to_char("A strange force is preventing the item from working.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char( "What do you wish to pull?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1,TRUE)) == NULL ) { if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) ) { send_to_char( "This item cannot be pulled.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to use it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse,"(null)") ) kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse,"(null)") ) kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); } if ( IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,12); } return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") ) kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") ) kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") ) kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") ) kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff); continue; } } } } return; } bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument ) { char arg [MAX_INPUT_LENGTH]; int count; argument = one_argument( argument, arg ); if (!str_cmp(arg,"head")) { if (IS_HEAD(ch,LOST_HEAD)) return FALSE; } else if (!str_cmp(arg,"face")) { if (IS_HEAD(ch,LOST_HEAD)) return FALSE; } else if (!str_cmp(arg,"left_hand")) { if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; if (IS_ARM_L(ch,LOST_ARM)) return FALSE; else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE; else if (IS_ARM_L(ch,LOST_HAND)) return FALSE; else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE; else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1; if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1; if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1; if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1; if (count > 2) return FALSE; } else if (!str_cmp(arg,"right_hand")) { if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; if (IS_ARM_R(ch,LOST_ARM)) return FALSE; else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE; else if (IS_ARM_R(ch,LOST_HAND)) return FALSE; else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE; else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1; if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1; if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1; if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1; if (count > 2) return FALSE; } else if (!str_cmp(arg,"third_hand")) { if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE; if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; } else if (!str_cmp(arg,"fourth_hand")) { if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE; if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; } else if (!str_cmp(arg,"left_wrist")) { if (IS_ARM_L(ch,LOST_ARM)) return FALSE; else if (IS_ARM_L(ch,LOST_HAND)) return FALSE; } else if (!str_cmp(arg,"right_wrist")) { if (IS_ARM_R(ch,LOST_ARM)) return FALSE; else if (IS_ARM_R(ch,LOST_HAND)) return FALSE; } else if (!str_cmp(arg,"left_finger")) { if (IS_ARM_L(ch,LOST_ARM)) return FALSE; else if (IS_ARM_L(ch,LOST_HAND)) return FALSE; else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg,"right_finger")) { if (IS_ARM_R(ch,LOST_ARM)) return FALSE; else if (IS_ARM_R(ch,LOST_HAND)) return FALSE; else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg,"arms")) { if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE; } else if (!str_cmp(arg,"hands")) { if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE; if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE; } else if (!str_cmp(arg,"legs")) { if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE; } else if (!str_cmp(arg,"feet")) { if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE; if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE; } return TRUE; } void do_sheath( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch); else if (!str_cmp(arg,"all") || !str_cmp(arg,"both")) { sheath(ch,TRUE ); sheath(ch,FALSE); } else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE); else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE ); else send_to_char("Which hand, left or right?\n\r",ch); return; } void do_draw( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch); else if (!str_cmp(arg,"all") || !str_cmp(arg,"both")) { if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM)) { send_to_char("You don't have both of your arms.\n\r",ch); return; } draw(ch,TRUE ); draw(ch,FALSE); } else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) { if (IS_ARM_L(ch, LOST_ARM)) { send_to_char("You have lost your left arm.\n\r",ch); return; } draw(ch,FALSE); } else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) { if (IS_ARM_R(ch, LOST_ARM)) { send_to_char("You have lost your right arm.\n\r",ch); return; } draw(ch,TRUE ); } else send_to_char("Which hand, left or right?\n\r",ch); return; } void sheath( CHAR_DATA *ch, bool right ) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; int sn; if (right) { scabbard = WEAR_SCABBARD_R; if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL ) { send_to_char("You are not holding anything in your right hand.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL) { act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR); return; } act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR); act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL ) { send_to_char("You are not holding anything in your left hand.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL) { act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR); return; } act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR); act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM); } if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if( sn == 25 ) { stc( "You can't sheath a rage weapon.\n\r",ch); return; } if (obj->item_type != ITEM_WEAPON) { act("$p is not a weapon.",ch,obj,NULL,TO_CHAR); return; } unequip_char(ch,obj); obj->wear_loc = scabbard; return; } void draw( CHAR_DATA *ch, bool right ) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; int worn; if (right) { scabbard = WEAR_SCABBARD_R; worn = WEAR_WIELD; if ( (obj = get_eq_char(ch,scabbard)) == NULL ) { send_to_char("Your right scabbard is empty.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL) { act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR); return; } act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR); act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; worn = WEAR_HOLD; if ( (obj = get_eq_char(ch,scabbard)) == NULL ) { send_to_char("Your left scabbard is empty.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL) { act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR); return; } act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR); act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM); } obj->wear_loc = -1; equip_char(ch,obj,worn); return; } void do_thirdeye(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char buf [MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_ITEMAFF(ch, ITEMA_AFFEYE)) { send_to_char("Huh?\n\r", ch); return; } send_to_char("#CYou experience the world through your third eye.#n\n\r", ch); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected != CON_PLAYING) continue; if ((victim = d->character) == NULL) continue; if (IS_NPC(victim) || victim->in_room == NULL) continue; if (victim == ch) continue; if (!can_see(ch,victim)) continue; if (victim->level > 6) continue; sprintf(buf,"#n%-14s - %s\n\r", victim->name, victim->in_room->name); send_to_char(buf,ch); } } void do_connect( CHAR_DATA *ch, char *argument ) { OBJ_DATA * first_ob; OBJ_DATA * second_ob; OBJ_DATA * new_ob; char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: Connect <firstobj> <secondobj>.\n\r", ch ); return; } if ( ( first_ob = get_obj_carry( ch, arg1, ch ) ) == NULL ) { sprintf( buf, "You must be holding both parts!!\n\r" ); send_to_char( buf, ch ); return; } if ( ( second_ob = get_obj_carry( ch, arg2, ch ) ) == NULL ) { sprintf( buf, "You must be holding both parts!!\n\r" ); send_to_char( buf, ch ); return; } if ( first_ob->item_type != ITEM_PIECE || second_ob->item_type !=ITEM_PIECE ) { send_to_char( "Both items must be pieces of another item!\n\r", ch ); return; } /* check to see if the pieces connect */ if ( ( first_ob->value[0] == second_ob->pIndexData->vnum ) || ( first_ob->value[1] == second_ob->pIndexData->vnum ) ) /* good connection */ { new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level ); extract_obj( first_ob ); extract_obj( second_ob ); obj_to_char( new_ob , ch ); act( "$n jiggles some pieces together...\r\n ...suddenly they snap in place, creating $p!", ch, new_ob,NULL, TO_ROOM ); act( "You jiggle the pieces together...\r\n ...suddenly they snap into place, creating $p!", ch, new_ob, NULL, TO_CHAR); } else { act( "$n jiggles some pieces together, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM); act( "You try to fit them together every which way, but they just don't want to fit together.", ch, NULL, NULL, TO_CHAR); return; } return; } void do_claim( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to claim ownership of an item.\n\r",ch); return;} if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to claim ownership of?\n\r", ch ); return; } if ( ( obj = get_obj_carry(ch, arg, ch) ) == NULL ) {send_to_char("You are not carrying that item.\n\r",ch); return;} if (IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You can not claim artifacts.\n\r", ch); return; } if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO || obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || obj->item_type == ITEM_PAGE) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } /* if (!IS_SET(obj->spectype, SITEM_ADAMANTITE) && !IS_SET(obj->spectype, SITEM_COPPER) && !IS_SET(obj->spectype, SITEM_IRON) && !IS_SET(obj->spectype, SITEM_STEEL)) { send_to_char("You can only claim items forged from a rare metal.\n\r",ch); return; } */ else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } if ( obj->questowner != NULL && strlen(obj->questowner) > 1 ) { if (!str_cmp(ch->pcdata->switchname,obj->questowner)) send_to_char("But you already own it!\n\r",ch); else send_to_char("Someone else has already claimed ownership to it.\n\r",ch); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(ch->pcdata->switchname); act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR); act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM); return; } void do_gift( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) { send_to_char("Not while switched.\n\r", ch); return; } if (ch->exp < 500) { send_to_char("It costs 500 exp to make a gift of an item.\n\r", ch); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Make a gift of which object to whom?\n\r", ch ); return; } if ( ( obj = get_obj_carry(ch, arg1, ch) ) == NULL ) { send_to_char("You are not carrying that item.\n\r", ch); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char("Nobody here by that name.\n\r", ch); return; } if ( IS_NPC(victim) ) { send_to_char("Not on NPC's.\n\r",ch); return; } if (obj->ownerid == 0) { send_to_char("That item has not yet been claimed.\n\r",ch); return; } if (obj->ownerid != ch->pcdata->playerid && ch->level < 7) { send_to_char("But you don't own it!\n\r",ch); return; } if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7) { send_to_char("You can't gift relics.\n\r",ch); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(victim->pcdata->switchname); obj->ownerid = victim->pcdata->playerid; act("You grant ownership of $p to $N.",ch,obj,victim,TO_CHAR); act("$n grants ownership of $p to $N.",ch,obj,victim,TO_NOTVICT); act("$n grants ownership of $p to you.",ch,obj,victim,TO_VICT); return; }