/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* EnvyMud 2.2 improvements copyright (C) 1996, 1997 by Michael Quan. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
bool fReplace ) );
CD * find_keeper args( ( CHAR_DATA *ch, char *argument ) );
int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj,
bool fBuy ) );
#undef CD
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
if ( !CAN_WEAR( obj, ITEM_TAKE ) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if ( !( obj->item_type == TYPE_MONEY ) )
{
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
}
if ( container )
{
act( "You get $p&n from $P&n.", ch, obj, container, TO_CHAR );
act( "$n&n gets $p&n from $P&n.", ch, obj, container, TO_ROOM );
obj_from_obj( obj );
}
else
{
act( "You get $p&n.", ch, obj, container, TO_CHAR );
act( "$n&n gets $p&n.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) && IS_EVIL( ch ))
{
act( "&+rYou are burned by holy fire from $p&+r. Ouch!&n", ch, obj, NULL,
TO_CHAR );
act( "$n&+r is burned by holy fire from &n$p&+r!&n", ch, obj, NULL, TO_ROOM );
spell_damage( ch, ch, 20, spl_burning_hands, DAM_WHITE_MANA );
return;
}
if ( obj->item_type == TYPE_MONEY )
{
char buf [ MAX_STRING_LENGTH ];
int amount;
amount = obj->value[0] + obj->value[1] + obj->value[2] + obj->value[3];
ch->money.copper += obj->value[0];
ch->money.silver += obj->value[1];
ch->money.gold += obj->value[2];
ch->money.platinum += obj->value[3];
if ( amount > 1 )
{
sprintf( buf, "You counted %d coins.\n\r", amount );
send_to_char( buf, ch );
}
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
}
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *container;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
bool found;
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( !obj )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
}
else
{
/* 'get all' or 'get all.obj' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = ch->in_room->contents; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !( container = get_obj_here( ch, arg2 ) ) )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case TYPE_CONTAINER:
case TYPE_CORPSE_NPC:
break;
case TYPE_CORPSE_PC:
{
CHAR_DATA *gch;
char *pd;
char name [ MAX_INPUT_LENGTH ];
if ( IS_NPC( ch ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = container->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL( ch ) )
{
bool fGroup;
fGroup = FALSE;
for ( gch = char_list; gch; gch = gch->next )
{
if ( !IS_NPC( gch )
&& is_same_group( ch, gch )
&& !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if ( !fGroup )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
}
}
}
if ( IS_SET( container->value[1], CONT_CLOSED ) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( !obj )
{
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
}
else
{
/* 'get all container' or 'get all.obj container' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = container->contains; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, container );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *container;
OBJ_DATA *obj;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !( container = get_obj_here( ch, arg2 ) ) )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != TYPE_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET( container->value[1], CONT_CLOSED ) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( !( obj = get_obj_carry( ch, arg1 ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( get_obj_weight( obj ) + get_obj_weight( container )
- container->weight > container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "You put $p&n in $P&n.", ch, obj, container, TO_CHAR );
act( "$n&n puts $p&n in $P&n.", ch, obj, container, TO_ROOM );
}
else
{
/* 'put all container' or 'put all.obj container' */
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
obj_from_char( obj );
obj_to_obj( obj, container );
act( "You put $p&n in $P&n.", ch, obj, container, TO_CHAR );
act( "$n&n puts $p&n in $P&n.", ch, obj, container, TO_ROOM );
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
// OBJ_DATA *obj_next;
int amount;
amount = atoi( arg );
one_argument( argument, arg );
if ( amount <= 0 )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if( !str_prefix( arg, "copper" ))
{
if ( ch->money.copper < amount )
{
send_to_char( "You haven't got that many copper coins.\n\r", ch );
return;
}
ch->money.copper -= amount;
obj_to_room( create_money( amount, 0, 0, 0 ), ch->in_room );
}
else if( !str_prefix( arg, "silver" ))
{
if ( ch->money.silver < amount )
{
send_to_char( "You haven't got that many silver coins.\n\r", ch );
return;
}
ch->money.silver -= amount;
obj_to_room( create_money( 0, amount, 0, 0 ), ch->in_room );
}
else if( !str_prefix( arg, "gold" ))
{
if ( ch->money.gold < amount )
{
send_to_char( "You haven't got that many gold coins.\n\r", ch );
return;
}
ch->money.gold -= amount;
obj_to_room( create_money( 0, 0, amount, 0 ), ch->in_room );
}
else if( !str_prefix( arg, "platinum" ))
{
if ( ch->money.platinum < amount )
{
send_to_char( "You haven't got that many platinum coins.\n\r", ch );
return;
}
ch->money.platinum -= amount;
obj_to_room( create_money( 0, 0, 0, amount ), ch->in_room );
}
else
{
send_to_char( "They haven't invented that type of coin yet.\n\r", ch );
return;
}
/* Veygoth - Disabled merging of coin types
for ( obj = ch->in_room->contents; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj( obj );
break;
}
}
*/
send_to_char( "OK.\n\r", ch );
act( "$n&n drops some coins.", ch, NULL, NULL, TO_ROOM );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "You drop $p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n drops $p&n.", ch, obj, NULL, TO_ROOM );
}
else
{
/* 'drop all' or 'drop all.obj' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "You drop $p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n drops $p&n.", ch, obj, NULL, TO_ROOM );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
send_to_char( "You are not carrying anything.", ch );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
QUEST_INDEX_DATA *quest;
QUEST_DATA *quests;
QUEST_ITEM *questitem;
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
char buf[ MAX_STRING_LENGTH ];
int amount;
amount = atoi( arg1 );
if ( amount <= 0 )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg2 ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( !str_prefix( arg2, "copper" ))
{
if ( ch->money.copper < amount )
{
send_to_char( "You haven't got that many copper coins.\n\r", ch );
return;
}
ch->money.copper -= amount;
victim->money.copper += amount;
act( "You give $N&n some &+ycopper&n.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n&n gives you %d &+ccopper&n.", amount );
act( buf, ch, NULL, victim, TO_VICT );
act( "$n&n gives $N&n some &+ycopper&n.", ch, NULL, victim, TO_NOTVICT );
mprog_bribe_trigger( victim, ch, amount );
return;
}
else if( !str_prefix( arg2, "silver" ))
{
if ( ch->money.silver < amount )
{
send_to_char( "You haven't got that many silver coins.\n\r", ch );
return;
}
ch->money.silver -= amount;
victim->money.silver += amount;
act( "You give $N&n some silver.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n&n gives you %d silver.", amount );
act( buf, ch, NULL, victim, TO_VICT );
act( "$n&n gives $N&n some silver.", ch, NULL, victim, TO_NOTVICT );
mprog_bribe_trigger( victim, ch, amount );
return;
}
else if( !str_prefix( arg2, "gold" ))
{
if ( ch->money.gold < amount )
{
send_to_char( "You haven't got that many gold coins.\n\r", ch );
return;
}
ch->money.gold -= amount;
victim->money.gold += amount;
act( "You give $N&n some &+Ygold&n.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n&n gives you %d &+Ygold&n.", amount );
act( buf, ch, NULL, victim, TO_VICT );
act( "$n&n gives $N&n some &+Ygold&n.", ch, NULL, victim, TO_NOTVICT );
mprog_bribe_trigger( victim, ch, amount );
return;
}
else if( !str_prefix( arg2, "platinum" ))
{
if ( ch->money.platinum < amount )
{
send_to_char( "You haven't got that many platinum coins.\n\r", ch );
return;
}
ch->money.platinum -= amount;
victim->money.platinum += amount;
act( "You give $N&n some &+Wplatinum&n.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n&n gives you %d &+Wplatinum&n.", amount );
act( buf, ch, NULL, victim, TO_VICT );
act( "$n&n gives $N&n some &+Wplatinum&n.", ch, NULL, victim, TO_NOTVICT );
mprog_bribe_trigger( victim, ch, amount );
return;
}
else
{
send_to_char( "They haven't invented that type of coin yet.\n\r", ch );
return;
}
}
if ( !( obj = get_obj_carry( ch, arg1 ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg2 ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( IS_OBJ_STAT( obj, ITEM_BLESS )
&& !str_cmp( race_table[victim->race].name, "Vampire" ) )
|| ( IS_NPC( victim ) && ( victim->pIndexData->pShop ) ) )
{
act( "$N&n refuses the $p&n.", ch, obj, victim, TO_CHAR );
act( "$n&n tries to give $N&n a $p&n but $E refuses.",
ch, obj, victim, TO_ROOM );
act( "You refuse to accept the $p&n from $n&n.",
ch, obj, victim, TO_VICT );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N&n has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N&n can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N&n can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "You give $p&n to $N&n.", ch, obj, victim, TO_CHAR );
act( "$n&n gives you $p&n.", ch, obj, victim, TO_VICT );
act( "$n&n gives $p&n to $N&n.", ch, obj, victim, TO_NOTVICT );
mprog_give_trigger( victim, ch, obj );
if( !IS_NPC( victim ))
return;
/* Quest Stuff - Veygoth */
for( quest = quest_first; quest; quest = quest->next )
{
if( quest->vnum == victim->pIndexData->vnum )
{
log_string( "Player gave an item to a mob with some quest data" );
for( quests = quest->quests; quests; quests = quests->next )
{
log_string( "Individual quest data attached to mob" );
for( questitem = quests->receive; questitem; questitem = questitem->next)
{
log_string( "Give item found in quest data" );
}
}
}
}
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *fountain;
char arg [ MAX_INPUT_LENGTH ];
bool found;
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain;
fountain = fountain->next_content )
{
if ( fountain->item_type == TYPE_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if ( obj->item_type != TYPE_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is full.\n\r", ch );
return;
}
act( "You fill $p&n.", ch, obj, NULL, TO_CHAR );
obj->value[2] = 0;
obj->value[1] = obj->value[0];
return;
}
void do_drink( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int amount;
int liquid;
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( obj->item_type == TYPE_FOUNTAIN )
break;
}
if ( !obj )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( !( obj = get_obj_here( ch, arg ) ) )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
break;
case TYPE_FOUNTAIN:
if ( !str_cmp( race_table[ch->race].name, "Vampire" ) )
{
send_to_char( "You can't drink from that.\n\r", ch );
break;
}
if ( !IS_NPC( ch ) )
ch->pcdata->condition[COND_THIRST] = 48;
send_to_char( "You drink from the fountain.\n\r", ch );
send_to_char( "You are not thirsty.\n\r", ch );
act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
break;
case TYPE_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "You drink $T from $p&n.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
act( "$n&n drinks $T from $p&n.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
amount = number_range( 3, 10 );
amount = UMIN( amount, obj->value[1] );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
if ( str_cmp( race_table[ch->race].name, "Vampire" ) )
{
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
}
else
/* If blood */
if ( liquid == 13 )
{
gain_condition( ch, COND_FULL, amount * 2 );
gain_condition( ch, COND_THIRST, amount );
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK ] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL ] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( obj->value[3] != 0
&& !CHECK_IMM( ch, RIS_POISON ) )
{
/* The shit was poisoned ! */
AFFECT_DATA af;
send_to_char( "You choke and gag.\n\r", ch );
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
af.skill = 0;
af.spell = spl_poison;
af.duration = 3 * amount;
af.location = APPLY_STR;
af.modifier = -2;
set_bitvector( &af, AFF_POISON);
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
send_to_char( "The container is now empty.\n\r", ch );
obj->value[1] = 0;
}
break;
}
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL( ch ) )
{
if ( obj->item_type != TYPE_FOOD && obj->item_type != TYPE_PILL )
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
act( "You eat $p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n eats $p&n.", ch, obj, NULL, TO_ROOM );
switch ( obj->item_type )
{
case TYPE_FOOD:
if ( !IS_NPC( ch ) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
if ( str_cmp( race_table[ch->race].name, "Vampire" ) )
gain_condition( ch, COND_FULL, obj->value[0] );
if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
else if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 )
send_to_char( "You are no longer hungry.\n\r", ch );
}
if ( obj->value[3] != 0
&& !CHECK_IMM( ch, RIS_POISON ) )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.skill = 0;
af.spell = spl_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_STR;
af.modifier = -2;
set_bitvector( &af, AFF_POISON);
affect_join( ch, &af );
}
break;
case TYPE_PILL:
{
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
}
break;
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, 0, spl_charm_person ) ) )
extract_obj( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
if ( !( obj = get_eq_char( ch, iWear ) ) )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_OBJ_STAT( obj, ITEM_NODROP ) )
{
act( "You can't remove $p&n.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n&n stops using $p&n.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p&n.", 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 )
{
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L )
&& get_eq_char( ch, WEAR_FINGER_R )
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_FINGER_L ) )
{
act( "You wear $p&n on your left finger.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s left finger.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( !get_eq_char( ch, WEAR_FINGER_R ) )
{
act( "You wear $p&n on your right finger.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s right finger.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear two rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 )
&& get_eq_char( ch, WEAR_NECK_2 )
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_NECK_1 ) )
{
act( "You wear $p&n around your neck.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n around $s neck.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( !get_eq_char( ch, WEAR_NECK_2 ) )
{
act( "You wear $p&n around your neck.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n around $s neck.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "You wear $p&n on your body.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s body.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "You wear $p&n on your head.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s head.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
act( "You wear $p&n on your legs.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s legs.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
act( "You wear $p&n on your feet.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s feet.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
act( "You wear $p&n on your hands.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s hands.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
act( "You wear $p&n on your arms.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s arms.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "You wear $p&n about your body.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n about $s body.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "You wear $p&n about your waist.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n about $s waist.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
act( "You wear $p&n on your face.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n on $s face.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EYES ) )
{
if ( !remove_obj( ch, WEAR_EYES, fReplace ) )
return;
act( "You wear $p&n over your eyes.", ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n over $s eyes.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_EYES );
return;
}
if ( CAN_WEAR( obj, ITEM_BADGE ) )
{
if ( !remove_obj( ch, WEAR_BADGE, fReplace ) )
return;
act( "You don $p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n dons $p&n.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_BADGE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ONBACK ) )
{
if ( !remove_obj( ch, WEAR_ONBACK, fReplace ) )
return;
act( "You strap $p&n to your back.", ch, obj, NULL, TO_CHAR );
act( "$n&n straps $p&n to $s back.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_ONBACK );
return;
}
if ( CAN_WEAR( obj, ITEM_QUIVER ) )
{
if ( !remove_obj( ch, WEAR_QUIVER, fReplace ) )
return;
act( "You strap $p&n to your back.", ch, obj, NULL, TO_CHAR );
act( "$n&n straps $p&n to $s back.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_QUIVER );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L )
&& get_eq_char( ch, WEAR_WRIST_R )
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_WRIST_L ) )
{
act( "You wear $p&n around your left wrist.",
ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n around $s left wrist.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( !get_eq_char( ch, WEAR_WRIST_R ) )
{
act( "You wear $p&n around your right wrist.",
ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n around $s right wrist.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EAR ) )
{
if ( get_eq_char( ch, WEAR_EAR_L )
&& get_eq_char( ch, WEAR_EAR_R )
&& !remove_obj( ch, WEAR_EAR_L, fReplace )
&& !remove_obj( ch, WEAR_EAR_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_EAR_L ) )
{
act( "You wear $p&n in your left ear.",
ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n in $s left ear.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_EAR_L );
return;
}
if ( !get_eq_char( ch, WEAR_EAR_R ) )
{
act( "You wear $p&n in your right ear.",
ch, obj, NULL, TO_CHAR );
act( "$n&n wears $p&n in $s right ear.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_EAR_R );
return;
}
bug( "Wear_obj: no free ear.", 0 );
send_to_char( "You already wear an earring in each ear.\n\r", ch );
return;
}
// only two belt slots for now - Veygoth
if ( CAN_WEAR( obj, ITEM_ATTACH_BELT ) )
{
if ( !get_eq_char( ch, WEAR_WAIST ))
{
send_to_char( "You don't have a belt to attach it to.\n\r", ch );
return;
}
if ( get_eq_char( ch, WEAR_BELT_1 )
&& get_eq_char( ch, WEAR_BELT_2 )
&& !remove_obj( ch, WEAR_BELT_1, fReplace )
&& !remove_obj( ch, WEAR_BELT_2, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_BELT_1 ) )
{
act( "You attach $p&n to your belt.",
ch, obj, NULL, TO_CHAR );
act( "$n&n attaches $p&n to $s belt.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_BELT_1 );
return;
}
if ( !get_eq_char( ch, WEAR_BELT_2 ) )
{
act( "You attach $p&n to your belt.",
ch, obj, NULL, TO_CHAR );
act( "$n&n attaches $p&n to $s belt.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_BELT_2 );
return;
}
bug( "Wear_obj: no free belt slot.", 0 );
send_to_char( "Your belt is already full.\n\r", ch );
return;
}
if ( obj->item_type == TYPE_LIGHT )
{
if ( !remove_obj( ch, WEAR_HAND_2, fReplace ) )
{
if ( !remove_obj( ch, WEAR_HAND, fReplace ) )
{
return;
}
else
{
if( obj->value[2] != 0 )
{
act( "You light $p&n and hold it.", ch, obj, NULL, TO_CHAR );
act( "$n&n lights $p&n and holds it.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND );
}
else
{
act( "You hold the exhausted light source &p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n holds $p&n.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND );
}
}
}
else
{
if( obj->value[2] != 0 )
{
act( "You light $p&n and hold it.", ch, obj, NULL, TO_CHAR );
act( "$n&n lights $p&n and holds it.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND_2 );
}
else
{
act( "You hold the exhausted light source &p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n holds $p&n.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND );
}
}
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) && obj->item_type == TYPE_WEAPON)
{
if( IS_NPC( ch )
|| ch->level >= skills_table[gsn_dual].skill_level[ch->class] )
{
/*
* If you think this looks ugly now, just imagine how
* I felt trying to write it! --- Thelonius (Monk)
* Now, it will attempt to wear in 1 if open, then 2 if
* open, else replace 2, else replace 1.
*/
if ( get_eq_char( ch, WEAR_HAND )
&& ( get_eq_char( ch, WEAR_HAND_2 )
&& !remove_obj( ch, WEAR_HAND_2, fReplace ) )
&& !remove_obj( ch, WEAR_HAND, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_HAND ) )
{
OBJ_DATA *other_weapon;
int weight = 0;
if ( ( other_weapon = get_eq_char( ch, WEAR_HAND_2 ) ) )
weight = get_obj_weight( other_weapon );
if ( weight + get_obj_weight( obj )
> str_app[get_curr_str( ch )].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r",
ch );
return;
}
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND );
return;
}
if ( !get_eq_char( ch, WEAR_HAND_2 ) )
{
OBJ_DATA *primary_weapon;
int weight;
primary_weapon = get_eq_char( ch, WEAR_HAND );
weight = get_obj_weight( primary_weapon );
if ( weight + get_obj_weight( obj )
> str_app[get_curr_str( ch )].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r",
ch );
return;
}
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND_2 );
return;
}
bug( "Wear_obj: no free weapon slot.", 0 );
send_to_char( "You already wield two weapons.\n\r", ch );
return;
}
else /* can only wield one weapon */
{
if ( !remove_obj( ch, WEAR_HAND, fReplace ) )
return;
if ( get_obj_weight( obj ) > str_app[get_curr_str( ch )].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
act( "You wield $p&n.", ch, obj, NULL, TO_CHAR );
act( "$n&n wields $p&n.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND );
return;
}
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( !remove_obj( ch, WEAR_HAND_2, fReplace ) )
return;
act( "You hold $p&n in your hands.", ch, obj, NULL, TO_CHAR );
act( "$n&n holds $p&n in $s hands.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HAND_2 );
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch ) && IS_AFFECTED( ch, AFF_GHOUL ) )
{
send_to_char(
"You may not wear, wield, or hold anything in ghoul form.\n\r",
ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( obj->wear_loc != WEAR_NONE || !can_see_obj( ch, obj ) )
continue;
if ( CAN_WEAR( obj, ITEM_WIELD )
&& !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD ) )
continue;
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD )
&& !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD ) )
{
send_to_char( "You are not able to wield a weapon.\n\r", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
bool found;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'remove obj' */
if ( !( obj = get_obj_wear( ch, arg ) ) )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
}
else
{
/* 'remove all' or 'remove all.obj' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& obj->wear_loc != WEAR_NONE )
{
found = TRUE;
remove_obj( ch, obj->wear_loc, TRUE );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
send_to_char( "You can't find anything to remove.\n\r", ch );
else
act( "You can't find any $T to remove.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != TYPE_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
{
/* obj->value[0] is not used for potions */
obj_cast_spell( obj->value[1], obj->level, ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->level, ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->level, ch, ch, NULL );
obj_cast_spell( obj->value[4], obj->level, ch, ch, NULL );
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, 0, spl_charm_person ) ) )
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *scroll;
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( !( scroll = get_obj_carry( ch, arg1 ) ) )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != TYPE_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
if ( ch->fighting )
victim = ch->fighting;
}
else
{
if ( !( victim = get_char_room ( ch, arg2 ) )
&& !( obj = get_obj_here ( ch, arg2 ) ) )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( race_table[ch->race].race_abilities, RACE_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_SILENT ) )
{
send_to_char( "Your lips move but no sound comes out.\n\r", ch );
return;
}
if ( ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
|| IS_AFFECTED( ch, AFF_CHARM ) )
{
act( "You try to recite $p, but you have no free will.",
ch, scroll, NULL, TO_CHAR );
act( "$n tries to recite $p, but has no free will.",
ch, scroll, NULL, TO_ROOM );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
act( "You recite $p&n.", ch, scroll, NULL, TO_CHAR );
act( "$n&n recites $p&n.", ch, scroll, NULL, TO_ROOM );
skill_practice( ch, gsn_scrolls );
/* Scrolls skill by Binky for EnvyMud, modified by Thelonius */
if ( !IS_NPC( ch )
&& !( number_percent( ) < ch->pcdata->skl_lrn[gsn_scrolls] ) )
{
switch ( number_bits( 3 ) )
{
case 0:
case 1:
case 2:
case 3:
act( "You can't understand $p at all.",
ch, scroll, NULL, TO_CHAR );
act( "$n can't understand $p at all.",
ch, scroll, NULL, TO_ROOM );
return;
case 4:
case 5:
case 6:
send_to_char( "You must have said something incorrectly.\n\r",
ch );
act( "$n must have said something incorrectly.",
ch, NULL, NULL, TO_ROOM );
act( "$p blazes brightly, then is gone.",
ch, scroll, NULL, TO_CHAR );
act( "$p blazes brightly and disappears.",
ch, scroll, NULL, TO_ROOM );
extract_obj( scroll );
return;
case 7:
act(
"You completely botch the recitation, and $p bursts into flames!!",
ch, scroll, NULL, TO_CHAR );
act( "$p glows and then bursts into flame!",
ch, scroll, NULL, TO_ROOM );
/*
* damage( ) call after extract_obj in case the damage would
* have extracted ch. This is okay because we merely mark
* obj->deleted; it still retains all values until list_update.
* Sloppy? Okay, create another integer variable. ---Thelonius
*/
extract_obj( scroll );
damage( ch, ch, scroll->level, gsn_scrolls, WEAR_NONE, DAM_FIRE );
return;
}
}
if ( scroll->level > ch->level )
act( "$p is too high level for you.", ch, scroll, NULL, TO_CHAR );
else
{
/* scroll->value[0] is not used for scrolls */
obj_cast_spell( scroll->value[1], scroll->level, ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->level, ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->level, ch, victim, obj );
obj_cast_spell( scroll->value[4], scroll->level, ch, victim, obj );
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, 0, spl_charm_person ) ) )
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *staff;
CHAR_DATA *vch;
int sn;
if ( !( staff = get_eq_char( ch, WEAR_HAND ) ) )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != TYPE_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
|| IS_AFFECTED( ch, AFF_CHARM ) )
{
act( "You try to brandish $p, but you have no free will.",
ch, staff, NULL, TO_CHAR );
act( "$n tries to brandish $p, but has no free will.",
ch, staff, NULL, TO_ROOM );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| spells_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
CHAR_DATA *vch_next;
act( "You brandish $p&n.", ch, staff, NULL, TO_CHAR );
act( "$n brandishes $p&n.", ch, staff, NULL, TO_ROOM );
skill_practice( ch, gsn_staves );
/* Staves skill by Binky for EnvyMud, modified by Thelonius */
if ( !IS_NPC( ch )
&& !( number_percent( ) < ch->pcdata->skl_lrn[gsn_staves] ) )
{
switch ( number_bits( 3 ) )
{
case 0:
case 1:
case 2:
case 3:
act( "You are unable to invoke the power of $p.",
ch, staff, NULL, TO_CHAR );
act( "$n is unable to invoke the power of $p.",
ch, staff, NULL, TO_ROOM );
return;
case 4:
case 5:
case 6:
act( "You summon the power of $p, but it fizzles away.",
ch, staff, NULL, TO_CHAR );
act( "$n summons the power of $p, but it fizzles away.",
ch, staff, NULL, TO_ROOM );
if ( --staff->value[2] <= 0 )
{
act( "$p blazes bright and is gone.",
ch, staff, NULL, TO_CHAR );
act( "$p blazes bright and is gone.",
ch, staff, NULL, TO_ROOM );
extract_obj( staff );
}
return;
case 7:
act( "You can't control the power of $p, and it shatters!",
ch, staff, NULL, TO_CHAR );
act( "$p shatters into tiny pieces!",
ch, staff, NULL, TO_ROOM );
/*
* damage( ) call after extract_obj in case the damage would
* have extracted ch. This is okay because we merely mark
* obj->deleted; it still retains all values until list_update.
* Sloppy? Okay, create another integer variable. ---Thelonius
*/
extract_obj( staff );
damage( ch, ch, staff->level, gsn_staves, WEAR_NONE, DAM_ENERGY );
return;
}
}
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->deleted )
continue;
switch ( spells_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC( ch ) ? IS_NPC( vch ) : !IS_NPC( vch ) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
/* staff->value[0] is not used for staves */
obj_cast_spell( staff->value[3], staff->level, ch, vch, NULL );
}
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, 0, spl_charm_person ) ) )
if ( --staff->value[2] <= 0 )
{
act( "$p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
act( "$p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *wand;
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int sn;
one_argument( argument, arg );
if ( arg[0] == '\0' && !ch->fighting )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( !( wand = get_eq_char( ch, WEAR_HAND ) ) )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != TYPE_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( !( victim = get_char_room ( ch, arg ) )
&& !( obj = get_obj_here ( ch, arg ) ) )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
|| IS_AFFECTED( ch, AFF_CHARM ) )
{
act( "You try to zap $p, but you have no free will.",
ch, wand, NULL, TO_CHAR );
act( "$n tries to zap $p, but has no free will.",
ch, wand, NULL, TO_ROOM );
return;
}
if ( ( sn = wand->value[3] ) < 0
|| sn >= MAX_SKILL
|| spells_table[sn].spell_fun == 0 )
{
bug( "Do_zap: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim )
if ( victim == ch )
{
act( "You zap yourself with $p.", ch, wand, NULL, TO_CHAR );
act( "$n zaps $mself with $p.", ch, wand, NULL, TO_ROOM );
}
else
{
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
}
else
{
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
}
skill_practice( ch, gsn_wands );
/* Wands skill by Binky for EnvyMud, modified by Thelonius */
if ( !IS_NPC( ch )
&& !( number_percent( ) < ch->pcdata->skl_lrn[gsn_wands] ) )
{
switch ( number_bits( 3 ) )
{
case 0:
case 1:
case 2:
case 3:
act( "You are unable to invoke the power of $p.",
ch, wand, NULL, TO_CHAR );
act( "$n is unable to invoke the power of $p.",
ch, wand, NULL, TO_ROOM );
return;
case 4:
case 5:
case 6:
act( "You summon the power of $p, but it fizzles away.",
ch, wand, NULL, TO_CHAR );
act( "$n summons the power of $p, but it fizzles away.",
ch, wand, NULL, TO_ROOM );
if ( --wand->value[2] <= 0 )
{
act( "$p blazes bright and is gone.",
ch, wand, NULL, TO_CHAR );
act( "$p blazes bright and is gone.",
ch, wand, NULL, TO_ROOM );
extract_obj( wand );
}
return;
case 7:
act( "You can't control the power of $p, and it explodes!",
ch, wand, NULL, TO_CHAR );
act( "$p explodes into fragments!",
ch, wand, NULL, TO_ROOM );
/*
* damage( ) call after extract_obj in case the damage would
* have extracted ch. This is okay because we merely mark
* obj->deleted; it still retains all values until list_update.
* Sloppy? Okay, create another integer variable. ---Thelonius
*/
extract_obj( wand );
damage( ch, ch, wand->level, gsn_wands, WEAR_NONE, DAM_ENERGY );
return;
}
}
/* wand->value[0] is not used for wands */
obj_cast_spell( wand->value[3], wand->level, ch, victim, obj );
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, 0, spl_charm_person ) ) )
if ( --wand->value[2] <= 0 )
{
act( "$p explodes into fragments.", ch, wand, NULL, TO_CHAR );
act( "$p explodes into fragments.", ch, wand, NULL, TO_ROOM );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char buf [ MAX_STRING_LENGTH ];
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
int percent;
if ( IS_NPC( ch ) )
{
send_to_char( "That, you cannot do.\n\r", ch );
return;
}
if ( ch->riding )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg2 ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
obj = NULL;
WAIT_STATE( ch, skills_table[gsn_steal].beats );
/* Modified chances for stealing by Morpheus */
percent = ch->level; /* Base value */
percent += number_range( -10, 10 ); /* Luck */
percent -= victim->level; /* Character level vs victim's */
if ( !IS_AWAKE( victim ) )
percent += 25; /* Sleeping characters are easier */
percent += ch->pcdata->skl_lrn[gsn_steal]; /* Character ability */
if ( IS_AFFECTED( ch, AFF_SNEAK ) )
percent += 5; /* Quiet characters steal better */
if ( !can_see( ch, victim ) )
percent += 10; /* Unseen characters steal better */
if ( !str_prefix( arg1, "coins" ) )
percent = (int) ( percent * 1.2 ); /* Cash is fairly easy to steal */
else
{
number = number_argument( arg1, arg );
count = 0;
for ( obj = victim->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
break;
}
}
if ( !obj )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( obj->wear_loc == WEAR_NONE )
/* Items in inventory are harder */
percent = (int) ( percent * .8 );
else
percent = (int) ( percent * .4 );
}
// This may not be the optimal location for this -- Veygoth
skill_practice( ch, gsn_steal );
if ( ( !IS_NPC( victim )
&& ( ( !IS_SET( victim->act, PLR_KILLER )
&& !IS_SET( victim->act, PLR_THIEF )
&& str_cmp( race_table[victim->race].name, "Vampire" ) )
|| ch->level - victim->level < 5 ) )
|| percent < number_percent( ) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
act( "$n&n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n&n tried to steal from $N&n.\n\r", ch, NULL, victim, TO_NOTVICT );
do_shout( victim, buf );
// Thief flag for justice - Veygoth
if ( IS_NPC( victim ) )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
if ( !IS_SET( ch->act, PLR_THIEF ) )
{
SET_BIT( ch->act, PLR_THIEF );
sprintf( buf, "%s became a THIEF by stealing from %s",
ch->name, victim->name );
wiznet( ch, WIZ_FLAGS, get_trust( ch ), buf );
save_char_obj( ch );
}
}
return;
}
if ( !str_prefix( arg1, "coins" ) )
{
int amount;
amount = victim->money.gold * number_range( 1, 10 ) / 100;
if ( amount <= 0 )
{
send_to_char( "You couldn't get any coins.\n\r", ch );
return;
}
ch->money.gold += amount;
victim->money.gold -= amount;
sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount );
send_to_char( buf, ch );
return;
}
if ( !can_drop_obj( ch, obj )
|| IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
{
send_to_char( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
send_to_char( "You have your hands full.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "Very daring, and you got it!\n\r", ch );
unequip_char( victim, obj );
}
obj_from_char( obj );
obj_to_char( obj, ch );
send_to_char( "Ok.\n\r", ch );
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
char buf [ MAX_STRING_LENGTH ];
pShop = NULL;
for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC( keeper ) && ( pShop = keeper->pIndexData->pShop )
&& ( argument[0] == '\0' || is_name( argument, keeper->name ) ) )
break;
}
if ( !keeper || !pShop || ( keeper && IS_AFFECTED( keeper, AFF_CHARM ) ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return NULL;
}
/*
* Undesirables.
*/
// Veygoth - removed code that would prevent shopkeepers from dealing
// with pkillers. However, thieves are not welcome.
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_THIEF ) )
{
do_say( keeper, "Thieves are not welcome!" );
sprintf( buf, "%s the THIEF is over here!\n\r", ch->name );
do_shout( keeper, buf );
return NULL;
}
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say( keeper, "Sorry, come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say( keeper, "Sorry, come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_say( keeper, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( !obj || !( pShop = keeper->pIndexData->pShop ) )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_BUY; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData )
cost /= 2;
}
}
if ( obj->item_type == TYPE_STAFF || obj->item_type == TYPE_WAND )
cost = cost * obj->value[2] / obj->value[1];
return cost;
}
/*
* Multiple object buy modifications by Erwin Andreasen
* Obtained from Canth's snippets page at:
* http://www.xs4all.nl/~phule/snippets/snippets.html
*/
void do_buy( CHAR_DATA *ch, char *argument )
{
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
char arg3 [ MAX_INPUT_LENGTH ];
char buf [ MAX_STRING_LENGTH ];
bool fPerm = FALSE;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2);
one_argument( argument, arg3 );
if ( arg[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) )
return;
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( !pRoomIndexNext )
{
bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room( ch, arg );
ch->in_room = in_room;
if ( !pet || !IS_SET( pet->act, ACT_PET ) )
{
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
if ( get_cash( ch ) < 500 * pet->level * pet->level )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
spend_cash( ch, 500 * pet->level * pet->level );
pet = create_mobile( pet->pIndexData );
SET_BIT( pet->act, ACT_PET );
SET_AFF_BIT( pet, AFF_CHARM );
one_argument( argument, arg );
if ( arg[0] != '\0' )
{
sprintf( buf, "%s %s", pet->name, arg );
free_string( pet->name );
pet->name = str_dup( buf );
}
sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
send_to_char( "Enjoy your pet.\n\r", ch );
act( "$n&n bought $N&n as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
OBJ_INDEX_DATA *pObj;
OBJ_DATA *obj = NULL;
CHAR_DATA *keeper;
int cost;
int item_count = 1; /* buy only one by default */
if ( is_number( arg ) )
{
item_count = atoi( arg );
strcpy( arg, arg2 );
strcpy( arg2, arg3 );
}
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
if( keeper->pIndexData->pShop->sell_item[0] != 0 )
{
int count = 0;
for( pObj = get_obj_index(keeper->pIndexData->pShop->sell_item[count]);
count < MAX_SELL;
pObj = get_obj_index(keeper->pIndexData->pShop->sell_item[count] ))
{
count++;
if( keeper->pIndexData->pShop->sell_item[count] == 0 )
break;
if( !pObj )
continue;
if( is_name( arg, pObj->name ))
{
obj = create_object( pObj, pObj->level );
fPerm = TRUE;
break;
}
}
}
if( !obj )
obj = get_obj_carry( keeper, arg );
if ( !obj || !can_see_obj( ch, obj ) )
{
act( "$n&n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
if( fPerm ) obj->deleted = TRUE;
return;
}
cost = get_cost( keeper, obj, TRUE );
if( cost < obj->cost )
{
bug( "Shopkeeper with vnum %d sells for less than 100 percent of value.\n\r",
keeper->pIndexData->vnum );
cost = obj->cost;
}
if ( item_count < 1 )
{
send_to_char( "Buy how many? Number must be more than 0.\n\r",
ch );
return;
}
if ( get_cash( ch ) < ( cost * item_count ) )
{
if ( item_count == 1 )
{
act( "$n&n tells you 'You can't afford to buy $p&n'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
if( fPerm ) obj->deleted = TRUE;
return;
}
else
{
char buf [ MAX_STRING_LENGTH ];
if ( ( get_cash( ch ) / cost ) > 0 )
sprintf( buf,
"$n&n tells you, 'You can only afford %d of those!'",
( get_cash( ch ) / cost ) );
else
sprintf( buf, "$n&n tells you, 'You can't even afford 1'." );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
if( fPerm ) obj->deleted = TRUE;
return;
}
}
if ( ch->carry_number + ( item_count * get_obj_number( obj ) ) >
can_carry_n( ch ) )
{
send_to_char( "You can't carry that many items.\n\r", ch );
if( fPerm ) obj->deleted = TRUE;
return;
}
if ( ch->carry_weight + ( item_count * get_obj_weight( obj ) ) >
can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
if( fPerm ) obj->deleted = TRUE;
return;
}
if ( ( item_count > 1 )
&& !IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
{
act( "$n&n tells you, 'Sorry - $p&n is something I have only one of'",
keeper, obj, ch, TO_CHAR );
ch->reply = keeper;
if( fPerm ) obj->deleted = TRUE;
return;
}
if( cost < 1 ) cost = 1;
if ( item_count == 1 )
{
sprintf( buf, "You buy $p&n for %s.", coin_string( cost * item_count ) );
act( buf, ch, obj, NULL, TO_CHAR );
act( "$n&n buys $p&n.", ch, obj, NULL, TO_ROOM );
}
else
{
sprintf( buf, "$n&n buys %d * $p&n.", item_count );
act( buf, ch, obj, NULL, TO_ROOM );
sprintf( buf, "You buy %d * $p&n.", item_count );
act( buf, ch, obj, NULL, TO_CHAR );
}
spend_cash( ch, cost * item_count );
if( fPerm )
{
obj_to_char( obj, ch );
}
else if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
{
for ( ; item_count > 0; item_count-- )
{
obj = create_object( obj->pIndexData, obj->level );
obj_to_char( obj, ch );
}
}
else
{
obj_from_char( obj );
obj_to_char( obj, ch );
}
return;
}
}
void do_list( CHAR_DATA *ch, char *argument )
{
char buf [ MAX_STRING_LENGTH ];
char buf1 [ MAX_STRING_LENGTH*4 ];
OBJ_DATA *obj2;
buf1[0] = '\0';
if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
bool found;
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( !pRoomIndexNext )
{
bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "You can't do that here.\n\r", ch );
return;
}
found = FALSE;
for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
{
if ( IS_SET( pet->act, ACT_PET ) )
{
if ( !found )
{
found = TRUE;
strcat( buf1, "Pets for sale:\n\r" );
}
sprintf( buf, "[%2d] %8d - %s\n\r",
pet->level,
10 * pet->level * pet->level,
pet->short_descr );
strcat( buf1, buf );
}
}
if ( !found )
send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
send_to_char( buf1, ch );
return;
}
else
{
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObj;
CHAR_DATA *keeper;
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
int cost;
bool found;
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
if( IS_IMMORTAL( ch ))
{
sprintf( buf1, "Shop sell profit: %d percent Shop buy profit: %d percent\n\r",
keeper->pIndexData->pShop->profit_sell,
keeper->pIndexData->pShop->profit_buy );
}
found = FALSE;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc != WEAR_NONE )
continue;
cost = get_cost( keeper, obj, TRUE );
if( cost <= 0 )
cost = 1;
if ( can_see_obj( ch, obj )
&& ( arg[0] == '\0'
|| !str_cmp( arg, "all" )
|| is_name( arg, obj->name ) ) )
{
if ( !found )
{
found = TRUE;
strcat( buf1, "You can buy:\n\r" );
}
sprintf( buf, "%s&n for%s.\n\r",
obj->short_descr, coin_string( cost ) );
strcat( buf1, buf );
}
}
if( keeper->pIndexData->pShop->sell_item[0] != 0 )
{
bool fListed = FALSE;
int count = 0;
for( pObj = get_obj_index(keeper->pIndexData->pShop->sell_item[count]);
count < MAX_SELL;
pObj = get_obj_index(keeper->pIndexData->pShop->sell_item[count] ))
{
count++;
if( keeper->pIndexData->pShop->sell_item[count] == 0 )
break;
if( !pObj )
continue;
for( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if( obj2->pIndexData == pObj && obj2->wear_loc == WEAR_NONE )
{
fListed = TRUE;
break;
}
}
if( fListed )
continue;
cost = pObj->cost;
sprintf( buf, "%s&n for%s.\n\r",
pObj->short_descr, coin_string( cost ));
strcat( buf1, buf );
}
}
if ( !found )
{
if ( arg[0] == '\0' )
send_to_char( "You can't buy anything here.\n\r", ch );
else
send_to_char( "You can't buy that here.\n\r", ch );
return;
}
send_to_char( buf1, ch );
return;
}
}
char *coin_string( int cost )
{
int coins;
char buf[MAX_STRING_LENGTH];
static char buf1[MAX_STRING_LENGTH];
int cop;
int sil;
int gol;
int pla;
buf1[0] = '\0';
coins = cost;
pla = coins / 1000;
coins -= pla * 1000;
gol = coins / 100;
coins -= gol * 100;
sil = coins / 10;
coins -= sil * 10;
cop = coins;
if( pla )
{
sprintf( buf, " %d&+W platinum&n", pla );
strcat( buf1, buf );
}
if( gol )
{
sprintf( buf, " %d&+Y gold&n", gol );
strcat( buf1, buf );
}
if( sil )
{
sprintf( buf, " %d&+w silver&n", sil );
strcat( buf1, buf );
}
if( cop )
{
sprintf( buf, " %d&+y copper&n", cop );
strcat( buf1, buf );
}
if( buf1 )
return buf1;
else
return " nothing";
}
void do_sell( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *keeper;
char buf [ MAX_STRING_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
int cost;
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Sell what?\n\r", ch );
return;
}
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
act( "$n&n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( !can_see_obj( keeper, obj ) )
{
act( "$n&n tells you 'I can't see that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n&n looks uninterested in $p&n.", keeper, obj, ch, TO_VICT );
return;
}
if( cost > obj->cost )
{
bug( "Shopkeeper with vnum %d buys for more than 100 percent of value.\n\r",
keeper->pIndexData->vnum );
cost = obj->cost;
}
if( cost < 1 ) cost = 1;
if ( IS_OBJ_STAT( obj, ITEM_POISONED ) )
{
act( "$n tells you 'I won't buy that! It's poisoned!'",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
sprintf( buf, "You sell $p&n for %s.",
coin_string( cost ) );
act( buf, ch, obj, NULL, TO_CHAR );
act( "$n&n sells $p&n.", ch, obj, NULL, TO_ROOM );
recieve_cash( ch, cost );
if ( obj->item_type == TYPE_TRASH )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
obj_to_char( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *keeper;
char buf [ MAX_STRING_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
int cost;
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( !can_see_obj( keeper, obj ) )
{
act( "$n tells you 'You are offering me an imaginary object!?!?'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( IS_OBJ_STAT( obj, ITEM_POISONED ) )
{
act( "$n tells you 'I won't buy that! It's poisoned!'",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
sprintf( buf, "$n tells you 'I'll give you %d copper coins for $p'.", cost );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
/* Poison weapon by Thelonius for EnvyMud */
void do_poison_weapon( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *pobj;
OBJ_DATA *wobj;
char arg [ MAX_INPUT_LENGTH ];
/* Don't allow mobs or unskilled pcs to do this */
if ( IS_NPC( ch )
|| ( !IS_NPC( ch )
&& ch->level
< skills_table[gsn_poison_weapon].skill_level[ch->class] ) )
{
send_to_char( "What do you think you are, a thief?\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ send_to_char( "What are you trying to poison?\n\r", ch ); return; }
if ( ch->fighting )
{ send_to_char( "While you're fighting? Nice try.\n\r", ch ); return; }
if ( !( obj = get_obj_carry( ch, arg ) ) )
{ send_to_char( "You do not have that weapon.\n\r", ch ); return; }
if ( obj->item_type != TYPE_WEAPON )
{ send_to_char( "That item is not a weapon.\n\r", ch ); return; }
if ( IS_OBJ_STAT( obj, ITEM_POISONED ) )
{ send_to_char( "That weapon is already poisoned.\n\r", ch ); return; }
/* Now we have a valid weapon...check to see if we have the powder. */
for ( pobj = ch->carrying; pobj; pobj = pobj->next_content )
{
if ( pobj->pIndexData->vnum == OBJ_VNUM_BLACK_POWDER )
break;
}
if ( !pobj )
{
send_to_char( "You do not have the black poison powder.\n\r", ch );
return;
}
/* Okay, we have the powder...do we have water? */
for ( wobj = ch->carrying; wobj; wobj = wobj->next_content )
{
if ( wobj->item_type == TYPE_DRINK_CON
&& wobj->value[1] > 0
&& wobj->value[2] == 0 )
break;
}
if ( !wobj )
{
send_to_char( "You have no water to mix with the powder.\n\r", ch );
return;
}
/* Great, we have the ingredients...but is the thief smart enough? */
if ( !IS_NPC( ch ) && get_curr_wis( ch ) < 19 )
{
send_to_char( "You can't quite remember what to do...\n\r", ch );
return;
}
/* And does the thief have steady enough hands? */
if ( !IS_NPC( ch )
&& ( get_curr_dex( ch ) < 20
|| ch->pcdata->condition[COND_DRUNK] > 0 ) )
{
send_to_char(
"Your hands aren't steady enough to properly mix the poison.\n\r",
ch );
return;
}
WAIT_STATE( ch, skills_table[gsn_poison_weapon].beats );
skill_practice( ch, gsn_poison_weapon );
/* Check the skill percentage */
if ( !IS_NPC( ch )
&& number_percent( ) > ch->pcdata->skl_lrn[gsn_poison_weapon] )
{
send_to_char( "You failed and spill some on yourself. Ouch!\n\r",
ch );
damage( ch, ch, ch->level, gsn_poison_weapon, WEAR_NONE, DAM_POISON );
act( "$n spills the poison all over!", ch, NULL, NULL, TO_ROOM );
extract_obj( pobj );
extract_obj( wobj );
return;
}
/* Well, I'm tired of waiting. Are you? */
act( "You mix $p in $P, creating a deadly poison!",
ch, pobj, wobj, TO_CHAR );
act( "$n mixes $p in $P, creating a deadly poison!",
ch, pobj, wobj, TO_ROOM );
act( "You pour the poison over $p, which glistens wickedly!",
ch, obj, NULL, TO_CHAR );
act( "$n pours the poison over $p, which glistens wickedly!",
ch, obj, NULL, TO_ROOM );
SET_OBJ_STAT( obj, ITEM_POISONED );
obj->cost *= ch->level;
/* Set an object timer. Dont want proliferation of poisoned weapons */
obj->timer = 10 + ch->level;
if ( IS_OBJ_STAT( obj, ITEM_BLESS ) )
obj->timer *= 2;
if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) )
obj->timer *= 2;
/* WHAT? All of that, just for that one bit? How lame. ;) */
act( "The remainder of the poison eats through $p.",
ch, wobj, NULL, TO_CHAR );
act( "The remainder of the poison eats through $p.",
ch, wobj, NULL, TO_ROOM );
extract_obj( pobj );
extract_obj( wobj );
return;
}
/*
* Original Code by Todd Lair.
* Improvements and Modification by Jason Huang <huangjac@netcom.com>.
* Permission to use this code is granted provided this header is
* retained and unaltered.
*
* Made a couple of changes here and there - Zen :-)
*/
void imprint_spell( int sn, int level, CHAR_DATA * ch, void *vo )
{
static const int sucess_rate[] = { 80, 30, 25, 10 };
char buf [ MAX_STRING_LENGTH ];
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int free_slots;
int i;
int mana;
if ( spells_table[sn].spell_fun == spell_null )
{
send_to_char( "That is not a spell.\n\r", ch );
return;
}
for ( free_slots = i = 1; i < 5; i++ )
if ( obj->value[i] != -1 )
free_slots++;
if ( free_slots > 4 )
{
act( "$p cannot contain any more spells.", ch, obj, NULL, TO_CHAR );
return;
}
mana = 4 * MANA_COST( ch, sn );
if ( !IS_NPC( ch ) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( number_percent( ) > ch->pcdata->spl_lrn[sn] )
{
send_to_char( "You lost your concentration.\n\r", ch );
ch->mana -= mana / 2;
return;
}
ch->mana -= mana;
obj->value[free_slots] = sn;
if ( number_percent( ) > sucess_rate[free_slots - 1] )
{
sprintf( buf, "The magic enchantment has failed: the %s vanishes.\n\r",
item_type_name( obj ) );
send_to_char( buf, ch );
extract_obj( obj );
return;
}
free_string( obj->short_descr );
sprintf( buf, "a %s of ", item_type_name( obj ) );
for ( i = 1; i <= free_slots; i++ )
if ( obj->value[ i ] != -1 )
{
strcat( buf, spells_table[ obj->value[ i ] ].name );
( i != free_slots ) ? strcat( buf, ", " ) : strcat( buf, "" );
}
obj->short_descr = str_dup( buf );
sprintf( buf, "%s %s", obj->name, item_type_name( obj ) );
free_string( obj->name );
obj->name = str_dup( buf );
sprintf( buf, "You have imbued a new spell to the %s.\n\r",
item_type_name( obj ) );
send_to_char( buf, ch );
return;
}
void do_brew( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *potion;
char arg [ MAX_INPUT_LENGTH ];
int sn;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Brew what spell?\n\r", ch );
return;
}
if ( !( potion = get_eq_char( ch, WEAR_HAND ) ) )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( potion->item_type != TYPE_POTION )
{
send_to_char( "You are not holding a vial.\n\r", ch );
return;
}
if ( ( sn = spell_lookup( arg ) ) < 0 )
{
send_to_char( "You don't know any spells by that name.\n\r", ch );
return;
}
if ( spells_table[sn].target != TAR_CHAR_DEFENSIVE
&& spells_table[sn].target != TAR_CHAR_SELF )
{
send_to_char( "You cannot brew that spell.\n\r", ch );
return;
}
act( "$n begins preparing a potion.", ch, potion, NULL, TO_ROOM );
WAIT_STATE( ch, skills_table[ gsn_brew ].beats );
skill_practice( ch, gsn_brew );
if ( !IS_NPC( ch )
&& ( number_percent( ) > ch->pcdata->skl_lrn[gsn_brew] ||
number_percent( ) > ( ( get_curr_int( ch ) - 13 ) * 5 +
( get_curr_wis( ch ) - 13 ) * 3 ) ) )
{
act( "$p explodes violently!", ch, potion, NULL, TO_CHAR );
act( "$p explodes violently!", ch, potion, NULL, TO_ROOM );
extract_obj( potion );
damage( ch, ch, ch->max_hit / 16, gsn_brew, WEAR_NONE, DAM_ENERGY );
return;
}
potion->level = ch->level / 2;
potion->value[0] = ch->level / 4;
imprint_spell( sn, ch->level, ch, potion );
return;
}
void do_scribe_scroll( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *scroll;
char arg [ MAX_INPUT_LENGTH ];
int sn;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Scribe what spell?\n\r", ch );
return;
}
if ( !( scroll = get_eq_char( ch, WEAR_HAND ) ) )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( scroll->item_type != TYPE_SCROLL )
{
send_to_char( "You are not holding a parchment.\n\r", ch );
return;
}
if ( ( sn = spell_lookup( arg ) ) < 0 )
{
send_to_char( "You don't know any spells by that name.\n\r", ch );
return;
}
act( "$n begins writing a scroll.", ch, scroll, NULL, TO_ROOM );
WAIT_STATE( ch, skills_table[gsn_scribe].beats );
skill_practice( ch, gsn_scribe );
if ( !IS_NPC( ch )
&& ( number_percent( ) > ch->pcdata->skl_lrn[gsn_brew] ||
number_percent( ) > ( ( get_curr_int( ch ) - 13 ) * 5 +
( get_curr_wis( ch ) - 13 ) * 3 ) ) )
{
act( "$p bursts in flames!", ch, scroll, NULL, TO_CHAR );
act( "$p bursts in flames!", ch, scroll, NULL, TO_ROOM );
extract_obj( scroll );
damage( ch, ch, ch->max_hit / 16, gsn_scribe, WEAR_NONE, DAM_FIRE );
return;
}
scroll->level = ch->level * 2 / 3;
scroll->value[0] = ch->level / 3;
imprint_spell( sn, ch->level, ch, scroll );
return;
}
int get_cash( CHAR_DATA *ch )
{
return (ch->money.copper + (ch->money.silver * 10) +
(ch->money.gold * 100) + (ch->money.platinum * 1000));
}
void spend_cash( CHAR_DATA *ch, int amount )
{
int value;
if( get_cash( ch ) < amount )
{
bug( "Spend_cash: spending more money than player has.", 0 );
ch->money.copper = 0;
ch->money.silver = 0;
ch->money.gold = 0;
ch->money.platinum = 0;
}
value = get_cash( ch );
ch->money.copper = 0;
ch->money.silver = 0;
ch->money.gold = 0;
ch->money.platinum = 0;
// Note that this will automatically convert a player's coins
// to the most efficient type to carry via this manner - Veygoth
recieve_cash( ch, (value - amount));
}
void recieve_cash( CHAR_DATA *ch, int amount )
{
int number;
number = amount / 1000;
ch->money.platinum += number;
amount -= number * 1000;
number = amount / 100;
ch->money.gold += number;
amount -= number * 100;
number = amount / 10;
ch->money.silver += number;
amount -= number * 10;
ch->money.copper += amount;
return;
}
// Trying to convince the MUD that it's smart enough to set the prices
// of items - Veygoth
void set_cost( OBJ_INDEX_DATA *obj )
{
int multiplier;
int value;
value = 1;
// find the value multiplier based on what the object is made of
// expensive materials yield expensive objects
switch( obj->material )
{
default:
bug( "Unrecognized material type %d. Setting to default.", obj->material );
multiplier = 100;
break;
case MAT_UNDEFINED:
multiplier = 100;
break;
case MAT_NONSUBSTANTIAL:
multiplier = 100;
break;
case MAT_FLESH:
multiplier = 30;
break;
case MAT_CLOTH:
multiplier = 60;
break;
case MAT_BARK:
multiplier = 20;
break;
case MAT_SOFTWOOD:
multiplier = 50;
break;
case MAT_HARDWOOD:
multiplier = 70;
break;
case MAT_GLASS:
multiplier = 130;
break;
case MAT_CRYSTAL:
multiplier = 140;
break;
case MAT_CERAMIC:
multiplier = 65;
break;
case MAT_BONE:
multiplier = 35;
break;
case MAT_STONE:
multiplier = 80;
break;
case MAT_HIDE:
multiplier = 60;
break;
case MAT_LEATHER:
multiplier = 80;
break;
case MAT_CUREDLEATHER:
multiplier = 85;
break;
case MAT_IRON:
multiplier = 100;
break;
case MAT_STEEL:
multiplier = 110;
break;
case MAT_BRASS:
multiplier = 95;
break;
case MAT_MITHRIL:
multiplier = 150;
break;
case MAT_ADAMANTIUM:
multiplier = 200;
break;
case MAT_BRONZE:
multiplier = 90;
break;
case MAT_COPPER:
multiplier = 50;
break;
case MAT_SILVER:
multiplier = 100;
break;
case MAT_ELECTRUM:
multiplier = 150;
break;
case MAT_GOLD:
multiplier = 250;
break;
case MAT_PLATINUM:
multiplier = 500;
break;
case MAT_GEM:
multiplier = 750;
break;
case MAT_DIAMOND:
multiplier = 1000;
break;
case MAT_PAPER:
multiplier = 35;
break;
case MAT_PARCHMENT:
multiplier = 25;
break;
case MAT_LEAVES:
multiplier = 20;
break;
case MAT_RUBY:
multiplier = 800;
break;
case MAT_EMERALD:
multiplier = 900;
break;
case MAT_SAPPHIRE:
multiplier = 950;
break;
case MAT_IVORY:
multiplier = 300;
break;
case MAT_DRAGONSCALE:
multiplier = 220;
break;
case MAT_OBSIDIAN:
multiplier = 130;
break;
case MAT_GRANITE:
multiplier = 88;
break;
case MAT_MARBLE:
multiplier = 83;
break;
case MAT_LIMESTONE:
multiplier = 68;
break;
case MAT_LIQUID:
multiplier = 100;
break;
case MAT_BAMBOO:
multiplier = 30;
break;
case MAT_REEDS:
multiplier = 28;
break;
case MAT_HEMP:
multiplier = 42;
break;
case MAT_GLASSTEEL:
multiplier = 125;
break;
case MAT_EGGSHELL:
multiplier = 15;
break;
case MAT_CHITINOUS:
multiplier = 22;
break;
case MAT_REPTILESCALE:
multiplier = 82;
break;
case MAT_GENERICFOOD:
multiplier = 100;
break;
case MAT_RUBBER:
multiplier = 80;
break;
case MAT_FEATHER:
multiplier = 38;
break;
case MAT_SILK:
multiplier = 205;
break;
case MAT_SPIDERSILK:
multiplier = 215;
break;
}
if( obj->craftsmanship != 0 )
{
multiplier = obj->craftsmanship * multiplier / CRAFT_AVERAGE;
}
switch( obj->item_type )
{
default:
value = 1;
break;
case TYPE_ARMOR:
value = obj->value[0];
break;
case TYPE_WEAPON:
value = (obj->value[1] * obj->value[2] * 2);
break;
case TYPE_STAFF:
case TYPE_SCROLL:
case TYPE_WAND:
case TYPE_POTION:
value = 5;
break;
}
obj->cost = (( value * multiplier * obj->condition) / 100);
}
void do_deposit( CHAR_DATA *ch, char *argument )
{
char arg [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg );
if( IS_NPC( ch ))
return;
if( !IS_SET( ch->in_room->room_flags, ROOM_BANK ))
{
send_to_char( "You're not in a bank!\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Deposit what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
int amount;
amount = atoi( arg );
one_argument( argument, arg );
if ( amount <= 0 )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if( !str_prefix( arg, "copper" ))
{
if ( ch->money.copper < amount )
{
send_to_char( "You haven't got that many copper coins.\n\r", ch );
return;
}
ch->money.copper -= amount;
ch->pcdata->bank.copper += amount;
}
else if( !str_prefix( arg, "silver" ))
{
if ( ch->money.silver < amount )
{
send_to_char( "You haven't got that many silver coins.\n\r", ch );
return;
}
ch->money.silver -= amount;
ch->pcdata->bank.silver += amount;
}
else if( !str_prefix( arg, "gold" ))
{
if ( ch->money.gold < amount )
{
send_to_char( "You haven't got that many gold coins.\n\r", ch );
return;
}
ch->money.gold -= amount;
ch->pcdata->bank.gold += amount;
}
else if( !str_prefix( arg, "platinum" ))
{
if ( ch->money.platinum < amount )
{
send_to_char( "You haven't got that many platinum coins.\n\r", ch );
return;
}
ch->money.platinum -= amount;
ch->pcdata->bank.platinum += amount;
}
else
{
send_to_char( "They haven't invented that type of coin yet.\n\r", ch );
return;
}
send_to_char( "OK.\n\r", ch );
act( "$n&n makes a transaction.", ch, NULL, NULL, TO_ROOM );
return;
}
else
{
send_to_char( "Syntax: Deposit <# of coins> <coin type>\n\r", ch );
return;
}
return;
}
void do_withdraw( CHAR_DATA *ch, char *argument )
{
char arg [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg );
if( IS_NPC( ch ))
return;
if( !IS_SET( ch->in_room->room_flags, ROOM_BANK ))
{
send_to_char( "You're not in a bank!\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Withdraw what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
int amount;
amount = atoi( arg );
one_argument( argument, arg );
if ( amount <= 0 )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if( !str_prefix( arg, "copper" ))
{
if ( ch->pcdata->bank.copper < amount )
{
send_to_char( "You haven't got that many copper coins in your account.\n\r", ch );
return;
}
ch->money.copper += amount;
ch->pcdata->bank.copper -= amount;
}
else if( !str_prefix( arg, "silver" ))
{
if ( ch->pcdata->bank.silver < amount )
{
send_to_char( "You haven't got that many silver coins in your account.\n\r", ch );
return;
}
ch->money.silver += amount;
ch->pcdata->bank.silver -= amount;
}
else if( !str_prefix( arg, "gold" ))
{
if ( ch->pcdata->bank.gold < amount )
{
send_to_char( "You haven't got that many gold coins in your account.\n\r", ch );
return;
}
ch->money.gold += amount;
ch->pcdata->bank.gold -= amount;
}
else if( !str_prefix( arg, "platinum" ))
{
if ( ch->pcdata->bank.platinum < amount )
{
send_to_char( "You haven't got that many platinum coins in your account.\n\r", ch );
return;
}
ch->money.platinum += amount;
ch->pcdata->bank.platinum -= amount;
}
else
{
send_to_char( "The teller looks at you curiously, wondering what language you are speaking.\n\r", ch );
return;
}
send_to_char( "OK.\n\r", ch );
act( "$n&n makes a transaction.", ch, NULL, NULL, TO_ROOM );
return;
}
else
{
send_to_char( "Syntax: Withdraw <# of coins> <coin type>\n\r", ch );
return;
}
return;
}