/*************************************************************************** * 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; }