/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #include <sys/types.h> #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 sheath args (( CHAR_DATA * ch, bool right )); void draw args (( CHAR_DATA * ch, bool right )); #undef CD void do_call(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *gch; CHAR_DATA *victim = NULL; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("What object do you wish to call?\n\r", ch); return; } if (IS_NPC(ch)) return; if (!IS_HEAD(ch, LOST_HEAD)) { act("Your eyes flicker with yellow energy.", ch, NULL, NULL, TO_CHAR); act("$n's eyes flicker with yellow energy.", ch, NULL, NULL, TO_ROOM); } if (!str_cmp(arg, "all")) { call_all(ch); return; } if ((obj = get_obj_world(ch, arg)) == NULL) { send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch); return; } if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid) { send_to_char("Nothing happens.\n\r", ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOLOCATE)) { send_to_char("Nothing happens.\n\r", ch); return; } for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj); if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) return; if ((gch = in_obj->carried_by) != NULL) { if (gch->desc && gch->desc->connected != CON_PLAYING) return; } } if (obj->carried_by != NULL && obj->carried_by != ch) { victim = obj->carried_by; if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return; act("$p suddenly vanishes from your hands!", victim, obj, NULL, TO_CHAR); act("$p suddenly vanishes from $n's hands!", victim, obj, NULL, TO_ROOM); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch, objroom); act("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR); char_from_room(ch); char_to_room(ch, chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else { if (!IS_HEAD(ch, LOST_HEAD)) send_to_char("Nothing happens.\n\r", ch); return; } obj_to_char(obj, ch); if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); act("$p materializes in your hands.", ch, obj, NULL, TO_CHAR); act("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM); do_autosave(ch, ""); if (victim != NULL) do_autosave(victim, ""); return; } void call_all(CHAR_DATA * ch) { CHAR_DATA *gch; OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; bool found = FALSE; for (obj = object_list; obj != NULL; obj = obj->next) { if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid) continue; if (IS_OBJ_STAT(obj, ITEM_NOLOCATE)) continue; found = TRUE; for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj); if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) continue; if ((gch = in_obj->carried_by) != NULL) { if (gch->desc && gch->desc->connected != CON_PLAYING) continue; } } if (obj->carried_by != NULL && obj->carried_by != ch) { if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING) { if (!IS_NPC(obj->carried_by)) return; } act("$p suddenly vanishes from your hands!", obj->carried_by, obj, NULL, TO_CHAR); act("$p suddenly vanishes from $n's hands!", obj->carried_by, obj, NULL, TO_ROOM); SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch, objroom); act("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR); char_from_room(ch); char_to_room(ch, chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else continue; obj_to_char(obj, ch); if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (!IS_HEAD(ch, LOST_HEAD)) { act("$p materializes in your hands.", ch, obj, NULL, TO_CHAR); act("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM); } } if (!found && !IS_HEAD(ch, LOST_HEAD)) send_to_char("Nothing happens.\n\r", ch); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected != CON_PLAYING) continue; if ((victim = d->character) == NULL) continue; if (IS_NPC(victim)) continue; if (ch != victim && !IS_EXTRA(victim, EXTRA_CALL_ALL)) continue; REMOVE_BIT(victim->extra, EXTRA_CALL_ALL); do_autosave(victim, ""); } return; } void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container) { OBJ_DATA *obj2; OBJ_DATA *obj_next; ROOM_INDEX_DATA *objroom; bool move_ch = FALSE; /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) { send_to_char("Your hand passes right through it!\n\r", ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) { send_to_char("Your hand passes right through it!\n\r", ch); return; } if (!CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("You can't take that.\n\r", ch); return; } if (ch->carry_number + 1 > can_carry_n(ch)) { act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR); return; } if (container != NULL) { if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch)) { send_to_char("Your hand passes right through it!\n\r", ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch)) { send_to_char("Your hand passes right through it!\n\r", ch); return; } act("You get $p from $P.", ch, obj, container, TO_CHAR); act("$n gets $p from $P.", ch, obj, container, TO_ROOM); for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next) { obj_next = obj2->next_content; if (obj2->chobj != NULL) { act("A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR); move_ch = TRUE; } } obj_from_obj(obj); } else { act("You pick up $p.", ch, obj, container, TO_CHAR); act("$n picks $p up.", ch, obj, container, TO_ROOM); if (obj != NULL) obj_from_room(obj); } if (obj->item_type == ITEM_MONEY) { extract_obj(obj); } else { obj_to_char(obj, ch); if (move_ch && obj->chobj != NULL) { if (obj->carried_by != NULL && obj->carried_by != obj->chobj) objroom = get_room_index(obj->carried_by->in_room->vnum); else objroom = NULL; if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom) { char_from_room(obj->chobj); char_to_room(obj->chobj, objroom); do_look(obj->chobj, "auto"); } } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); } return; } void do_get(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char("You cannot pick things up while ethereal.\n\r", ch); return; } /* Get type. */ if (arg1[0] == '\0') { send_to_char("Get what?\n\r", ch); return; } if (arg2[0] == '\0') { if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'get obj' */ obj = get_obj_list(ch, arg1, ch->in_room->contents); if (obj == NULL) { act("I see no $T here.", ch, NULL, arg1, TO_CHAR); return; } if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You can't pick that up.\n\r", ch); return; } get_obj(ch, obj, NULL); } else { /* 'get all' or 'get all.obj' */ found = FALSE; for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; get_obj(ch, obj, NULL); } } if (!found) { if (arg1[3] == '\0') send_to_char("I see nothing here.\n\r", ch); else act("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR); } } } else { /* 'get ... container' */ if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { send_to_char("You can't do that.\n\r", ch); return; } if ((container = get_obj_here(ch, arg2)) == NULL) { act("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } switch (container->item_type) { default: send_to_char("That's not a container.\n\r", ch); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_CORPSE_PC: break; } if (IS_SET(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'get obj container' */ obj = get_obj_list(ch, arg1, container->contains); if (obj == NULL) { act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); return; } get_obj(ch, obj, container); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for (obj = container->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; get_obj(ch, obj, container); } } if (!found) { if (arg1[3] == '\0') act("I see nothing in the $T.", ch, NULL, arg2, TO_CHAR); else act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); } } } do_autosave(ch, ""); return; } void do_put(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj2; OBJ_DATA *obj_next; OBJ_DATA *obj_next2; ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT); argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Put what in what?\n\r", ch); return; } if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { send_to_char("You can't do that.\n\r", ch); return; } if ((container = get_obj_here(ch, arg2)) == NULL) { act("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } if (container->item_type != ITEM_CONTAINER) { send_to_char("That's not a container.\n\r", ch); return; } if (IS_SET(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'put obj container' */ if ((obj = get_obj_carry(ch, arg1)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj == container) { send_to_char("You can't fold it into itself.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You cannot put artifacts in a container.\n\r", ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOCLAIM)) { send_to_char("This item cannot be put in containers.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if (get_obj_weight(obj) + get_obj_weight(container) > container->value[0]) { send_to_char("It won't fit.\n\r", ch); return; } for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2) { obj_next2 = obj2->next_content; if (obj2->chobj != NULL && obj != obj2) act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR); } obj_from_char(obj); obj_to_obj(obj, container); act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } else { /* 'put all container' or 'put all.obj container' */ for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && obj != container && !IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_OBJ_STAT(obj, ITEM_NOCLAIM) && can_drop_obj(ch, obj) && get_obj_weight(obj) + get_obj_weight(container) <= container->value[0]) { for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2) { obj_next2 = obj2->next_content; if (obj2->chobj != NULL && obj2->chobj->in_room != NULL) { if (objroom != get_room_index(obj2->chobj->in_room->vnum)) { char_from_room(obj2->chobj); char_to_room(obj2->chobj, objroom); do_look(obj2->chobj, "auto"); } if (obj != obj2) act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR); } } obj_from_char(obj); obj_to_obj(obj, container); act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } } } do_autosave(ch, ""); return; } void do_drop(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; if (IS_NPC(ch)) return; argument = one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Drop what?\n\r", ch); return; } if (str_cmp(arg, "all") && str_prefix("all.", arg)) { /* 'drop obj' */ if ((obj = get_obj_carry(ch, arg)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } obj_from_char(obj); obj_to_room(obj, ch->in_room); /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg[3] == '\0' || is_name(&arg[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj)) { found = TRUE; obj_from_char(obj); obj_to_room(obj, ch->in_room); /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); } } if (!found) { if (arg[3] == '\0') act("You are not carrying anything.", ch, NULL, arg, TO_CHAR); else act("You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR); } } do_autosave(ch, ""); return; } void do_give(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; if (IS_NPC(ch)) return; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Give what to whom?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg1)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj->wear_loc != WEAR_NONE) { send_to_char("You must remove it first.\n\r", ch); return; } if ((victim = get_char_room(ch, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_NPC(victim)) { stc("Behave. Don't give artis to mobs.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char("You cannot give things to ethereal people.\n\r", ch); return; } if (victim->carry_number + 1 > can_carry_n(victim)) { act("$N has $S hands full.", ch, NULL, victim, TO_CHAR); return; } if (victim->shop_fun) { send_to_char("They don't want it.\n\r", ch); return; } if (victim->carry_weight + get_obj_weight(obj) > can_carry_w(victim)) { act("$N can't carry that much weight.", ch, NULL, victim, TO_CHAR); return; } if (!can_see_obj(victim, obj)) { act("$N can't see it.", ch, NULL, victim, TO_CHAR); return; } obj_from_char(obj); obj_to_char(obj, victim); act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT); act("$n gives you $p.", ch, obj, victim, TO_VICT); act("You give $p to $N.", ch, obj, victim, TO_CHAR); WAIT_STATE(ch, 6); return; } void do_fill(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Fill what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } found = FALSE; for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content) { if (fountain->item_type == ITEM_FOUNTAIN) { found = TRUE; break; } } if (!found) { send_to_char("There is no fountain here!\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && !IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("You are too insubstantual.\n\r", ch); return; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("It is too insubstantual.\n\r", ch); return; } else if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char("You cannot fill containers while ethereal.\n\r", ch); return; } if (obj->item_type != ITEM_DRINK_CON) { send_to_char("You can't fill that.\n\r", ch); return; } if (obj->value[1] >= obj->value[0]) { send_to_char("Your container is already full.\n\r", ch); return; } if ((obj->value[2] != fountain->value[2]) && obj->value[1] > 0) { send_to_char("You cannot mix two different liquids.\n\r", ch); return; } act("$n dips $p into $P.", ch, obj, fountain, TO_ROOM); act("You dip $p into $P.", ch, obj, fountain, TO_CHAR); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; liquid = obj->value[2]; act("$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); return; } void do_drink(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { for (obj = ch->in_room->contents; obj; obj = obj->next_content) { if (obj->item_type == ITEM_FOUNTAIN) break; } if (obj == NULL) { send_to_char("Drink what?\n\r", ch); return; } } else { if ((obj = get_obj_here(ch, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) { send_to_char("You fail to reach your mouth. *Hic*\n\r", ch); return; } switch (obj->item_type) { default: send_to_char("You can't drink from that.\n\r", ch); break; case ITEM_POTION: do_quaff(ch, obj->name); return; case ITEM_FOUNTAIN: if ((liquid = obj->value[2]) >= LIQ_MAX) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("You are too insubstantual.\n\r", ch); break; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("It is too insubstantual.\n\r", ch); break; } else if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char("You can only drink from things you are carrying while ethereal.\n\r", ch); return; } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); amount = number_range(25, 50); amount = UMIN(amount, obj->value[1]); gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK]); gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL]); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You feel drunk.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50) send_to_char("You do not feel thirsty.\n\r", ch); if (obj->value[3] != 0 && !IS_NPC(ch)) { /* The shit was poisoned ! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; case ITEM_DRINK_CON: if (obj->value[1] <= 0) { send_to_char("It is already empty.\n\r", ch); return; } if ((liquid = obj->value[2]) >= LIQ_MAX) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); amount = number_range(25, 50); amount = UMIN(amount, obj->value[1]); gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK]); gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL]); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You feel drunk.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50) send_to_char("You do not feel thirsty.\n\r", ch); if (obj->value[3] != 0 && !IS_NPC(ch)) { /* The shit was poisoned ! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } obj->value[1] -= amount; if (obj->value[1] <= 0) { obj->value[1] = 0; } break; } return; } void do_empty(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Empty what?\n\r", ch); return; } if ((obj = get_obj_here(ch, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } switch (obj->item_type) { default: send_to_char("You cannot empty that.\n\r", ch); break; case ITEM_DRINK_CON: if (obj->value[1] <= 0) { send_to_char("It is already empty.\n\r", ch); return; } if ((liquid = obj->value[2]) >= LIQ_MAX) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } act("$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You empty $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); obj->value[1] = 0; break; } return; } void do_eat(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Eat what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (!IS_IMMORTAL(ch)) { if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_QUEST) { send_to_char("That's not edible.\n\r", ch); return; } if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL) { send_to_char("You are too full to eat more.\n\r", ch); return; } if (!IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FOOD) { send_to_char("You can't eat that.\n\r", ch); return; } } act("$n eats $p.", ch, obj, NULL, TO_ROOM); act("You eat $p.", ch, obj, NULL, TO_CHAR); switch (obj->item_type) { default: break; case ITEM_FOOD: if (!IS_NPC(ch)) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition(ch, COND_FULL, obj->value[0]); if (condition == 0 && ch->pcdata->condition[COND_FULL] > 10) send_to_char("You are no longer hungry.\n\r", ch); else if (ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); } if (obj->value[3] != 0) { /* The shit was poisoned! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; case ITEM_PILL: level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(obj->value[1], level, ch, ch, NULL); obj_cast_spell(obj->value[2], level, ch, ch, NULL); obj_cast_spell(obj->value[3], level, ch, ch, NULL); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } break; case ITEM_QUEST: if (!IS_NPC(ch)) ch->pcdata->quest += obj->value[0]; break; } if (obj != NULL) extract_obj(obj); return; } /* * Remove an object. */ bool remove_obj(CHAR_DATA * ch, int iWear, bool fReplace) { OBJ_DATA *obj; if ((obj = get_eq_char(ch, iWear)) == NULL) return TRUE; if (!fReplace) return FALSE; if (IS_SET(obj->extra_flags, ITEM_NOREMOVE)) { act("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } unequip_char(ch, obj); act("$n stops using $p.", ch, obj, NULL, TO_ROOM); act("You stop using $p.", ch, obj, NULL, TO_CHAR); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace) { bool wolf_ok = FALSE; if (CAN_WEAR(obj, ITEM_WIELD) || CAN_WEAR(obj, ITEM_HOLD) || CAN_WEAR(obj, ITEM_WEAR_SHIELD) || obj->item_type == ITEM_LIGHT) { if (get_eq_char(ch, WEAR_WIELD) != NULL && get_eq_char(ch, WEAR_HOLD) != NULL && get_eq_char(ch, WEAR_LIGHT) != NULL && get_eq_char(ch, WEAR_SHIELD) != NULL && !remove_obj(ch, WEAR_LIGHT, fReplace) && !remove_obj(ch, WEAR_SHIELD, fReplace) && !remove_obj(ch, WEAR_WIELD, fReplace) && !remove_obj(ch, WEAR_HOLD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD)) { send_to_char("You are unable to use it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_WIELD) == NULL && is_ok_to_wear(ch, wolf_ok, "right_hand")) { if (obj->item_type == ITEM_LIGHT) { act("$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM); act("You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR); } else { act("$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR); } equip_char(ch, obj, WEAR_WIELD); return; } else if (get_eq_char(ch, WEAR_HOLD) == NULL && is_ok_to_wear(ch, wolf_ok, "left_hand")) { if (obj->item_type == ITEM_LIGHT) { act("$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM); act("You light $p and clutch it in your left hand.", ch, obj, NULL, TO_CHAR); } else { act("$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR); } if (obj->item_type == ITEM_WEAPON) { if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL))) { if (obj->questowner != NULL && str_cmp(ch->name, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM); act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } } equip_char(ch, obj, WEAR_HOLD); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } equip_char(ch, obj, WEAR_HOLD); return; } else if (get_eq_char(ch, WEAR_THIRD) == NULL && is_ok_to_wear(ch, wolf_ok, "third_hand")) { if (obj->item_type == ITEM_LIGHT) { act("$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM); act("You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR); } else { act("$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR); } equip_char(ch, obj, WEAR_THIRD); return; } else if (get_eq_char(ch, WEAR_FOURTH) == NULL && is_ok_to_wear(ch, wolf_ok, "fourth_hand")) { if (obj->item_type == ITEM_LIGHT) { act("$n lights $p and clutches it in $s fourth hand.", ch, obj, NULL, TO_ROOM); act("You light $p and clutch it in your fourth hand.", ch, obj, NULL, TO_CHAR); } else { act("$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your fourth hand.", ch, obj, NULL, TO_CHAR); } if (obj->item_type == ITEM_WEAPON) { if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL))) { if (obj->questowner != NULL && str_cmp(ch->name, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM); act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } } equip_char(ch, obj, WEAR_FOURTH); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } equip_char(ch, obj, WEAR_FOURTH); return; } if (!is_ok_to_wear(ch, wolf_ok, "left_hand") && !is_ok_to_wear(ch, wolf_ok, "right_hand")) send_to_char("You cannot use anything in your hands.\n\r", ch); else send_to_char("You have no free hands.\n\r", ch); return; } if (obj->item_type == ITEM_LIGHT) { if (!remove_obj(ch, WEAR_LIGHT, fReplace)) return; act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM); act("You light $p and hold it.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LIGHT); return; } if (CAN_WEAR(obj, ITEM_WEAR_FINGER)) { if (get_eq_char(ch, WEAR_FINGER_L) != NULL && get_eq_char(ch, WEAR_FINGER_R) != NULL && !remove_obj(ch, WEAR_FINGER_L, fReplace) && !remove_obj(ch, WEAR_FINGER_R, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FINGER)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_FINGER_L) == NULL && is_ok_to_wear(ch, wolf_ok, "left_finger")) { act("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_L); return; } else if (get_eq_char(ch, WEAR_FINGER_R) == NULL && is_ok_to_wear(ch, wolf_ok, "right_finger")) { act("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_R); return; } if (!is_ok_to_wear(ch, wolf_ok, "left_finger") && !is_ok_to_wear(ch, wolf_ok, "right_finger")) send_to_char("You cannot wear any rings.\n\r", ch); else send_to_char("You cannot wear any more rings.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_NECK)) { if (get_eq_char(ch, WEAR_NECK_1) != NULL && get_eq_char(ch, WEAR_NECK_2) != NULL && !remove_obj(ch, WEAR_NECK_1, fReplace) && !remove_obj(ch, WEAR_NECK_2, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_NECK)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_NECK_1) == NULL) { act("$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You slip $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_1); return; } if (get_eq_char(ch, WEAR_NECK_2) == NULL) { act("$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You slip $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_2); return; } bug("Wear_obj: no free neck.", 0); send_to_char("You are already wearing two things around your neck.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_BODY)) { if (!remove_obj(ch, WEAR_BODY, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODY)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n fits $p on $s body.", ch, obj, NULL, TO_ROOM); act("You fit $p on your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_BODY); return; } if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) { if (!remove_obj(ch, WEAR_HEAD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "head")) { send_to_char("You have no head to wear it on.\n\r", ch); return; } act("$n places $p on $s head.", ch, obj, NULL, TO_ROOM); act("You place $p on your head.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HEAD); return; } if (CAN_WEAR(obj, ITEM_WEAR_FACE)) { if (!remove_obj(ch, WEAR_FACE, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "face")) { send_to_char("You have no face to wear it on.\n\r", ch); return; } act("$n places $p on $s face.", ch, obj, NULL, TO_ROOM); act("You place $p on your face.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FACE); return; } if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) { if (!remove_obj(ch, WEAR_LEGS, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_LEGS)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "legs")) { send_to_char("You have no legs to wear them on.\n\r", ch); return; } act("$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM); act("You slip your legs into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LEGS); return; } if (CAN_WEAR(obj, ITEM_WEAR_FEET)) { if (!remove_obj(ch, WEAR_FEET, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FEET)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "feet")) { send_to_char("You have no feet to wear them on.\n\r", ch); return; } act("$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM); act("You slip your feet into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FEET); return; } if (CAN_WEAR(obj, ITEM_WEAR_HANDS)) { if (!remove_obj(ch, WEAR_HANDS, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HANDS)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "hands")) { send_to_char("You have no hands to wear them on.\n\r", ch); return; } act("$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM); act("You pull $p onto your hands.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HANDS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ARMS)) { if (!remove_obj(ch, WEAR_ARMS, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_ARMS)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "arms")) { send_to_char("You have no arms to wear them on.\n\r", ch); return; } act("$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM); act("You slide your arms into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ARMS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ABOUT)) { if (!remove_obj(ch, WEAR_ABOUT, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_ABOUT)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM); act("You pull $p about your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ABOUT); return; } if (CAN_WEAR(obj, ITEM_WEAR_WAIST)) { if (!remove_obj(ch, WEAR_WAIST, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WAIST)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM); act("You tie $p around your waist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WAIST); return; } if (CAN_WEAR(obj, ITEM_WEAR_SPECIAL)) { if (!remove_obj(ch, WEAR_SPECIAL, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SPECIAL)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM); act("You hold onto $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SPECIAL); return; } if (CAN_WEAR(obj, ITEM_WEAR_FLOAT)) { if (!remove_obj(ch, WEAR_FLOAT, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FLOAT)) { send_to_char("You are unable to wear it, perhaps you suck\n\r", ch); return; } act("$n throws $p into the air and it starts flying about.", ch, obj, NULL, TO_ROOM); act("You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FLOAT); return; } if (CAN_WEAR(obj, ITEM_WEAR_MEDAL)) { if (!remove_obj(ch, WEAR_MEDAL, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_MEDAL)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n puts $p on $s uniform.", ch, obj, NULL, TO_ROOM); act("You put $p on your uniform.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_MEDAL); return; } if (CAN_WEAR(obj, ITEM_WEAR_BODYART)) { if (!remove_obj(ch, WEAR_BODYART, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODYART)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n screams in agony as $p bores into $s body.", ch, obj, NULL, TO_ROOM); act("You scream in agony as $p bores into your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_BODYART); return; } if (CAN_WEAR(obj, ITEM_WEAR_WRIST)) { if (get_eq_char(ch, WEAR_WRIST_L) != NULL && get_eq_char(ch, WEAR_WRIST_R) != NULL && !remove_obj(ch, WEAR_WRIST_L, fReplace) && !remove_obj(ch, WEAR_WRIST_R, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WRIST)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_WRIST_L) == NULL && is_ok_to_wear(ch, wolf_ok, "right_wrist")) { act("$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM); act("You slide your left wrist into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_L); return; } else if (get_eq_char(ch, WEAR_WRIST_R) == NULL && is_ok_to_wear(ch, wolf_ok, "left_wrist")) { act("$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM); act("You slide your right wrist into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_R); return; } if (!is_ok_to_wear(ch, wolf_ok, "left_wrist") && !is_ok_to_wear(ch, wolf_ok, "right_wrist")) send_to_char("You cannot wear anything on your wrists.\n\r", ch); else send_to_char("You cannot wear any more on your wrists.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) { if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SHIELD)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM); act("You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SHIELD); return; } if (CAN_WEAR(obj, ITEM_WIELD)) { if (!remove_obj(ch, WEAR_WIELD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD)) { send_to_char("You are unable to wield it.\n\r", ch); return; } if (get_obj_weight(obj) > str_app[get_curr_str(ch)].wield) { send_to_char("It is too heavy for you to wield.\n\r", ch); return; } act("$n wields $p.", ch, obj, NULL, TO_ROOM); act("You wield $p.", ch, obj, NULL, TO_CHAR); if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL))) { if (obj->questowner != NULL && str_cmp(ch->name, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM); act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } } equip_char(ch, obj, WEAR_WIELD); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } if (fReplace) send_to_char("You can't wear, wield or hold that.\n\r", ch); return; } void do_wear(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_NPC(ch)) { send_to_char("You cannot wear anything in this form.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Wear, wield, or hold what?\n\r", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)) wear_obj(ch, obj, FALSE); } return; } else { if ((obj = get_obj_carry(ch, arg)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } wear_obj(ch, obj, TRUE); } return; } void do_remove(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Remove what?\n\r", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj)) { remove_obj(ch, obj->wear_loc, TRUE); } } return; } if ((obj = get_obj_wear(ch, arg)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } remove_obj(ch, obj->wear_loc, TRUE); return; } void do_sacrifice(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *next_obj; char buf[MAX_INPUT_LENGTH]; int i = 0; one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Sacrifice what?\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_CHARM)) { stc("Not while charmed.\n\r", ch); return; } if (!str_cmp(arg, "all") || !str_prefix("all.", arg)) { next_obj = ch->in_room->contents; for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj) { next_obj = obj->next_content; if (arg[3] != '\0' && !is_name(&arg[4], obj->name)) continue; if (++i > 35) break; if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner))) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); continue; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); continue; } if (obj->points > 0 && !IS_NPC(ch)) { sprintf(buf, "You receive a refund of %d quest points from $p.", obj->points); act(buf, ch, obj, NULL, TO_CHAR); ch->pcdata->quest += obj->points; } act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR); act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM); extract_obj(obj); } if (i == 0) send_to_char("Nothing found.\n\r", ch); else act("$n destroys most of the items in the room.", ch, NULL, NULL, TO_ROOM); return; } obj = get_obj_list(ch, arg, ch->in_room->contents); if (obj == NULL) { send_to_char("You can't find it.\n\r", ch); return; } if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner))) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); return; } act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR); act("$n drains the energy from $p.", ch, obj, NULL, TO_ROOM); act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM); if (obj->points > 0 && !IS_NPC(ch)) { sprintf(buf, "You receive a refund of %d quest points from $p.", obj->points); act(buf, ch, obj, NULL, TO_CHAR); ch->pcdata->quest += obj->points; } extract_obj(obj); return; } void do_quaff(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Quaff what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { send_to_char("You do not have that potion.\n\r", ch); return; } if (obj->item_type != ITEM_POTION) { send_to_char("You can quaff only potions.\n\r", ch); return; } if (IS_NPC(ch)) return; act("$n quaffs $p.", ch, obj, NULL, TO_ROOM); act("You quaff $p.", ch, obj, NULL, TO_CHAR); level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(obj->value[1], level, ch, ch, NULL); obj_cast_spell(obj->value[2], level, ch, ch, NULL); obj_cast_spell(obj->value[3], level, ch, ch, NULL); extract_obj(obj); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } return; } void do_recite(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; int level; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if ((scroll = get_obj_carry(ch, arg1)) == NULL) { send_to_char("You do not have that scroll.\n\r", ch); return; } if (scroll->item_type != ITEM_SCROLL) { send_to_char("You can recite only scrolls.\n\r", ch); return; } obj = NULL; if (arg2[0] == '\0') { victim = ch; } else { if ((victim = get_char_room(ch, arg2)) == NULL && (obj = get_obj_here(ch, arg2)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } if (IS_NPC(ch)) return; act("$n recites $p.", ch, scroll, NULL, TO_ROOM); act("You recite $p.", ch, scroll, NULL, TO_CHAR); level = scroll->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(scroll->value[1], level, ch, victim, obj); obj_cast_spell(scroll->value[2], level, ch, victim, obj); obj_cast_spell(scroll->value[3], level, ch, victim, obj); extract_obj(scroll); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } return; } void do_brandish(CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; char arg[MAX_INPUT_LENGTH]; int sn, level; if (IS_NPC(ch)) return; one_argument(argument, arg); if ((staff = get_obj_carry(ch, arg)) == NULL) { send_to_char("You do not have that staff.\n\r", ch); return; } if (staff->item_type != ITEM_STAFF) { send_to_char("You can brandish only with a staff.\n\r", ch); return; } if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug("Do_brandish: Bad Staff [obj vnum %d].", staff->pIndexData->vnum); send_to_char("Something is wrong with this staff.\n\r", ch); return; } if (staff->value[2] > 0) { act("$n brandishes $p.", ch, staff, NULL, TO_ROOM); act("You brandish $p.", ch, staff, NULL, TO_CHAR); for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; switch (skill_table[sn].target) { default: bug("Do_brandish: bad spelltype for vnum %d.", staff->pIndexData->vnum); return; case TAR_CHAR_OFFENSIVE: case TAR_CHAR_DEFENSIVE: break; } level = staff->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(staff->value[3], level, ch, vch, NULL); } } if (--staff->value[2] <= 0) { act("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM); act("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR); extract_obj(staff); } WAIT_STATE(ch, 18); return; } void do_zap(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; int level; argument = one_argument(argument, arg1); argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0' || arg1[0] == '\0') { send_to_char("Zap whom with what?\n\r", ch); return; } if ((wand = get_obj_carry(ch, arg1)) == NULL) { send_to_char("You do not have that wand.\n\r", ch); return; } if (wand->item_type != ITEM_WAND) { send_to_char("You can zap only with a wand.\n\r", ch); return; } obj = NULL; if ((victim = get_char_room(ch, arg)) == NULL && (obj = get_obj_here(ch, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } WAIT_STATE(ch, 2 * PULSE_VIOLENCE); if (wand->value[2] > 0) { if (victim != NULL) { act("$n zaps $N with $p.", ch, wand, victim, TO_ROOM); act("You zap $N with $p.", ch, wand, victim, TO_CHAR); } else { act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM); act("You zap $P with $p.", ch, wand, obj, TO_CHAR); } level = wand->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(wand->value[3], level, ch, victim, obj); } if (--wand->value[2] <= 0) { act("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM); act("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR); extract_obj(wand); } return; } void do_steal(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Steal what from whom?\n\r", ch); return; } if ((victim = get_char_room(ch, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char("That's pointless.\n\r", ch); return; } if (IS_IMMORTAL(victim)) { send_to_char("Steal from an immortal are you crasy!\n\r", ch); return; } if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, skill_table[gsn_steal].beats); percent = number_percent() + (IS_AWAKE(victim) ? 10 : -50); if ((ch->level + number_range(1, 20) < victim->level) || (!IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3) || (!IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3) || (victim->position == POS_FIGHTING) || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || (!IS_NPC(victim) && IS_IMMORTAL(victim)) || (!IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal])) { /* * Failure. */ send_to_char("Oops.\n\r", ch); act("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT); act("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT); sprintf(buf, "%s is a bloody thief!", ch->name); do_yell(victim, buf); if (!IS_NPC(ch)) { if (IS_NPC(victim)) { multi_hit(victim, ch, TYPE_UNDEFINED); } else { // log_string( buf ); save_char_obj(ch); } } return; } if ((obj = get_obj_carry(victim, arg1)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } if (!can_drop_obj(ch, obj) || IS_SET(obj->extra_flags, ITEM_LOYAL) || IS_SET(obj->extra_flags, ITEM_INVENTORY)) { send_to_char("You can't pry it away.\n\r", ch); return; } if (ch->carry_number + 1 > can_carry_n(ch)) { send_to_char("You have your hands full.\n\r", ch); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { send_to_char("You can't carry that much weight.\n\r", ch); return; } obj_from_char(obj); obj_to_char(obj, ch); send_to_char("You got it!\n\r", ch); do_autosave(ch, ""); do_autosave(victim, ""); return; } bool is_ok_to_wear(CHAR_DATA * ch, bool wolf_ok, char *argument) { char arg[MAX_INPUT_LENGTH]; int count; argument = one_argument(argument, arg); if (!str_cmp(arg, "head")) { if (IS_HEAD(ch, LOST_HEAD)) return FALSE; } else if (!str_cmp(arg, "face")) { if (IS_HEAD(ch, LOST_HEAD)) return FALSE; } else if (!str_cmp(arg, "left_hand")) { if (IS_ARM_L(ch, LOST_ARM)) return FALSE; else if (IS_ARM_L(ch, BROKEN_ARM)) return FALSE; else if (IS_ARM_L(ch, LOST_HAND)) return FALSE; else if (IS_ARM_L(ch, BROKEN_THUMB)) return FALSE; else if (IS_ARM_L(ch, LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_L(ch, LOST_FINGER_I) || IS_ARM_L(ch, BROKEN_FINGER_I)) count += 1; if (IS_ARM_L(ch, LOST_FINGER_M) || IS_ARM_L(ch, BROKEN_FINGER_M)) count += 1; if (IS_ARM_L(ch, LOST_FINGER_R) || IS_ARM_L(ch, BROKEN_FINGER_R)) count += 1; if (IS_ARM_L(ch, LOST_FINGER_L) || IS_ARM_L(ch, BROKEN_FINGER_L)) count += 1; if (count > 2) return FALSE; } else if (!str_cmp(arg, "right_hand")) { if (IS_ARM_R(ch, LOST_ARM)) return FALSE; else if (IS_ARM_R(ch, BROKEN_ARM)) return FALSE; else if (IS_ARM_R(ch, LOST_HAND)) return FALSE; else if (IS_ARM_R(ch, BROKEN_THUMB)) return FALSE; else if (IS_ARM_R(ch, LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_R(ch, LOST_FINGER_I) || IS_ARM_R(ch, BROKEN_FINGER_I)) count += 1; if (IS_ARM_R(ch, LOST_FINGER_M) || IS_ARM_R(ch, BROKEN_FINGER_M)) count += 1; if (IS_ARM_R(ch, LOST_FINGER_R) || IS_ARM_R(ch, BROKEN_FINGER_R)) count += 1; if (IS_ARM_R(ch, LOST_FINGER_L) || IS_ARM_R(ch, BROKEN_FINGER_L)) count += 1; if (count > 2) return FALSE; } else if (!str_cmp(arg, "third_hand")) { if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE; } else if (!str_cmp(arg, "fourth_hand")) { if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE; } else if (!str_cmp(arg, "left_wrist")) { if (IS_ARM_L(ch, LOST_ARM)) return FALSE; else if (IS_ARM_L(ch, LOST_HAND)) return FALSE; } else if (!str_cmp(arg, "right_wrist")) { if (IS_ARM_R(ch, LOST_ARM)) return FALSE; else if (IS_ARM_R(ch, LOST_HAND)) return FALSE; } else if (!str_cmp(arg, "left_finger")) { if (IS_ARM_L(ch, LOST_ARM)) return FALSE; else if (IS_ARM_L(ch, LOST_HAND)) return FALSE; else if (IS_ARM_L(ch, LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg, "right_finger")) { if (IS_ARM_R(ch, LOST_ARM)) return FALSE; else if (IS_ARM_R(ch, LOST_HAND)) return FALSE; else if (IS_ARM_R(ch, LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg, "arms")) { if (IS_ARM_L(ch, LOST_ARM) && IS_ARM_R(ch, LOST_ARM)) return FALSE; } else if (!str_cmp(arg, "hands")) { if (IS_ARM_L(ch, LOST_ARM) && IS_ARM_R(ch, LOST_ARM)) return FALSE; if (IS_ARM_L(ch, LOST_HAND) || IS_ARM_R(ch, LOST_HAND)) return FALSE; } else if (!str_cmp(arg, "legs")) { if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG)) return FALSE; } else if (!str_cmp(arg, "feet")) { if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG)) return FALSE; if (IS_LEG_L(ch, LOST_FOOT) || IS_LEG_R(ch, LOST_FOOT)) return FALSE; } return TRUE; } void do_sheath(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r", ch); else if (!str_cmp(arg, "all") || !str_cmp(arg, "both")) { sheath(ch, TRUE); sheath(ch, FALSE); } else if (!str_cmp(arg, "l") || !str_cmp(arg, "left")) sheath(ch, FALSE); else if (!str_cmp(arg, "r") || !str_cmp(arg, "right")) sheath(ch, TRUE); else send_to_char("Which hand, left or right?\n\r", ch); return; } void do_draw(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r", ch); else if (!str_cmp(arg, "all") || !str_cmp(arg, "both")) { if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM)) { send_to_char("You don't have both of your arms.\n\r", ch); return; } draw(ch, TRUE); draw(ch, FALSE); } else if (!str_cmp(arg, "l") || !str_cmp(arg, "left")) { if (IS_ARM_L(ch, LOST_ARM)) { send_to_char("You have lost your left arm.\n\r", ch); return; } draw(ch, FALSE); } else if (!str_cmp(arg, "r") || !str_cmp(arg, "right")) { if (IS_ARM_R(ch, LOST_ARM)) { send_to_char("You have lost your right arm.\n\r", ch); return; } draw(ch, TRUE); } else send_to_char("Which hand, left or right?\n\r", ch); return; } void sheath(CHAR_DATA * ch, bool right) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; if (right) { scabbard = WEAR_SCABBARD_R; if ((obj = get_eq_char(ch, WEAR_WIELD)) == NULL) { send_to_char("You are not holding anything in your right hand.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, scabbard)) != NULL) { act("You already have $p in your right scabbard.", ch, obj2, NULL, TO_CHAR); return; } act("You slide $p into your right scabbard.", ch, obj, NULL, TO_CHAR); act("$n slides $p into $s right scabbard.", ch, obj, NULL, TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; if ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL) { send_to_char("You are not holding anything in your left hand.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, scabbard)) != NULL) { act("You already have $p in your left scabbard.", ch, obj2, NULL, TO_CHAR); return; } act("You slide $p into your left scabbard.", ch, obj, NULL, TO_CHAR); act("$n slides $p into $s left scabbard.", ch, obj, NULL, TO_ROOM); } if (obj->item_type != ITEM_WEAPON) { act("$p is not a weapon.", ch, obj, NULL, TO_CHAR); return; } unequip_char(ch, obj); obj->wear_loc = scabbard; return; } void draw(CHAR_DATA * ch, bool right) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; int worn; if (right) { scabbard = WEAR_SCABBARD_R; worn = WEAR_WIELD; if ((obj = get_eq_char(ch, scabbard)) == NULL) { send_to_char("Your right scabbard is empty.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, WEAR_WIELD)) != NULL) { act("You already have $p in your right hand.", ch, obj2, NULL, TO_CHAR); return; } act("You draw $p from your right scabbard.", ch, obj, NULL, TO_CHAR); act("$n draws $p from $s right scabbard.", ch, obj, NULL, TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; worn = WEAR_HOLD; if ((obj = get_eq_char(ch, scabbard)) == NULL) { send_to_char("Your left scabbard is empty.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, WEAR_HOLD)) != NULL) { act("You already have $p in your left hand.", ch, obj2, NULL, TO_CHAR); return; } act("You draw $p from your left scabbard.", ch, obj, NULL, TO_CHAR); act("$n draws $p from $s left scabbard.", ch, obj, NULL, TO_ROOM); } obj->wear_loc = -1; equip_char(ch, obj, worn); return; }