/*************************************************************************** * 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. * * * * 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 <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ #define CD CHAR_DATA bool get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); CD * find_keeper args( ( CHAR_DATA *ch ) ); int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) ); #undef CD /* * Global variable for auction */ AUCTION_DATA *auction; bool 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 FALSE; } if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) && !IS_NPC(ch) && (ch->pcdata->extras2[EVAL] < 30 || ch->level < 2 || has_uniques(ch) > 0) ) { stc( "You can't take that.\n\r", ch ); return FALSE; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return FALSE; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return FALSE; } if ( container != NULL ) { act( "You get $p from $P.", ch, obj, container, TO_CHAR ); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); obj_from_obj( obj ); } else { act( "You get $p.", ch, obj, container, TO_CHAR ); act( "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY ) { ch->gold += obj->value[0]; extract_obj( obj ); } else { obj_to_char( obj, ch ); } return TRUE; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char name[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 ); /* 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; } get_obj( ch, obj, NULL ); do_save( ch, "auto" ); } 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 ); do_save( ch, "auto" ); } } 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: break; case ITEM_CORPSE_PC: { CHAR_DATA *gch; char *pd; if ( IS_NPC(ch) ) { send_to_char( "You can't do that.\n\r", ch ); return; } pd = container->short_descr; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) { bool fGroup; fGroup = FALSE; for ( gch = char_list; gch != NULL; 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 == NULL ) { act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) && str_cmp( name, ch->name ) ) { stc( "You can't do that.\n\r", ch ); return; } get_obj( ch, obj, container ); do_save( ch, "auto" ); } 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; if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) && str_cmp( name, ch->name ) ) { stc( "You can't do that.\n\r", ch ); } else 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 ); } else do_save( ch, "auto" ); } } return; } void do_put( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; 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 $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); do_save( ch, "auto" ); act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\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 ); do_save( ch, "auto" ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act( "$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 $T.", ch, NULL, &arg[4], TO_CHAR ); } else do_save( ch, "auto" ); } return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; act( "$n gives you some gold.", ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); act( "You give $N some gold.", ch, NULL, victim, TO_CHAR ); send_to_char( "OK.\n\r", ch ); do_save( ch, "auto" ); do_save( victim, "auto" ); mprog_bribe_trigger(victim,ch,amount); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$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 can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); do_save(ch, "auto" ); do_save( victim, "auto" ); MOBtrigger = TRUE; act( "$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 ); mprog_give_trigger(victim,ch,obj); return; } void do_fill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; 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 ( obj->item_type != ITEM_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 $p.", ch, obj, NULL, TO_CHAR ); obj->value[2] = 0; obj->value[1] = obj->value[0]; return; } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_FOUNTAIN: if ( !IS_NPC(ch) ) ch->pcdata->condition[COND_THIRST] = 48; act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You are not thirsty.\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 drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( obj->value[3] != 0 ) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$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 = 120 * 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 ) { send_to_char( "The empty container vanishes.\n\r", ch ); extract_obj( obj ); } break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; 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 ) { 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( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[0] ); if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 60 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_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 ); break; } 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 $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { /* stupid leveled items char buf[MAX_STRING_LENGTH]; if ( ch->level < obj->level ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } */ if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) && !IS_CLASS(ch,CLASS_MAZOKU) ) { act( "You fail to equip $p.", ch, obj, NULL, TO_CHAR ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL ) { act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL ) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear two rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL ) { act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You already wear two neck items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act( "$n wears $p on $s body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; act( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL && get_eq_char( ch, WEAR_WRIST_R ) != NULL && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL ) { act( "$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_L ); return; } if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL ) { act( "$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD ); return; } if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE ); } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) ) remove_obj( ch, obj->wear_loc, TRUE ); } return; } if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( "$n offers $mself to God, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char( "God appreciates your offer and may accept it later.", ch ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) ) { act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) ) { send_to_char( "Don't be a dipshit.\n\r", ch ); return; } send_to_char( "God gives you one gold coin for your sacrifice.\n\r", ch ); ch->gold += 1; act( "$n sacrifices $p to God.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return; } void do_junk( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Junk what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You don't have that.\n\r", ch ); return; } if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) ) { send_to_char( "Don't be a dipshit.\n\r", ch ); return; } act( "You toss $p into the trash.", ch, obj, NULL, TO_CHAR ); act( "$n tosses $p into a trash can.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$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 $p.", ch, wand, obj, TO_CHAR ); } obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ); if ( ch->level + 5 < victim->level || victim->position == POS_FIGHTING || !IS_NPC(victim) || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) || ( !IS_NPC(victim) && number_percent() < victim->pcdata->learned[gsn_awareness] ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$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_shout( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { multi_hit( victim, ch, TYPE_UNDEFINED ); } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) ) { int amount; amount = victim->gold * number_range(1, 10) / 100; if ( amount <= 0 ) { send_to_char( "You couldn't get any gold.\n\r", ch ); return; } ch->gold += amount; victim->gold -= amount; sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount ); send_to_char( buf, 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_INVENTORY) || obj->level > ch->level ) { 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; } 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 buf[MAX_STRING_LENGTH]; CHAR_DATA *keeper; SHOP_DATA *pShop; pShop = NULL; for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) { if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL ) break; } if ( pShop == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return NULL; } /* * Undesirables. */ if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) ) { do_say( keeper, "Killers are not welcome!" ); sprintf( buf, "%s the KILLER 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 == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL ) return 0; if ( fBuy ) { cost = obj->cost * pShop->profit_buy / 100; } else { OBJ_DATA *obj2; int itype; cost = 0; for ( itype = 0; itype < MAX_TRADE; 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 == ITEM_STAFF || obj->item_type == ITEM_WAND ) cost = cost * obj->value[2] / obj->value[1]; return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); 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 buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( IS_NPC(ch) ) return; if ( ch->level < 20 ) { stc( "You may not buy pets.\n\r", ch ); return; } pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { 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 == NULL || !IS_SET(pet->act, ACT_PET) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if ( IS_SET(ch->act, PLR_BOUGHT_PET) ) { send_to_char( "You already bought one pet this level.\n\r", ch ); return; } if ( ch->gold < 10 * pet->level * pet->level ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if ( ch->level < pet->level ) { send_to_char( "You're not ready for this pet.\n\r", ch ); return; } ch->gold -= 10 * pet->level * pet->level; pet = create_mobile( pet->pIndexData ); SET_BIT(ch->act, PLR_BOUGHT_PET); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); argument = 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 bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( IS_CLASS(ch,CLASS_MAZOKU) && !IS_SET(ch->pcdata->powers[M_SET],M_HUMAN) ) { act( "$n tells you 'Ahhh, get away from me! MONSTER!!", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } obj = get_obj_carry( keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->gold < cost ) { act( "$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } /* if ( obj->level > ch->level ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } */ if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); act( "You buy $p.", ch, obj, NULL, TO_CHAR ); ch->gold -= cost; /* keeper->gold += cost; */ if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) obj = create_object( obj->pIndexData, obj->level ); else obj_from_char( obj ); if ( obj->item_type == ITEM_SUIT ) obj_to_room( obj, ch->in_room ); else obj_to_char( obj, ch ); return; } } void do_list( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; buf1[0] = '\0'; if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; bool found; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { 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 { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; bool found; one_argument( argument, arg ); if ( ( keeper = find_keeper( ch ) ) == NULL ) return; found = FALSE; for ( obj = keeper->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && ( cost = get_cost( keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || is_name( arg, obj->name ) ) ) { if ( !found ) { found = TRUE; strcat( buf1, "[Lv Price] Item\n\r" ); } sprintf( buf, "[%2d %5d] %s.\n\r", obj->level, cost, capitalize( obj->short_descr ) ); 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; } } void do_sell( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Sell what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { 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 ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost >= 100 ) { do_say( keeper, "I'm sorry, but I just can't afford that." ); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { obj_from_char( obj ); obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$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 ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } void do_loot( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char log_buf[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *container; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras2[EVAL] < 10 ) { send_to_char( "Newbies may not loot from players.\n\r", ch ); return; } /* 'get ... container' */ 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: send_to_char( "Why bother? Just get it.\n\r", ch ); return; case ITEM_CORPSE_PC: break; } if ( container->value[0] > 0 ) { send_to_char( "That corpse has already been looted.\n\r", ch ); return; } /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->contains ); if ( obj == NULL ) { act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) ) { act( "$p fades from existance as you touch it.", ch, obj, NULL, TO_CHAR ); act( "$p fades from existance as $n touches it.", ch, obj, NULL, TO_ROOM ); sprintf( log_buf, "%s (%d) looted by %s at %d.", obj->short_descr, obj->pIndexData->vnum, ch->name, ch->in_room->vnum ); log_string( log_buf ); container->value[0]++; obj_from_obj( obj ); extract_obj( obj ); if ( ch->pcdata->extras[TIMER] < 10 ) ch->pcdata->extras[TIMER] += 20; else ch->pcdata->extras[TIMER] += 10; WAIT_STATE( ch, 15 ); return; } else if ( IS_OBJ_STAT(obj,ITEM_NOLOOT) ) { act( "You may not loot $p.\n\r", ch, obj, NULL, TO_CHAR ); return; } else if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) && (ch->pcdata->extras2[EVAL] < 30 || has_uniques(ch) > 0) ) { stc( "You cannot handle such a powerful item.\n\r", ch ); return; } /* Only add timer, lower loot count, if object is actually taken */ if ( get_obj( ch, obj, container ) ) { container->value[0]++; sprintf( log_buf, "%s (%d) looted by %s at %d.", obj->short_descr, obj->pIndexData->vnum, ch->name, ch->in_room->vnum ); log_string( log_buf ); if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) ) ch->pcdata->extras2[UNIQUE_TIMER] = current_time + 900; if ( ch->pcdata->extras[TIMER] < 10 ) ch->pcdata->extras[TIMER] += 20; else ch->pcdata->extras[TIMER] += 10; } WAIT_STATE( ch, 15 ); do_save( ch, "auto" ); return; } void do_claim( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char log_buf[MAX_INPUT_LENGTH]; OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if ( ch->pcdata->primal < 250 ) { send_to_char( "It costs 250 primal to claim an item.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Claim what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, argument ) ) == NULL ) { send_to_char( "You don't have that.\n\r", ch ); return; } if ( str_cmp( obj->owner, "none" ) && str_cmp( obj->owner, "" ) ) { send_to_char( "That object has already been claimed.\n\r", ch ); return; } if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) ) { send_to_char( "You can't claim unique items.\n\r", ch ); return; } sprintf( buf, "You claim %s as your own!\n\r", obj->short_descr ); send_to_char( buf, ch ); ch->pcdata->primal -= 250; free_string( obj->owner ); obj->owner = str_dup( ch->name ); sprintf( log_buf, "%s (%d) claimed by %s.", obj->short_descr, obj->pIndexData->vnum, ch->name ); log_string( log_buf ); return; } void do_reclaim( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char log_buf[MAX_INPUT_LENGTH]; OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras[LEGEND] < 7 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( ch->pcdata->primal < 100 ) { send_to_char( "It costs 100 primal to reclaim an item.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, argument ) ) == NULL ) { send_to_char( "You don't have that.\n\r", ch ); return; } if ( !str_cmp( obj->owner, "none" ) || !str_cmp( obj->owner, "" ) ) { send_to_char( "Why bother? It hasn't been claimed.\n\r", ch ); return; } if ( !str_cmp( obj->owner, ch->name ) ) { send_to_char( "You already own it!\n\r", ch ); return; } if ( IS_OBJ_STAT(obj, ITEM_UNIQUE) ) { send_to_char( "You can't claim unique items.\n\r", ch ); return; } sprintf( buf, "You claim %s as your own!\n\r", obj->short_descr ); send_to_char( buf, ch ); sprintf( log_buf, "%s's %s (%d) reclaimed by %s.", obj->owner, obj->short_descr, obj->pIndexData->vnum, ch->name ); log_string( log_buf ); ch->pcdata->primal -= 100; free_string( obj->owner ); obj->owner = str_dup( ch->name ); return; } void do_gift( 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; if ( ch->pcdata->extras[LEGEND] < 2 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( ch->pcdata->primal < 100 ) { send_to_char( "It will cost you 100 primal to gift an item.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax is gift <item> <player>.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You aren't holding that.\n\r", ch ); return; } if ( str_cmp( obj->owner, ch->name ) ) { send_to_char( "You can't make a gift something you don't own.\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_NPC(victim) ) { send_to_char( "NPCs don't need your gifts.\n\r", ch ); return; } ch->pcdata->primal -= 100; act( "You grant ownership of $p to $N.", ch, obj, victim, TO_CHAR ); act( "$n grants you ownership of $p.", ch, obj, victim, TO_VICT ); free_string( obj->owner ); obj->owner = str_dup( victim->name ); return; } void do_preserve( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if ( ch->pcdata->extras[LEGEND] < 3 ) { send_to_char( "Huh?\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Preserve what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, argument ) ) == NULL ) { send_to_char( "You don't have that.\n\r", ch ); return; } if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_CORPSE_NPC ) { send_to_char( "You can't preserve that.\n\r", ch ); return; } if ( obj->contains != NULL ) { send_to_char( "That has something in it!\n\r", ch ); return; } obj->item_type = ITEM_TRASH; obj->timer = 0; act( "You preserve $p for future generations.", ch, obj, NULL, TO_CHAR ); act( "$n preserves $p for future generations.", ch, obj, NULL, TO_ROOM ); WAIT_STATE( ch, 12 ); return; } /* FILE: act_obj.c - main procedure of the package */ /* put an item on auction, or see the stats on the current item or bet */ void do_auction (CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int startbid = 0; argument = one_argument (argument, arg1); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) /* NPC can be extracted at any time and thus can't auction! */ return; if (arg1[0] == '\0' || !strcmp( arg1, "info" ) ) { if (auction->item != NULL) { /* show item data here */ if (auction->bet > 0) sprintf (buf, "Current bid on this item is %d gold.\n\r",auction->bet); else sprintf (buf, "No bids on this item have been received.\n\r"); send_to_char (buf,ch); spell_identify (0, LEVEL_HERO - 1, ch, auction->item); /* uuuh! */ if ( auction->min > 0 ) sprintf( buf, "Min bid of %d, current bid of %d.\n\r", auction->min, auction->bet ); else sprintf( buf, "Current bid of %d.\n\r", auction->bet ); send_to_char( buf, ch ); return; } else { send_to_char ("Auction WHAT?\n\r",ch); return; } } if (IS_IMMORTAL(ch) && !str_cmp(arg1,"stop")) { if (auction->item == NULL) { send_to_char ("There is no auction going on you can stop.\n\r",ch); return; } else /* stop the auction */ { sprintf (buf,"Sale of %s has been stopped by God. Item confiscated.", auction->item->short_descr); talk_auction (buf); obj_to_char (auction->item, ch); auction->item = NULL; if (auction->buyer != NULL) /* return money to the buyer */ { auction->buyer->gold += auction->bet; send_to_char ("Your money has been returned.\n\r",auction->buyer); } return; } } if (!str_cmp(arg1,"bid") ) { if (auction->item != NULL) { int newbet; if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "Retirees may not transfer items.\n\r", ch ); return; } /* make - perhaps - a bet now */ if (arg2[0] == '\0') { send_to_char ("Bid how much?\n\r",ch); return; } if ( auction->seller == ch ) { send_to_char( "You may not bid on your own item.\n\r", ch ); return; } newbet = parsebet (auction->bet, arg2 ); if ( newbet > 999999999 || newbet < 1 ) { send_to_char( "Bid something reasonable.\n\r", ch ); return; } printf ("Bet: %d\n\r",newbet); if (newbet < (auction->bet + 100) ) { send_to_char ("You must at least bid 100 coins over the current bet.\n\r",ch); return; } if ( newbet < auction->min ) { sprintf( buf, "The minimum bid is %d.\n\r", auction->min ); send_to_char( buf, ch ); return; } if (newbet > ch->gold) { send_to_char ("You don't have that much money!\n\r",ch); return; } /* the actual bet is OK! */ /* return the gold to the last buyer, if one exists */ if (auction->buyer != NULL) auction->buyer->gold += auction->bet; ch->gold -= newbet; /* substract the gold - important :) */ auction->buyer = ch; auction->bet = newbet; auction->going = 0; auction->pulse = PULSE_AUCTION; /* start the auction over again */ sprintf (buf,"A bid of `c%d`n gold has been received on %s.",newbet,auction->item->short_descr); talk_auction (buf); return; } else { send_to_char ("There isn't anything being auctioned right now.\n\r",ch); return; } } /* finally... */ if ( ch->pcdata->extras[TIMER] > 0 ) { send_to_char( "You're too busy fighting for your life!\n\r", ch ); return; } if ( IS_SET(ch->pcdata->actnew,NEW_RETIRED) ) { stc( "Retirees may not transfer items.\n\r", ch ); return; } obj = get_obj_carry(ch, arg1 ); /* does char have the item ? */ if (obj == NULL) { send_to_char ("You aren't carrying that.\n\r",ch); return; } if ( obj->timer > 0 ) { send_to_char( "You may not auction perishable goods.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { stc( "You can't let go of it!\n\r", ch ); return; } if ( IS_OBJ_STAT(obj,ITEM_ASTRAL) ) { stc( "That item is a part of you!\n\r", ch ); return; } if ( IS_OBJ_STAT(obj,ITEM_UNIQUE) ) { stc( "You may not.\n\r", ch ); return; } if ( arg2[0] != '\0' && is_number(arg2) ) { if ( atoi(arg2) > 999999999 || atoi(arg2) < 0 ) { send_to_char( "Set a starting bid between 0 and 99999999 gold.\n\r", ch ); return; } else startbid = atoi(arg2); } if (auction->item == NULL) switch (obj->item_type) { default: act ("You cannot auction $Ts.",ch, NULL, item_type_name (obj->item_type), TO_CHAR); return; case ITEM_WEAPON: case ITEM_ARMOR: case ITEM_TRASH: case ITEM_LIGHT: case ITEM_MATERIA: obj_from_char (obj); auction->item = obj; auction->bet = 0; auction->min = startbid; auction->buyer = NULL; auction->seller = ch; auction->pulse = PULSE_AUCTION; auction->going = 0; sprintf (buf, "A new item has been received: %s.", obj->short_descr); talk_auction (buf); return; } /* switch */ else { act ("Try again later - $p is being auctioned right now!",ch,auction->item,NULL,TO_CHAR); return; } } void do_bounty( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int bounty = 0; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { stc( "Syntax: bounty <target> <gold>\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { stc( "You can't place a bounty on somebody who isn't here!\n\r", ch ); return; } if ( IS_NPC(victim) || victim == ch ) { stc( "Why bother?\n\r", ch ); return; } if ( IS_IMMORTAL(victim) ) { stc( "Don't waste your effort.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->extras[TIMER] > 0 ) { stc( "Not while you're on the run.\n\r", ch ); return; } if ( !is_number( arg2 ) ) { stc( "Syntax: bounty <target> <gold>\n\r", ch ); return; } bounty = atoi( arg2 ); if ( bounty < 10000 || bounty > 10000000 ) { stc( "Acceptable bounties are between 10,000 and 10,000,000 gold.\n\r", ch ); return; } if ( ch->gold < bounty ) { stc( "You don't have that much gold.\n\r", ch ); return; } sprintf( buf, "You place a bounty of %d gold on %s's head.\n\r", bounty, victim->name ); stc( buf, ch ); if ( victim->pcdata->extras2[BOUNTY] == 0 ) { sprintf( buf, "A bounty of %d gold has been placed on %s by %s.", bounty, victim->name, ch->name ); do_info( ch, buf ); log_string( buf ); } else { sprintf( buf, "The bounty on %s's head has been raised to %d gold by %s.", victim->name, victim->pcdata->extras2[BOUNTY]+bounty, ch->name ); do_info( ch, buf ); log_string( buf ); } ch->gold -= bounty; if ( !IS_NPC(ch) ) ch->pcdata->extras[TIMER] += 15; victim->pcdata->extras2[BOUNTY] += bounty; return; } void rand_obj( CHAR_DATA *ch ) { OBJ_DATA *obj; AFFECT_DATA *paf; char *adj[20] = { "a shiny silver", "a red", "an orange", "a yellow", "a green", "a blue", "an indigo", "a violet", "a magenta", "a purple", "a grey", "a hand-crafted", "a bright gold", "a ghastly", "a teal", "a black", "a white", "a turquoise", "a transparent", "a vinyl" }; char *tnoun[20] = { "dildo", "lampshade", "dildo", "tie", "bowtie", "scarf", "hairbrush", "comb", "rubber", "douche", "handkerchief", "blazer", "suit", "bikini", "sock", "shoe", "sweater", "miniskirt", "screwdriver", "Hard Throb(tm) Sexual Tool" }; char buf[MAX_STRING_LENGTH]; int otype = ITEM_WEAPON, i, j, level, rank; if ( ch == NULL || !IS_NPC(ch) ) return; level = (ch->level - 50); if ( level < number_percent() || level < number_percent() ) return; level = ch->level; switch( dice(1,10) ) { case 1: case 2: case 3: case 4: case 5: case 6: otype = ITEM_TRASH; break; case 7: otype = ITEM_MATERIA; break; case 8: case 9: case 10: otype = ITEM_WEAPON; break; default: break; } if ( otype == ITEM_TRASH ) { obj = create_object( get_obj_index( 24 ), 0 ); free_string( obj->name ); free_string( obj->short_descr ); free_string( obj->description ); i = dice(1,20) - 1; j = dice(1,20) - 1; sprintf( buf, "%s", tnoun[j] ); obj->name = str_dup( buf ); sprintf( buf, "%s %s", adj[i], tnoun[j] ); obj->short_descr = str_dup( buf ); obj->description = str_dup( buf ); } else if ( otype == ITEM_MATERIA ) { obj = create_object( get_obj_index( OBJ_VNUM_MATERIA ), 0 ); free_string( obj->name ); free_string( obj->short_descr ); free_string( obj->description ); rank = (level-50)/10 + dice(1,MAX_MATERIA-5); rank = URANGE(0,rank,MAX_MATERIA); obj->value[0] = rank; sprintf( buf, "%s materia", materia_table[rank].name ); obj->name = str_dup( buf ); sprintf( buf, "%s Materia", capitalize( materia_table[rank].name ) ); obj->short_descr = str_dup( buf ); obj->description = str_dup( buf ); } else if ( otype == ITEM_WEAPON ) { i = dice(1,20) - 1; j = dice(1,MAX_WGEN) - 1; obj = create_object( get_obj_index( OBJ_VNUM_GEN_WEAPON ), 0 ); free_string( obj->name ); free_string( obj->short_descr ); free_string( obj->description); sprintf( buf, "%s", wgen_table[j].name ); obj->name = str_dup( buf ); sprintf( buf, "%s %s", adj[i], wgen_table[j].name ); obj->short_descr = str_dup( buf ); obj->description = str_dup( buf ); obj->value[1] = 10; obj->value[2] = 20; obj->value[3] = wgen_table[j].type; level = UMIN( level, 95 ); i = UMAX( 0, 20 - isquare( dice(1,400) + (185 - level*2) ) ); j = UMAX( 0, 20 - isquare( dice(1,400) + (185 - level*2) ) ); if ( i > 0 ) { if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf), PERM_AFF ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = skill_lookup( "enchant weapon" ); paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = i; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if ( j > 0 ) { if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf), PERM_AFF ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = skill_lookup( "enchant weapon" ); paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = j; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } else { // some sorta bug return; } obj_to_char( obj, ch ); return; }