/*************************************************************************** * 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> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "obj.h" /* command procedures needed */ DECLARE_DO_FUN(do_split ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_say ); /* * Local functions. */ #define CD CHAR_DATA 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 /* RT part of the corpse looting code */ bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj) { CHAR_DATA *owner, *wch; if (IS_IMMORTAL(ch)) return TRUE; if (!obj->owner || obj->owner == NULL) return TRUE; owner = NULL; for ( wch = char_list; wch != NULL ; wch = wch->next ) if (!str_cmp(wch->name,obj->owner)) owner = wch; if (owner == NULL) return TRUE; if (!str_cmp(ch->name,owner->name)) return TRUE; if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT)) return TRUE; if (is_same_group(ch,owner)) return TRUE; return FALSE; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; if ( !CAN_WEAR(obj, ITEM_TAKE) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if (!can_loot(ch,obj)) { act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR ); return; } if ( container != NULL ) { if (container->pIndexData->vnum == OBJ_VNUM_PIT && get_trust(ch) < obj->level) { send_to_char("You are not powerful enough to use it.\n\r",ch); return; } if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container, ITEM_TAKE) && obj->timer) obj->timer = 0; 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 ( IS_MONEY(obj)) { ch->gold += obj->cost; if (IS_SET(ch->act,PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members > 1 && obj->cost > 1) { sprintf(buffer,"%d",obj->cost); do_split(ch,buffer); } } extract_obj( obj ); } else { obj_to_char( obj, ch ); } 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 (!str_cmp(arg2,"from")) 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 ); } 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; } if (!IS_CORPSE(container) && !IS_CONT(container)) { send_to_char( "That's not a container.\n\r", ch ); return; } if (IS_CORPSE_PC(container)) if (!can_loot(ch,container)) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_CONT(container) && IS_SET(container->cont->closed, 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; if (container->pIndexData->vnum == OBJ_VNUM_PIT && !IS_IMMORTAL(ch)) { send_to_char("Don't be so greedy!\n\r",ch); return; } get_obj( ch, obj, container ); } } if ( !found ) { if ( arg1[3] == '\0' ) act( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } return; } void do_put( CHAR_DATA *ch, char *argument ) { 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 (!str_cmp(arg2,"in")) 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 ( !IS_CONT(container)) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(container->cont->closed, CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->cont->volume || get_obj_weight(obj) > container->cont->limit ) { send_to_char( "It won't fit.\n\r", ch ); return; } if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container,ITEM_TAKE)) if (obj->timer) { send_to_char( "Only permanent items may go in the pit.\n\r",ch); return; } else obj->timer = number_range(100,200); obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->cont->volume && get_obj_weight(obj) <= container->cont->limit ) { if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj, ITEM_TAKE) ) if (obj->timer) continue; else obj->timer = number_range(100,200); obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) && str_cmp( arg, "gold" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->cost; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); act( "$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 ); 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 $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && str_cmp( arg2, "gold" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; sprintf(buf,"$n gives you %d gold.",amount); act( buf, ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); sprintf(buf,"You give $N %d gold.",amount); act( buf, ch, NULL, victim, TO_CHAR ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$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( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); act( "$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 ); 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 ( IS_FOUNTAIN(fountain)) { found = TRUE; break; } } if ( !found ) { send_to_char( "There is no fountain here!\n\r", ch ); return; } if ( !IS_DCON(obj)) { send_to_char( "You can't fill that.\n\r", ch ); return; } if ( obj->cont->volume != 0 && obj->cont->liquid != 0 ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } if ( obj->cont->volume >= obj->cont->limit ) { send_to_char( "Your container is full.\n\r", ch ); return; } act( "You fill $p.", ch, obj, NULL, TO_CHAR ); obj->cont->liquid = 0; obj->cont->volume = obj->cont->limit; return; } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if (IS_FOUNTAIN(obj)) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } if (!IS_POTION(obj) && !IS_DCON(obj) && !IS_FOUNTAIN(obj)) { send_to_char("You cannot drink from that.\n\r",ch); return; } if (IS_FOUNTAIN(obj)) { if ( !IS_NPC(ch) ) ch->pcdata->condition[COND_THIRST] = 48; act( "$n drinks from $p.", ch, obj, NULL, TO_ROOM ); send_to_char( "You are no longer thirsty.\n\r", ch ); } else if (IS_DCON(obj)) { if ( obj->cont->volume <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->cont->liquid ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->cont->liquid = 0; } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->cont->volume); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( obj->cont->poison) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->cont->volume -= amount; } if (IS_POTION(obj)) { int i; if (!IS_DCON(obj) && !IS_FOUNTAIN(obj)) { act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); } for (i = 0; i < 4; i++) obj_cast_spell(obj->spells->spell[i],obj->spells->level,ch,ch,NULL); WAIT_STATE(ch,obj->spells->delay * PULSE_VIOLENCE); if ((!IS_DCON(obj) || obj->cont->volume == 0) && !IS_FOUNTAIN(obj)) extract_obj(obj); } return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( !IS_FOOD(obj) && !IS_PILL(obj)) { send_to_char( "That's not edible.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); if (IS_FOOD(obj)) { int condition; if (!IS_NPC(ch)) { condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->food->bite ); } if ( obj->food->poison ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.level = number_fuzzy(obj->food->bite); af.duration = 2 * obj->food->bite; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->food->full -= obj->food->bite; if (obj->food->bite < obj->food->full) obj->food->bite = obj->food->full; if ( !IS_NPC(ch) && condition == 0 && ch->pcdata->condition[COND_FULL] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if (IS_PILL(obj)) { int i; for (i = 0; i < 4; i++) obj_cast_spell(obj->spells->spell[i],obj->spells->level,ch,ch,NULL); WAIT_STATE(ch,obj->spells->delay * PULSE_VIOLENCE); } if (!IS_FOOD(obj) || obj->food->full <= 0) 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 $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { char buf[MAX_STRING_LENGTH]; if ( ch->level < obj->level ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( IS_LIGHT(obj)) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$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 $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { OBJ_DATA *weapon; if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon!\n\r",ch); return; } act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { int sn,skill; if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( !IS_NPC(ch) && get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && get_eq_char(ch,WEAR_SHIELD) != NULL) { send_to_char("You need two hands free for that weapon.\n\r",ch); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,NULL,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR); else act("You don't even know which is end is up on $p.", ch,obj,NULL,TO_CHAR); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD ); return; } if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE ); } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int gold; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( "$n offers $mself to Mota, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Mota appreciates your offer and may accept it later.\n\r", ch ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( IS_CORPSE_PC(obj)) { if (obj->contains) { send_to_char( "Mota wouldn't like that.\n\r",ch); return; } } if ( !CAN_WEAR(obj, ITEM_TAKE)) { act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } gold = UMAX(1,obj->level * 2); if (!IS_CORPSE(obj)) gold = UMIN(gold,obj->cost); if (gold == 1) send_to_char( "Mota gives you one gold coin for your sacrifice.\n\r", ch ); else { sprintf(buf,"Mota gives you %d gold coins for your sacrifice.\n\r", gold); send_to_char(buf,ch); } ch->gold += gold; if (IS_SET(ch->act,PLR_AUTOSPLIT) ) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members > 1 && gold > 1) { sprintf(buffer,"%d",gold); do_split(ch,buffer); } } act( "$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( !IS_SCROLL(scroll)) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } if ( ch->level < scroll->level) { send_to_char( "This scroll is too complex for you to comprehend.\n\r",ch); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5) { send_to_char("You mispronounce a syllable.\n\r",ch); check_improve(ch,gsn_scrolls,FALSE,2); } else { int i; for (i = 0; i < 4; i++) obj_cast_spell( scroll->spells->spell[i], scroll->spells->level,ch,victim,obj); WAIT_STATE(ch,obj->spells->delay * PULSE_VIOLENCE); check_improve(ch,gsn_scrolls,TRUE,2); } if (scroll->type == ITEM_SCROLL) extract_obj( scroll ); else free_spells(scroll); return; } void do_use( CHAR_DATA *ch, char *argument ) { char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; OBJ_DATA *obj; OBJ_DATA *target; int sn; argument = one_argument(argument,arg); if ( arg[0] == '\0') { send_to_char("Use what?\n\r",ch); return; } obj = get_obj_wear(ch,arg); if (obj == NULL) { send_to_char("Use what?\n\r",ch); return; } if (!IS_STAFF(obj) && IS_WAND(obj)) { send_to_char("You can't use that.\n\r",ch); return; } if ((sn = obj->use->spell) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug("Do_use: bad sn %d.",sn); return; } WAIT_STATE(ch,obj->use->delay * PULSE_VIOLENCE); if (obj->use->charges <= 0) { act("$n invokes $p...and nothing happens.",ch,obj,NULL,TO_ROOM); send_to_char("You seem to be out of charges.\n\r",ch); if (obj->type == ITEM_WAND || obj->type == ITEM_STAFF) { act("$p shakes violently and expodes.",ch,obj,NULL,TO_ROOM); act("$p shakes violently and explodes.",ch,obj,NULL,TO_ROOM); extract_obj(obj); } else /* remove use attribute */ free_use(obj); } if (IS_STAFF(obj)) { act("$n brandishes $p.",ch,obj,NULL,TO_ROOM); act("You brandish $p.",ch,obj,NULL,TO_CHAR); if (ch->level < obj->level || number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5) { act("...and nothing happens.",ch,NULL,NULL,TO_ROOM); act("You fail to invoke $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,gsn_staves,FALSE,2); obj->use->charges--; return; } else for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; switch (skill_table[sn].target) { default: bug("Do_brandish: bad target for sn %d.",sn); return; case TAR_IGNORE: case TAR_CHAR_SELF: if (victim != ch) continue; break; case TAR_CHAR_OFFENSIVE: if (!is_safe_spell(ch,victim,TRUE)) continue; break; case TAR_CHAR_DEFENSIVE: if (IS_NPC(ch) ? !IS_NPC(victim) : IS_NPC(victim)) continue; break; } obj_cast_spell(sn,obj->use->level,ch,victim,NULL); } check_improve(ch,gsn_staves,TRUE,2); obj->use->charges--; return; } else if (IS_WAND(obj)) { one_argument(argument,arg); target = NULL; if (arg[0] == '\0') { if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char("Zap whom or what?\n\r",ch); return; } } else { victim = get_char_room(ch,argument); target = get_obj_here(ch,argument); } if (victim != NULL) { act("$n zaps $N with $p.",ch,obj,victim,TO_NOTVICT); act("You zap $N with $p.",ch,obj,victim,TO_CHAR); act("$n zaps you with $p.",ch,obj,victim,TO_VICT); } else if (target != NULL) { act("$n zaps $P with $p.",ch,obj,target,TO_ROOM); act("You zap $P with $p.",ch,obj,target,TO_CHAR); } else { send_to_char("You can't find it.\n\r",ch); return; } WAIT_STATE(ch,obj->use->delay * PULSE_VIOLENCE); if (ch->level < obj->level || number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5) { act("Your efforts with $p produce only smoke and sparks.", ch,obj,NULL,TO_CHAR); act("$n's efforts with $p produce only smoke and sparks.", ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_wands,FALSE,2); } else { obj_cast_spell(sn,obj->use->level,ch,victim,target); check_improve(ch,gsn_wands,TRUE,2); } obj->use->charges--; return; } } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if (victim->position == POS_FIGHTING) { send_to_char("You'd better not -- you might get hit.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ); if ( ch->level + 5 < victim->level || victim->position == POS_FIGHTING || !IS_NPC(victim) || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$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 ); switch(number_range(0,3)) { case 0 : sprintf( buf, "%s is a lousy thief!", ch->name ); break; case 1 : sprintf( buf, "%s couldn't rob %s way out of a paper bag!", ch->name,(ch->sex == 2) ? "her" : "his"); break; case 2 : sprintf( buf,"%s tried to rob me!",ch->name ); break; case 3 : sprintf(buf,"Keep your hands out of there, %s!",ch->name); break; } do_yell( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { check_improve(ch,gsn_steal,FALSE,2); multi_hit( victim, ch, TYPE_UNDEFINED ); } else { log_string( buf ); if ( !IS_SET(ch->act, PLR_THIEF) ) { SET_BIT(ch->act, PLR_THIEF); send_to_char( "*** You are now a THIEF!! ***\n\r", ch ); save_char_obj( ch ); } } } 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 ); check_improve(ch,gsn_steal,TRUE,2); 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 ); check_improve(ch,gsn_steal,TRUE,2); 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_yell( keeper, buf ); return NULL; } if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) ) { do_say( keeper, "Thieves are not welcome!" ); sprintf( buf, "%s the THIEF is over here!\n\r", ch->name ); do_yell( keeper, buf ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_say( keeper, "Sorry, I am closed. Come back later." ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_say( keeper, "Sorry, I am closed. 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 ( IS_SET(obj->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 = 0; break; } } } if ( IS_STAFF(obj) || IS_WAND(obj)) cost -= (cost * obj->use->charges / obj->use->max) / 2; return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cost,roll; if ( argument[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( IS_NPC(ch) ) return; argument = one_argument(argument,arg); 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 ( ch->pet != NULL ) { send_to_char("You already own a pet.\n\r",ch); return; } cost = 10 * pet->level * pet->level; if ( ch->gold < cost ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if ( ch->level < pet->level ) { send_to_char( "You're not powerful enough to master this pet.\n\r", ch ); return; } /* haggle */ roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle]) { cost -= cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to %d coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,gsn_haggle,TRUE,4); } ch->gold -= cost; 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); pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; 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 ); pet->leader = ch; ch->pet = pet; send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; obj = get_obj_carry( keeper, argument ); cost = get_cost( keeper, obj, TRUE ); if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$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 $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } /* haggle */ roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle]) { cost -= obj->cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to %d coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,gsn_haggle,TRUE,4); } act( "$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); else obj_from_char( obj ); if (obj->timer > 0) obj-> timer = 0; obj_to_char( obj, ch ); if (cost < obj->cost) obj->cost = cost; return; } } void do_list( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; 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; send_to_char( "Pets for sale:\n\r", ch ); } sprintf( buf, "[%2d] %8d - %s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); send_to_char( buf, ch ); } } if ( !found ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost; bool found; char arg[MAX_INPUT_LENGTH]; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; one_argument(argument,arg); 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; send_to_char( "[Lv Price] Item\n\r", ch ); } sprintf( buf, "[%2d %5d] %s.\n\r", obj->level, cost, obj->short_descr); send_to_char( buf, ch ); } } if ( !found ) send_to_char( "You can't buy anything here.\n\r", 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,roll; 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 (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } /* won't buy rotting goods */ if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost > keeper->gold ) { act("$n tells you 'I'm afraid I don't have enough gold to buy $p.", keeper,obj,ch,TO_VICT); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); /* haggle */ roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle]) { send_to_char("You haggle with the shopkeeper.\n\r",ch); cost += obj->cost / 2 * roll / 100; cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100); cost = UMIN(cost,keeper->gold); check_improve(ch,gsn_haggle,TRUE,4); } sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( IS_TRASH(obj)) { extract_obj( obj ); } else { obj_from_char( obj ); obj->timer = number_range(50,100); obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$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; }