/*
* The unique portions SunderMud code as well as the integration efforts
* for code from other sources is based on the efforts of:
*
* Lotherius (elfren@aros.net)
*
* This code can only be used under the terms of the DikuMud, Merc,
* and ROM licenses. The same requirements apply to the changes that
* have been made.
*
* All other copyrights remain in place and in force.
*/
/***************************************************************************
* 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. *
***************************************************************************/
#include "everything.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
#define OD OBJ_DATA /* elfren for new shop code */
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 ) );
/* elfren added 2 next lines for new shop code */
void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
#undef OD
#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 ( obj->item_type == ITEM_MONEY)
{
ch->gold += obj->value[0];
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->value[0] > 1)
{
sprintf(buffer,"%d",obj->value[0]);
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;
}
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:
{
if (!can_loot(ch,container))
{
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;
}
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 ( 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 $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( get_obj_weight( obj ) + get_obj_weight( container )
> container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container,ITEM_TAKE))
if (obj->timer)
{
send_to_char( "Only permanent items may go in the pit.\n\r",ch);
return;
}
else
obj->timer = number_range(100,200);
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
if (obj->timer)
continue;
else
obj->timer = number_range(100,200);
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) &&
str_cmp( arg, "gold" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that many coins.\n\r", ch );
return;
}
ch->gold -= amount;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj( obj );
break;
}
}
obj_to_room( create_money( amount ), ch->in_room );
act( "$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 $N %d gold.",amount);
act( buf, ch, NULL, victim, TO_CHAR );
mprog_bribe_trigger( victim, ch, amount );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$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( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$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;
}
/* envenom added elfren */
/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
int percent,skill;
int brand;
/* find out what */
if (argument == '\0')
{
send_to_char("Envenom what item?\n\r",ch);
return;
}
obj = get_obj_list(ch,argument,ch->carrying);
if (obj== NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if ((skill = get_skill(ch,gsn_envenom)) < 1)
{
send_to_char("Are you crazy? You'd poison yourself!\n\r",ch);
return;
}
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS))
{
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (number_percent() < skill) /* success! */
{
act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM);
act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
{
obj->value[3] = 1;
check_improve(ch,gsn_envenom,TRUE,4);
}
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
check_improve(ch,gsn_envenom,FALSE,4);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_ACID)
|| IS_WEAPON_STAT(obj, WEAPON_LIGHTNING)
|| IS_OBJ_STAT(obj,ITEM_BLESS))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (obj->value[3] < 0
|| attack_table[obj->value[3]].damage == DAM_BASH)
{
send_to_char("You can only envenom edged weapons.\n\r",ch);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
percent = number_percent();
if (percent < skill)
{
brand=WEAPON_POISON;
obj->value[4]+=brand;
act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,TRUE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
else
{
act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,FALSE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
}
act("You can't poison $p.",ch,obj,NULL,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 ( 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 $p.", ch, obj, NULL, TO_ROOM );
send_to_char( "You are no longer thirsty.\n\r", ch );
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "$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.level = number_fuzzy(amount);
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
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.level = number_fuzzy(obj->value[0]);
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
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 $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
unequip_char( ch, obj );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf[MAX_STRING_LENGTH];
if ( (ch->level+10) < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( obj->item_type == ITEM_PRIDE )
{
if ( !remove_obj( ch, WEAR_PRIDE, fReplace ) )
return;
act( "$n wears $p with pride.", ch, obj, NULL, TO_ROOM );
act( "You wear $p with pride.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_PRIDE );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
{
if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
return;
act( "$p starts floating near $n.", ch, obj, NULL, TO_ROOM );
act( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FLOAT );
return;
}
/* Zeran - any item type checked after this point will also be
checked for size. */
if (!wear_obj_size(ch, obj))
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 $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EARS ) )
{
if ( !remove_obj( ch, WEAR_EARS, fReplace ) )
return;
act( "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your ears.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_EARS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
{
if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
return;
act( "$p starts floating near $n.", ch, obj, NULL, TO_ROOM );
act( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FLOAT );
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 $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
OBJ_DATA *weapon;
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
weapon = get_eq_char(ch,WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
{
send_to_char("Your hands are tied up with your weapon!\n\r",ch);
return;
}
weapon = get_eq_char(ch,WEAR_WIELD2);
if (weapon != NULL)
{
send_to_char("You cannot use a shield while dual wielding!\n\r",ch);
return;
}
if ( ch->class == class_lookup("monk") )
{
send_to_char("A shield would impair your fighting style too much.\n\r",ch);
return;
}
act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn,skill;
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( !IS_NPC(ch) && ch->class == class_lookup("monk") )
{
send_to_char( "Your code does not allow you to take up a weapon\n\r", ch );
return;
}
if ( !IS_NPC(ch)
&& get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if (!IS_NPC(ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& get_eq_char(ch,WEAR_SHIELD) != NULL
&& get_eq_char(ch,WEAR_WIELD2) != NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD );
sn = get_weapon_sn(ch, FALSE);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$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 $p in your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HOLD );
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_dual (CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Dual wield what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( (ch->level+10) < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level-10 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn,skill;
if ( !remove_obj( ch, WEAR_WIELD2, TRUE ) )
return;
if ( !IS_NPC(ch)
&& get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if (!IS_NPC(ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& get_eq_char(ch,WEAR_WIELD) !=NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
if (get_eq_char(ch, WEAR_SHIELD) != NULL)
{
send_to_char ("You cannot dual wield while using a shield!\n\r",ch);
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD2 );
sn = get_weapon_sn(ch, TRUE);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$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 $p.",
ch,obj,NULL,TO_CHAR);
return;
}
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
if (obj->condition != 0)
wear_obj( ch, obj, FALSE );
else
act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR);
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if (obj->condition == 0)
act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR);
else
wear_obj( ch, obj, TRUE );
}
return;
}
/* Zeran - modified to support remove "all" and "all.whatever" */
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *tmp;
int number;
bool all_type = FALSE;
bool done = FALSE;
one_argument( argument, arg );
/* Zeran - check for all.foo */
number = number_argument (arg, arg2);
if (number == -1)
all_type = TRUE;
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
/* check remove all.foo */
if (all_type)
{
number = 0;
while (!done)
{
if ( (obj = get_obj_wear( ch, arg2) ) == NULL )
{
if (!number)
send_to_char( "You do not have any of those items.\n\r", ch );
done = TRUE;
continue;
}
remove_obj (ch, obj->wear_loc, TRUE);
number++;
}
return;
}
/* check "remove all" */
if (!str_cmp(arg, "all"))
{
for (tmp = ch->carrying ; tmp != NULL ; tmp = tmp->next_content)
{
if (tmp->wear_loc != WEAR_NONE)
remove_obj(ch, tmp->wear_loc, TRUE);
}
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int gold;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$n offers $mself to Zeran, who graciously declines.",
ch, NULL, NULL, TO_ROOM );
send_to_char(
"Zeran appreciates your offer and may accept it later.\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if (IS_SET(obj->extra_flags, ITEM_NO_SAC))
{
send_to_char ("That object cannot be sacrificed.\n\r",ch);
return;
}
gold = UMIN (10, (obj->level*2));
if ( obj->item_type == ITEM_CORPSE_PC )
{
if (obj->contains)
{
send_to_char(
"Zeran thinks you should loot first.\n\r",ch);
return;
}
else
{
gold = UMAX(1,obj->level * 4);
}
}
if (gold == 0)
send_to_char(
"Zeran doesn't seem to notice your sacrifice.\n\r", ch );
else
{
sprintf(buf,"Zeran gives you %d gold for your sacrifice.\n\r",
gold);
send_to_char(buf,ch);
}
ch->gold += gold;
if (IS_SET(ch->act,PLR_AUTOSPLIT) )
{ /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && gold > 1)
{
sprintf(buffer,"%d",gold);
do_split(ch,buffer);
}
}
act( "$n sacrifices $p to Zeran.", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (ch->level < obj->level)
{
send_to_char("This liquid is too powerful for you to drink.\n\r",ch);
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
/* Zeran - add waitstate to stop speed quaffing. */
WAIT_STATE (ch, PULSE_VIOLENCE/2); /* 2 potions per fight round */
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
if ( ch->level < scroll->level)
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r",ch);
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
WAIT_STATE(ch, PULSE_VIOLENCE/2);
if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5)
{
send_to_char("You mispronounce a syllable.\n\r",ch);
check_improve(ch,gsn_scrolls,FALSE,2);
}
else
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve(ch,gsn_scrolls,TRUE,2);
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
if ( ch->level < staff->level
|| number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5)
{
act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_staves,FALSE,2);
}
else for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve(ch,gsn_staves,TRUE,2);
}
}
if ( --staff->value[2] <= 0 )
{
act( "$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 );
}
if (ch->level < wand->level
|| number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5)
{
act( "Your efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_CHAR);
act( "$n's efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_ROOM);
check_improve(ch,gsn_wands,FALSE,2);
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve(ch,gsn_wands,TRUE,2);
}
}
if ( --wand->value[2] <= 0 )
{
act( "$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;
int togain;
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 ( !IS_NPC(victim) && !can_murder(ch, victim) )
{
send_to_char ("That player is outside your stealing range.\n\r", ch);
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 );
if (victim->position == POS_FIGHTING)
{
send_to_char ("Damn, your victim didn't hold still long enough.\n\r",ch);
return;
}
percent = number_percent() + ( IS_AWAKE(victim) ? 10 : -50 );
/* Zeran - modifiers */
if (!can_see(victim, ch)) /*nice bonus*/
percent-=25;
percent-=(3*(get_curr_stat(ch, STAT_DEX) - 20)); /*dex bonus*/
{
int diff = ch->level - victim->level;
int modifier = 5*(diff - 10);
if (abs(diff) > 10)
percent-=modifier;
}
/* ok, lets see what happens */
if (percent > ch->pcdata->learned[gsn_steal] )
{ /*failed, didn't get object*/
char messbuf[80];
sprintf(messbuf, "You failed to steal from %s.\n\r", PERS(victim,ch));
send_to_char (messbuf, ch);
check_improve(ch,gsn_steal,FALSE,2);
}
else /*get the object*/
{
/*need to give victim same sight as thief to find object in
victim inventory for get_obj_carry*/
int visionplus=0;
int visionminus=0;
if (IS_AFFECTED(ch, AFF_DETECT_INVIS))
{
visionplus=AFF_DETECT_INVIS;
SET_BIT(victim->affected_by, AFF_DETECT_INVIS);
}
if (IS_AFFECTED(victim, AFF_BLIND))
{
visionminus=AFF_BLIND;
REMOVE_BIT(victim->affected_by, AFF_BLIND);
}
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 );
}
else
{
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);
togain = (victim->level - ch->level) +3;
if (togain >= 1 )
{
gain_exp(ch,togain);
}
}
}
else if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
}
else if ( !can_drop_obj( ch, obj )
|| IS_SET(obj->extra_flags, ITEM_INVENTORY))
{
send_to_char( "You can't pry it away.\n\r", ch );
}
else if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
send_to_char( "You have your hands full.\n\r", ch );
}
else 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 );
}
else
{
char buf[80];
sprintf(buf, "Bingo! You got %s. Better run while you can.\n\r", obj->short_descr);
send_to_char (buf, ch);
obj_from_char( obj );
obj_to_char( obj, ch );
check_improve(ch,gsn_steal,TRUE,2);
togain = (victim->level - ch->level) +3;
if ( togain >= 1 )
{
gain_exp(ch,togain);
}
}
/*restore victim previous vision*/
REMOVE_BIT(victim->affected_by, visionplus);
SET_BIT (victim->affected_by, visionminus);
}
/* Now, see if anyone noticed the thievery */
{
CHAR_DATA *person;
int chance;
char messbuf[80];
person = ch->in_room->people;
for (;person;person=person->next_in_room)
{
if ( (person!=victim) && ( (person->position < POS_RESTING)
|| !can_see(person, ch) || !can_see(person, victim) ) )
continue;
/*make roll*/
chance = (get_curr_stat(person, STAT_INT)) + person->level - ch->level;
if ((person == victim) && (person->position >= POS_RESTING) && can_see(person, ch))
chance += 20;
if (number_percent() <= chance) /*oops, got caught*/
{
if ((person != victim) && (person != ch) && !IS_NPC(person))
{
sprintf (messbuf, "You notice %s trying to steal from %s!\n\r",
PERS(ch, person), PERS(victim, person ) );
send_to_char (messbuf, person);
continue;
}
if ((person == victim) && !IS_NPC(person))
{
sprintf (messbuf, "%s is trying to steal from you!\n\r",
(victim->position >= POS_RESTING) ? PERS(ch, person) : "Someone");
send_to_char (messbuf, person);
continue;
}
if ( (person == victim) && IS_NPC(victim) )
{
do_say (person, "This is what I do to thieves!\n\r");
multi_hit (person, ch, TYPE_UNDEFINED);
}
}
} /*end character for loop*/
} /*end check notice block*/
} /*end function*/
/*
* 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;
}
/* elfren - insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
{
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp(obj->short_descr,t_obj->short_descr))
{
/* if this is an unlimited item, destroy the new one */
if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
{
extract_obj(obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL)
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/* elfren added next prog */
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if (obj->wear_loc == WEAR_NONE
&& can_see_obj( keeper, obj )
&& can_see_obj(ch,obj)
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,obj->next_content->short_descr))
obj = obj->next_content;
}
}
return NULL;
}
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;
}
}
/* start multiples price checking */
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData
&& !str_cmp(obj->short_descr,obj2->short_descr) )
if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
int cost;
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;
smash_tilde(argument);
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 */
/* Zeran - haggle breaks for low cost items */
/* 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 $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj,*t_obj;
char arg[MAX_INPUT_LENGTH]; /* added for new shop code */
int number, count = 1; /* added for new shop code */
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
number = mult_argument(argument,arg); /* elfren added for shopcode */
obj = get_obj_carry( keeper, argument );
cost = get_cost( keeper, obj, TRUE );
if (number < 1)
return;
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
/* elfren */
if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content)
{
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr,obj->short_descr))
count++;
else
break;
}
if (count < number)
{
act("$n tells you 'I don't have that many in stock.",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
}
if ( ch->gold < cost * number ) /* elfren added number */
{
if (number > 1)
act("$n tells you 'You can't afford to buy that many.",
keeper,obj,ch,TO_VICT);
else
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 $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + number * get_obj_number( obj ) > can_carry_n( ch ) )
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
/* haggle */
/* Zeran - haggle is broken for low priced items */
/*
roll = number_percent();
if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle])
{
cost -= obj->cost / 2 * roll / 100;
sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
send_to_char(buf,ch);
check_improve(ch,gsn_haggle,TRUE,4);
} */
/* added for multiple items */
if (number > 1)
{
sprintf(buf,"$n buys $p[%d].",number);
act(buf,ch,obj,NULL,TO_ROOM);
sprintf(buf,"You buy $p[%d] for %d coins.",number,cost * number);
act(buf,ch,obj,NULL,TO_CHAR);
}
else
{
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
sprintf(buf,"You buy $p for %d coins.",cost);
act( buf, ch, obj, NULL, TO_CHAR );
}
ch->gold -= cost * number;
keeper->gold += cost * number;
for (count = 0; count < number; count++)
{
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
t_obj = create_object( obj->pIndexData, obj->level );
else
{
t_obj = obj;
obj = obj->next_content;
obj_from_char( t_obj );
}
if ((t_obj->item_type == ITEM_POTION) || (t_obj->item_type == ITEM_SCROLL))
t_obj->timer = UMAX(24, (2*keeper->level));
else
t_obj->timer = 0;
obj_to_char( t_obj, ch );
if (cost < t_obj->cost)
t_obj->cost = cost;
t_obj->size = ch->size;
t_obj->condition = 100; /* shopkeeper does auto repairing */
}
}
}
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,count;
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( "[{gLv {yPrice {rQty{w] Item\n\r", ch );
}
/* elfren added below for multiple listings */
if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
sprintf(buf,"[{G%2d {Y%5d {R-- {w] {W%s\n\r",
obj->level,cost,obj->short_descr);
else
{
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr))
{
obj = obj->next_content;
count++;
}
sprintf(buf,"[{G%2d {Y%5d {R%2d {w] {W%s\n\r",
obj->level,cost,count,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;
smash_tilde(argument);
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 */
/* Zeran - haggle is broken for low cost items */
/*
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 $p for %d gold piece%s.",
cost, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
ch->gold += cost;
keeper->gold -= cost;
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( obj->item_type == ITEM_TRASH )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
/* Timer ... removed the reset of timer so rare items won't purge in shops. elfren */
/* obj->timer = number_range(50,100); */
obj_to_keeper( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$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 '%d gold coins is all I will pay for $p'.", cost );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
/* Zeran - check size of object to wear, and kick out size message. */
bool wear_obj_size (CHAR_DATA *ch, OBJ_DATA *obj)
{
if (obj->size == SIZE_UNKNOWN)
return TRUE;
if (IS_IMMORTAL(ch))
return TRUE;
if (ch->level <= 5) /* auto resizing for newbies */
{
obj->size = ch->size;
return TRUE;
}
if (obj->size < ch->size)
{
send_to_char ("That object is too small for you!\n\r",ch);
act( "$n tries to use $p, but it is too small for him.",
ch, obj, NULL, TO_ROOM );
return FALSE;
}
if (obj->size > ch->size)
{
send_to_char ("That object is too large for you!\n\r",ch);
act( "$n tries to use $p, but it is too large for him.",
ch, obj, NULL, TO_ROOM );
return FALSE;
}
return TRUE;
}
void do_resize( CHAR_DATA *ch, char *argument )
{
char *remainder;
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
remainder = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Resize what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
{
send_to_char ("There is no shopkeeper here.\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$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("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks very puzzled, he doesn't seem to know how to resize $p.", keeper, obj, ch, TO_VICT );
return;
}
if (obj->size == ch->size)
{
act( "$n tells you 'Quit wasting my time, that thing is already
perfectly sized for you.'", keeper, NULL, ch, TO_VICT );
return;
}
cost = (abs(ch->size - obj->size) * .1) * obj->pIndexData->cost;
remainder = one_argument (remainder, arg);
if (!str_cmp (arg, "cost"))
{
char outbuf[128];
sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost);
act (outbuf, keeper, NULL, ch, TO_VICT );
return;
}
if (cost > ch->gold)
{
char outbuf[128];
sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost);
act (outbuf, keeper, NULL, ch, TO_VICT );
act( "$n tells you 'You don't have enough money'.",
keeper, NULL, ch, TO_VICT );
return;
}
act( "$n painstakingly resizes $p.", keeper, obj, NULL, TO_ROOM );
obj->size = ch->size;
WAIT_STATE (ch, 2*PULSE_VIOLENCE);
ch->gold -= cost;
keeper->gold += cost;
return;
}
void do_repair( CHAR_DATA *ch, char *argument )
{
char *remainder;
char outbuf[128];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
remainder = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Repair what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
{
send_to_char ("There is no shopkeeper here.\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$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("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks very puzzled, he doesn't seem to know how to repair $p.", keeper, obj, ch, TO_VICT );
return;
}
if (obj->condition == 100)
{
act( "$n tells you 'Quit wasting my time, that thing is already in perfect condition.'", keeper, NULL, ch, TO_VICT );
return;
}
if (obj->condition == 0)
{
act( "$n tells you 'Quit wasting my time, that thing is far too damaged for me to repair.'", keeper, NULL, ch, TO_VICT );
return;
}
cost = obj->pIndexData->cost * (100 - obj->condition) / 100;
remainder = one_argument (remainder, arg);
if (!str_cmp (arg, "cost"))
{
sprintf (outbuf, "$n tells you 'Repairing that will cost %d gold.'",cost);
act (outbuf, keeper, NULL, ch, TO_VICT );
return;
}
if (cost > ch->gold)
{
sprintf (outbuf, "$n tells you 'Repairing that will cost %d gold.'",
cost);
act (outbuf, keeper, NULL, ch, TO_VICT );
act( "$n tells you 'You don't have enough money'.",
keeper, NULL, ch, TO_VICT );
return;
}
act( "$n painstakingly repairs $p.", keeper, obj, NULL, TO_ROOM );
sprintf (outbuf,"You give %d gold to $n for the cost of repair.",cost);
act(outbuf, keeper, NULL, ch, TO_VICT );
set_obj_cond (obj, 100);
WAIT_STATE (ch, 2*PULSE_VIOLENCE);
ch->gold -= cost;
keeper->gold += cost;
return;
}
void do_search (CHAR_DATA *ch, char *argument)
{
OBJ_DATA *inside_obj;
OBJ_DATA *ptr;
EXIT_DATA *pexit;
int base_chance=50;
int door_chance;
int chance;
bool found=FALSE;
bool foundHdoor=FALSE;
int count;
int pInt = get_curr_stat (ch, STAT_INT);
char messbuf[128];
ch->searching = TRUE;
base_chance = base_chance + 5*(pInt - 20) ;
if (argument[0]!='\0')
{
inside_obj = get_obj_here (ch, argument);
if (inside_obj == NULL)
{
send_to_char ("You can't find it.\n\r",ch);
ch->searching = FALSE;
return;
}
ptr = inside_obj->contains;
for (;ptr != NULL; ptr=ptr->next_content)
{
if (IS_SET(ptr->extra_flags, ITEM_CONCEALED) && can_see_obj(ch, ptr))
{
chance = base_chance + (ch->level - ptr->level);
chance = URANGE (1, chance, 99);
if (number_percent() < chance)
{
found=TRUE;
ptr->extra_flags -= ITEM_CONCEALED;
}
}
} /* end for loop */
} /* end inside another object routine */
else /*search for objects and doors*/
{
door_chance = ch->level/2 ;
if (pInt > 18)
door_chance = door_chance + 5*(pInt - 18);
ptr = ch->in_room->contents;
for (;ptr != NULL ; ptr=ptr->next_content)
{
if (IS_SET(ptr->extra_flags, ITEM_CONCEALED) && can_see_obj (ch, ptr))
{
chance = base_chance + (ch->level - ptr->level);
chance = URANGE (1, chance, 99);
if (number_percent() < chance)
{
found=TRUE;
ptr->extra_flags -= ITEM_CONCEALED;
}
}
} /* end for loop */
for (count =0; count < 6 ; count++)
{
pexit = ch->in_room->exit[count];
if (!pexit)
continue;
if ( IS_SET(pexit->exit_info, EX_CLOSED)
&& IS_SET(pexit->exit_info, EX_HIDDEN) )
{
if (number_percent() < door_chance) /* found door */
{
sprintf(messbuf, "You find a secret door leading %s!\n\r",
dir_name[count] );
send_to_char (messbuf,ch);
foundHdoor=TRUE;
}
}
} /*end for loop*/
} /* end in room section */
WAIT_STATE (ch, 2*PULSE_VIOLENCE);
if (found)
send_to_char ("You've found something concealed!\n\r",ch);
else if (!found && !foundHdoor)
send_to_char ("You find nothing of interest.\n\r",ch);
ch->searching = FALSE;
return;
}