/***************************************************************************
* 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. *
***************************************************************************/
/**********************************************************
*************** S U N D E R M U D *** 2 . 0 **************
**********************************************************
* The unique portions of the SunderMud code as well as *
* the integration efforts for code from other sources is *
* based primarily on the efforts of: *
* *
* Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) *
* and many others, see "help sundermud" in the mud. *
**********************************************************/
#include "everything.h"
/* command procedures needed */
DECLARE_DO_FUN ( do_yell );
DECLARE_DO_FUN ( do_say );
void do_split args ( ( CHAR_DATA *ch, char *argument, bool tax ) );
/*
* Local functions.
*/
bool remove_obj args ( ( CHAR_DATA * ch, int iWear, bool fReplace ) );
void wear_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace ) );
CHAR_DATA *find_keeper args ( ( CHAR_DATA * ch ) );
int get_cost args ( ( CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy ) );
/* Lotherius added 2 next lines for new shop code */
void obj_to_keeper args ( ( OBJ_DATA * obj, CHAR_DATA * ch ) );
OBJ_DATA *get_obj_keeper args ( ( CHAR_DATA * ch, CHAR_DATA * keeper, char *argument ) );
bool belongs args ( ( CHAR_DATA *ch, OBJ_DATA *obj) );
char *obj_cond args ( ( OBJ_DATA * obj ) );
void check_damage_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, int chance, int damtype ) );
void damage_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, int damage, int damtype ) );
void set_obj_cond args ( ( OBJ_DATA * obj, int condition ) );
/* Lotherius - taxation. Characters will be payed amount - any applicable taxes
* Don't exclude NPC's... They pay taxes too if they get gold with do_pay
* Send any message about the character getting gold like normal, this will only
* inform of any taxes paid.
*/
void do_pay ( CHAR_DATA *ch, int amount )
{
int tax;
if ( amount <= 0 ) // No tax on negative amounts
{
ch->gold += amount;
return;
}
// All non-clan taxes should be added above here.
//
if ( IS_NPC ( ch ) )
return;
if ( !ch->pcdata->clan )
{
ch->gold += amount;
return;
}
// Below here assumes ch->pcdata->clan == TRUE
// Do clan taxation
//
if ( ch->pcdata->clan->clanmtax > 0 )
{
tax = amount * ch->pcdata->clan->clanmtax / 100;
if ( tax > 0 )
{
// Below is an example of some of the wierd mistakes the compiler DOESN'T catch...
// send_to_char ( "You are charged ${Y%d{x tax by your clan.\n\r", ch );
// Which I did all too often, which is why I wrote the following:
form_to_char ( ch, "You are charged ${Y%d{x tax by your clan.\n\r", tax );
amount -= tax;
ch->pcdata->clan->clanbank += tax;
}
}
ch->gold += amount;
return;
}
/* RT part of the corpse looting code */
/* Lotherius - extended.. */
bool can_loot ( CHAR_DATA * ch, OBJ_DATA * obj )
{
CHAR_DATA *owner, *wch;
if ( IS_IMMORTAL ( ch ) )
return TRUE;
if ( !obj->owner || obj->owner == NULL )
return TRUE;
owner = NULL;
for ( wch = char_list; wch != NULL; wch = wch->next )
if ( !str_cmp ( wch->name, obj->owner ) )
owner = wch;
if ( owner == NULL )
return TRUE;
if ( !str_cmp ( ch->name, owner->name ) )
return TRUE;
if ( !IS_NPC ( owner ) && IS_SET ( owner->act, PLR_CANLOOT ) )
return TRUE;
if ( is_same_group ( ch, owner ) )
return TRUE;
return FALSE;
}
void get_obj ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container )
{
CHAR_DATA *gch;
int members;
if ( !CAN_WEAR ( obj, ITEM_TAKE ) )
{
send_to_char ( "You can't take that.\n\r", ch );
return;
}
if (obj->owner && IS_NPC(ch) )
return;
if ( ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) )
{
act ( "$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 ( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( !can_loot ( ch, obj ) )
return;
if ( obj->in_room != NULL )
{
for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room )
if ( gch->on == obj )
{
act ( "$N appears to be using $p.", ch, obj, gch, 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 )
{
if ( !IS_SET ( ch->act, PLR_AUTOSPLIT ) )
do_pay ( ch, obj->value[0] );
else
{ /* 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 )
{
ch->gold += obj->value[0];
// itos is my int to char cheat.
do_split ( ch, itos(obj->value[0]), TRUE );
}
else
do_pay ( ch, obj->value[0] );
}
extract_obj ( obj );
}
else
{
obj_to_char ( obj, ch );
if ( HAS_TRIGGER_OBJ( obj, TRIG_GET ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GET );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GET ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GET );
}
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 ) ||
is_name_abbv ( &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, NULL, 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 ) ||
is_name_abbv ( &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, NULL, 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 $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry ( ch, arg1, NULL ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char ( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( get_obj_weight ( obj ) + get_obj_weight ( container )
> container->value[0] )
{
send_to_char ( "It won't fit.\n\r", ch );
return;
}
if ( container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR ( container, ITEM_TAKE ) )
{
if ( obj->timer )
{
send_to_char( "Only permanent items may go in the pit.\n\r", ch );
return;
}
else
obj->timer = number_range ( 100, 200 ); /* This was outside the following bracket before, instead of inside -- oopsie */
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
act ( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act ( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0'
|| is_name ( &arg1[4], obj->name )
|| is_name_abbv ( &arg1[4], obj->name ) )
&& can_see_obj ( ch, obj )
&& obj->wear_loc == WEAR_NONE && obj != container
&& can_drop_obj ( ch, obj )
&& get_obj_weight ( obj ) + get_obj_weight ( container ) <= container->value[0] )
{
if ( container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR ( obj, ITEM_TAKE ) )
{
if ( obj->timer )
continue;
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
act ( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act ( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
return;
}
void do_drop ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Drop what?\n\r", ch );
return;
}
if ( is_number ( arg ) )
{
/* 'drop NNNN coins' */
int amount;
amount = atoi ( arg );
argument = one_argument ( argument, arg );
if ( amount <= 0
|| ( str_cmp ( arg, "coins" ) &&
str_cmp ( arg, "coin" ) &&
str_cmp ( arg, "gold" ) ) )
{
send_to_char ( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char ( "You haven't got that many coins.\n\r", ch );
return;
}
ch->gold -= amount;
for ( obj = ch->in_room->contents; obj != NULL;
obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj ( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj ( obj );
break;
}
}
// Well you COULD put an obj script on created money...
// and rooms definitely could respond to dropped money.
obj_to_room ( create_money ( amount ), ch->in_room );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
act ( "$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 ) ) == 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 $p.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name ( &arg[4], obj->name )
|| is_name_abbv ( &arg[4], obj->name ) )
&& can_see_obj ( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj ( ch, obj ) )
{
found = TRUE;
obj_from_char ( obj );
obj_to_room ( obj, ch->in_room );
act ( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act ( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act ( "You are not carrying anything.", ch, NULL, arg, TO_CHAR );
else
act ( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give ( CHAR_DATA * ch, char *argument )
{
char arg1[MIL];
char arg2[MIL];
char buf[MIL];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char ( "Give what to whom?\n\r", ch );
return;
}
if ( is_number ( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
amount = atoi ( arg1 );
if ( amount <= 0 || ( str_cmp ( arg2, "coins" ) && str_cmp ( arg2, "coin" ) &&
str_cmp ( arg2, "gold" ) ) )
{
send_to_char ( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument ( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char ( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char ( "You haven't got that much gold.\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
SNP ( buf, "$n gives you %d gold.", amount );
act ( buf, ch, NULL, victim, TO_VICT );
act ( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
SNP ( buf, "You give $N %d gold.", amount );
act ( buf, ch, NULL, victim, TO_CHAR );
/*
* Bribe trigger
*/
if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_BRIBE ) )
p_bribe_trigger( victim, ch, amount );
return;
}
if ( ( obj = get_obj_carry ( ch, arg1, NULL ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char ( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
/* Players & charmed mobs may not give to a shop. All others may. */
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
if (!IS_NPC(ch) )
{
act("$N tells you 'Sorry, you'll have to sell that.'", ch,NULL,victim,TO_CHAR);
ch->reply = victim;
return;
}
else
{
if (IS_AFFECTED ( ch, AFF_CHARM ) )
{
act ("$N tells $n that $s master needs to get a life.", ch,NULL,victim,TO_NOTVICT);
return;
}
}
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number ( obj ) > can_carry_n ( victim ) )
{
act ( "$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 ( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char ( obj );
obj_to_char ( obj, victim );
MOBtrigger = FALSE;
act ( "$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 );
MOBtrigger = TRUE;
/*
* Give trigger
*/
if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_GIVE ) )
p_give_trigger( victim, NULL, NULL, ch, obj, TRIG_GIVE );
if ( HAS_TRIGGER_OBJ( obj, TRIG_GIVE ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GIVE );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GIVE ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE );
return;
}
/* envenom added Lotherius */
/* 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 ) || obj->owner )
{
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 ) ) == 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 a different kind of 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 $p.", ch, obj, NULL, TO_CHAR );
obj->value[2] = 0;
obj->value[1] = obj->value[0];
return;
}
void do_drink ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
// Why one_argument?
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char ( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char ( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
/* I guess I was thinking of owned drink containers?? */
if (obj->owner && !belongs(ch, obj) )
{
send_to_char( "The liquid does not quench your thirst.\n\r", ch);
return;
}
switch ( obj->item_type )
{
default:
send_to_char ( "You can't drink from that.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if ( !IS_NPC ( ch ) )
ch->pcdata->condition[COND_THIRST] = 48;
act ( "$n drinks from $p.", ch, obj, NULL, TO_ROOM );
send_to_char ( "You are no longer thirsty.\n\r", ch );
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char ( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bugf ( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act ( "$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 feel sick.\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 ) ) == 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 ( "You can't eat that.\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 feel sick.\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 $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
if ( unequip_char ( ch, obj ) )
{
if ( HAS_TRIGGER_OBJ( obj, TRIG_REMOVE ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_REMOVE );
else
{
act ( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act ( "You stop using $p.", ch, obj, NULL, TO_CHAR );
}
}
return TRUE;
}
/*
* New wear_obj by Lotherius - Still wears one object, hopefully less haphazard :)
* Option: fReplace = Replace existing objects or not
*
* Notes:
* - TRIG_WEAR: Doesn't block equipping the object. Rather, it replaces the act messages.
* Builders wishing to prevent wearing must remove the object explicitly.
*
* - wear_flags: Builders must take care not to frivolously add too many wear flags.
* The first flag matched in most cases (light & hold are treated specially)
* will be the one attempted. Some of these cases are now checked for in
* db.c - watch the logfile for related bug notices.
*/
void wear_obj ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace )
{
OBJ_DATA *weapon;
OBJ_DATA *tmp;
int sn, skill;
bool wmatch = FALSE;
int wdata; // Which wear_info slot to use...
// Let's first check some failures.
//
switch ( obj->item_type )
{
case ITEM_FURNITURE:
case ITEM_TRASH:
case ITEM_BOAT:
case ITEM_MONEY:
{
act ( "$n can't seem to figure out how to use $p.", ch, obj, NULL, TO_ROOM );
act ( "You can't wear, wield, or use $p.", ch, obj, NULL, TO_CHAR );
return;
}
case ITEM_WEAPON:
if ( !IS_NPC ( ch ) && ch->pcdata->pclass == class_lookup ( "monk" ) )
{
send_to_char ( "Your code does not allow you to take up a weapon.\n\r", ch );
return;
}
case ITEM_ARMOR:
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_SHIELD ) )
{
if ( !IS_NPC ( ch ) && ch->pcdata->pclass == class_lookup ( "monk" ) )
{
send_to_char ( "A shield would impair your fighting style too much.\n\r", ch );
return;
}
}
break;
}
if ( ch->level < obj->level )
{
form_to_char ( ch, "You must be level %d to use this object.\n\r", obj->level );
act ( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM );
return;
}
if (obj->owner && !belongs(ch, obj) )
{
form_to_char ( ch, "The %s belongs to %s, and you cannot use it.\n\r", obj->short_descr, obj->owner );
act ( "$n tries to use $p, but it belongs to someone else.", ch, obj, NULL, TO_ROOM );
return;
}
/* Lotherius - the below left for reference for the day when/if size goes back in. */
/* Zeran - any item type checked after this point will also be
* checked for size. */
// if ( !wear_obj_size ( ch, obj ) )
// return;
// Let's get the proper wear_info and associated flags..
//
for ( wdata = 0; wdata < MAX_WEAR; wdata++ )
{
if ( !IS_SET ( obj->wear_flags, wear_info[wdata].item_flag ) )
continue;
else // Match
{
/* Since there's no ITEM_ flag for lights we have a problem here I'm going to hack around. */
if ( ( wdata == WEAR_HOLD && obj->item_type == ITEM_LIGHT ) ||
( wdata == WEAR_LIGHT && obj->item_type != ITEM_LIGHT ) )
continue;
switch ( wdata ) /* Special cases BEFORE removing an object. */
{
case WEAR_FINGER_L: /* Right doesn't need to be checked, since it comes later in the list. */
tmp = get_eq_char (ch, WEAR_FINGER_L);
if ( tmp ) /* If there is something on the left finger... */
{
tmp = get_eq_char ( ch, WEAR_FINGER_R ); /* Check for something on the right. */
if ( !tmp ) /* Right finger is empty */
continue; /* Skip so that item will be worn on right finger */
/* without removing item on left finger */
}
break;
case WEAR_NECK_1: /* neck 2 comes later in the list, doesn't need checked */
tmp = get_eq_char (ch, WEAR_NECK_1);
if ( tmp ) /* If there is something on Neck 1 */
{
tmp = get_eq_char ( ch, WEAR_FINGER_R ); /* Check for something on Neck 2 */
if ( !tmp ) /* Neck 2 is empty */
continue; /* Skip so that item will be worn on Neck 2 */
/* without removing item on left finger */
}
break;
case WEAR_WRIST_L: /* Same routine - right is later in list, no checking */
tmp = get_eq_char (ch, WEAR_WRIST_L);
if ( tmp ) /* If there is something on the left wrist... */
{
tmp = get_eq_char ( ch, WEAR_WRIST_R ); /* Check for something on the right. */
if ( !tmp ) /* Right wrist is empty */
continue; /* Skip so that item will be worn on right wrist */
/* without removing item on left wrist */
}
break;
default:
break;
}
if ( !remove_obj ( ch, wdata, fReplace ) ) // See if existing can be removed
continue; // Couldn't wear it here.
switch ( wdata ) /* Special cases AFTER removing an object */
{
case WEAR_HOLD:
weapon = get_eq_char(ch,WEAR_WIELD2);
if (weapon)
{
send_to_char("You don't have a free hand.\n\r", ch);
return;
}
weapon = get_eq_char(ch, WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE && IS_SET(weapon->wear_flags, ITEM_TWO_HANDS))
{
send_to_char("It takes both of your hands just to hold your weapon!\n\r", ch);
return;
}
break;
case WEAR_WIELD:
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
|| get_eq_char ( ch, ITEM_HOLD) != NULL ) )
{
send_to_char ( "You need two hands free for that weapon.\n\r", ch );
return;
}
break;
case WEAR_WIELD2:
// Special case! Wield must have been checked before wield2... The order of the
// wear_info assures that, another reason not to change the order!
//
// This will direct the player to use the dual command.
if (get_skill ( ch, gsn_dual ) > 1)
{
send_to_char ( "To wield a weapon in your off hand, use the \"dual\" command.\n\r", ch );
return;
}
if ( fReplace )
send_to_char ( "You'd be better off with a martini in your off hand.", ch );
return;
break;
case WEAR_SHIELD:
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 weapon is far too large for you to use a shield.\n\r", ch );
return;
}
weapon = get_eq_char ( ch, WEAR_WIELD2 );
if ( weapon != NULL )
{
send_to_char( "A shield would throw off your balance while dual wielding.\n\r", ch );
return;
}
break;
/* Special cases have been handled, now continue on with normal procedure. */
default:
break;
}
if ( equip_char ( ch, obj, wdata ) )
{ // Successful wearing.
wmatch = TRUE;
if ( HAS_TRIGGER_OBJ ( obj, TRIG_WEAR ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_WEAR );
else
{ // Do stuff for the item type.
switch ( wear_info[wdata].item_flag ) // Switch by wear location
{
// Only need case statements for items that won't match the grammer
// of the generic act at the end correctly.
case ITEM_HOLD:
if ( obj->item_type == ITEM_LIGHT )
{
act ( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act ( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
}
else
{
act ( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
act ( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
}
break;
case ITEM_WEAR_SHIELD:
act ( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_WEAR_ABOUT:
act ( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_WIELD:
act ( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act ( "You wield $p.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_WEAR_PRIDE:
act ( "$n wears $p with pride.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p with pride.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_WEAR_FLOAT:
act ( "$p starts floating near $n.", ch, obj, NULL, TO_ROOM );
act ( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR );
break;
default:
{
char buf[MIL];
SNP ( buf, "$n wears $p on $s %s.", wear_info[wdata].name );
act ( buf, ch, obj, NULL, TO_ROOM );
SNP ( buf, "You wear $p on your %s.", wear_info[wdata].name );
act ( buf, ch, obj, NULL, TO_CHAR );
}
break;
}
}
// Do some stuff that must be done even if the triggers went off
// Using a switch here for future expansion if necessary.
switch ( wear_info[wdata].item_flag )
{
case ITEM_WIELD:
sn = get_weapon_sn ( ch, FALSE );
if ( sn == gsn_hand_to_hand )
break;
skill = get_weapon_skill ( ch, sn );
if ( skill >= 100 ) act ( "$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 $p.",ch,obj,NULL,TO_CHAR );
break;
default:
break;
}
}
return; // Successfully removed an object, return now.
}
// End of the !removeobj loop
}
// End of the for loop
//
if ( !wmatch && fReplace )
send_to_char ( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_dual ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *weapon;
one_argument ( argument, arg );
if (get_skill ( ch, gsn_dual ) <= 1)
{
send_to_char ( "You'd be better off with a martini in that hand.\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char ( "Dual wield what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if (obj->owner && !belongs(ch, obj) )
{
form_to_char ( ch, "The %s belongs to %s, and you cannot use it.\n\r", obj->short_descr, obj->owner );
act ( "$n tries to use $p, but it belongs to someone else.", ch, obj, NULL, TO_ROOM );
return;
}
if ( ch->level < obj->level )
{
form_to_char ( ch, "You must be level %d to use this weapon.\n\r", obj->level );
act ( "$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 ( "A shield on your arm would throw off your balance.!\n\r", ch );
return;
}
if ( get_eq_char ( ch, WEAR_HOLD ) != NULL )
{
send_to_char ( "You'll have to put down what you're holding first.\n\r", ch);
return;
}
weapon = get_eq_char(ch,WEAR_WIELD);
if (!weapon)
{
send_to_char ( "You need to be wielding a primary weapon first.\n\r", ch);
return;
}
if (ch->size < SIZE_LARGE && IS_SET(weapon->wear_flags, ITEM_TWO_HANDS))
{
send_to_char ( "Your primary weapon is far too large to hold in one hand.\n\r", ch);
return;
}
if ( get_obj_weight( obj ) > (get_obj_weight(weapon)/2) )
{
send_to_char ( "These two weapons are not balanced.\n\r", ch);
return;
}
if ( equip_char ( ch, obj, WEAR_WIELD2 ) )
{
// A little different here because there's no way to tell TRIG_WEAR that we're dualling
// and we do need such a message.
act ( "You wield $p in your off hand.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_WEAR ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_WEAR );
else
{
act ( "$n dual wields $p.", ch, obj, NULL, TO_ROOM );
}
}
sn = get_weapon_sn ( ch, TRUE );
/* hand to hand??? wtf? */
/* Okay... whatever.... can't hurt, don't see how it would be tho */
if ( sn == gsn_hand_to_hand )
return;
skill = get_weapon_skill ( ch, sn );
if ( skill >= 100 ) act ( "$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 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj->condition <= 2 )
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" */
/* Lotherius - Modified to remove dual wield when primary removed */
void do_remove ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *tmp;
OBJ_DATA *weapon;
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, TRUE ) ) == NULL )
{
if ( !number )
form_to_char ( ch, "You don't have any %s.\n\r", arg2 );
done = TRUE;
continue;
}
if ( obj->wear_loc == WEAR_WIELD )
{
remove_obj ( ch, obj->wear_loc, TRUE );
weapon = get_eq_char ( ch, WEAR_WIELD2 );
if ( weapon != NULL )
{
send_to_char ( "You put away the weapon in your off-hand too...\n\r", ch );
remove_obj ( ch, WEAR_WIELD2, TRUE );
}
}
else
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, TRUE ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc == WEAR_WIELD )
{
remove_obj ( ch, obj->wear_loc, TRUE );
weapon = get_eq_char ( ch, WEAR_WIELD2 );
if ( weapon != NULL )
{
send_to_char ( "You put away the weapon in your off-hand too...\n\r", ch );
remove_obj ( ch, WEAR_WIELD2, TRUE );
}
}
else
remove_obj ( ch, obj->wear_loc, TRUE );
return;
}
// Donate is located in clan.c, and is a bit different than normal donation.
// Now does all.foo AND all
void do_sacrifice ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int gold;
int count, sac_count = 0;
bool done = FALSE;
bool is_all = FALSE;
bool is_many = FALSE;
CHAR_DATA *gch; // For autosplit
int members; // For autosplit
char buffer[100]; // For autosplit
one_argument ( argument, arg );
if (IS_NPC(ch))
{
act( "$n wouldn't know whom to offer it to.", ch, NULL, NULL, TO_ROOM );
return;
}
if ( arg[0] == '\0' || !str_cmp ( arg, ch->name ) )
{
act ( "$n offers $mself to Zeran, who graciously declines.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "Zeran appreciates your offer and may accept it later.\n\r", ch );
return;
}
/* Lotherius - Check for "all" first */
if ( !str_cmp ( arg, "all" ) )
{
is_many = TRUE;
is_all = TRUE;
}
else /* Then check for all.foo */
{
count = number_argument ( arg, arg2 );
if ( count == -1 ) // all.foo foo is in arg2
{
is_many = TRUE;
if ( arg2 == NULL || arg2[0] == '\0' )
{
send_to_char ( "You'd like to sacrifice all of what?\n\r", ch );
}
SLCPY ( arg, arg2 );
}
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( is_all == FALSE ) // Do we need to check keyword?
{
// Not everything....
if ( !is_name( arg2, obj->name ) && !is_name_abbv( arg2, obj->name ) ) // Not a match
continue; // Skip to next item.
// Is this the ONLY match we want?
if ( is_many == FALSE )
done = TRUE; // Exit at the end of the loop if "is_many" is false.
}
if ( obj == NULL )
bugf ( "Null obj got into the loop on do_sacrifice." );
if ( IS_SET ( obj->extra_flags, ITEM_NO_SAC ) || obj->owner )
{
send_to_char ( "That object cannot be sacrificed.\n\r", ch );
return;
}
for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( gch->on == obj )
{
act ( "$N appears to be using $p.", ch, obj, gch, TO_CHAR );
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 )
SNP ( buffer, "Zeran doesn't seem to notice your sacrifice of $p." );
else
SNP ( buffer, "Zeran gives you %d gold for your $p.", gold );
act ( buffer, ch, obj, NULL, TO_CHAR );
if ( !IS_SET ( ch->act, PLR_AUTOSPLIT ) )
do_pay ( ch, gold );
else // Do autosplit
{
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group ( gch, ch ) )
members++;
}
if ( members > 1 && gold > 1 )
{
ch->gold += gold;
SNP ( buffer, "%d", gold );
do_split ( ch, buffer, TRUE );
}
else
do_pay ( ch, gold );
}
act ( "$n sacrifices $p to Zeran.", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
sac_count++;
if ( done )
return;
}
// End of for loop.
return;
}
void do_quaff ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL )
{
send_to_char ( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char ( "You can quaff only potions.\n\r", ch );
return;
}
if ( ch->level < obj->level )
{
send_to_char ( "This liquid is too powerful for you to drink.\n\r", ch );
return;
}
act ( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act ( "You quaff $p.", ch, obj, NULL, TO_CHAR );
obj_cast_spell ( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[3], obj->value[0], ch, ch, NULL );
/* Zeran - add waitstate to stop speed quaffing. */
WAIT_STATE ( ch, PULSE_VIOLENCE ); /* 1 potion per fight round */
extract_obj ( obj );
return;
}
void do_recite ( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( ( scroll = get_obj_carry ( ch, arg1, NULL ) ) == NULL )
{
send_to_char ( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char ( "You can recite only scrolls.\n\r", ch );
return;
}
if ( ch->level < scroll->level )
{
send_to_char( "This scroll is too complex for you to comprehend.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, NULL, arg2 ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
}
act ( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act ( "You recite $p.", ch, scroll, NULL, TO_CHAR );
WAIT_STATE ( ch, PULSE_VIOLENCE );
if ( number_percent ( ) >= 20 + get_skill ( ch, gsn_scrolls ) * 4 / 5 )
{
send_to_char ( "You mispronounce a syllable.\n\r", ch );
check_improve ( ch, gsn_scrolls, FALSE, 2 );
}
else
{
obj_cast_spell ( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell ( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell ( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve ( ch, gsn_scrolls, TRUE, 2 );
}
extract_obj ( scroll );
return;
}
void do_brandish ( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char ( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char ( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char ( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bugf ( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act ( "$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 $p.", ch, staff, NULL, TO_CHAR );
act ( "...and nothing happens.", ch, NULL, NULL, TO_ROOM );
check_improve ( ch, gsn_staves, FALSE, 2 );
}
else
{
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bugf ( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC ( ch ) ? IS_NPC ( vch ) : !IS_NPC ( vch ) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC ( ch ) ? !IS_NPC ( vch ) : IS_NPC ( vch ) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell ( staff->value[3], staff->value[0],
ch, vch, NULL );
check_improve ( ch, gsn_staves, TRUE, 2 );
}
}
}
if ( --staff->value[2] <= 0 )
{
act ( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act ( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj ( staff );
}
return;
}
void do_zap ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char ( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char ( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char ( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char ( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char ( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act ( "$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 arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
int togain;
int chance_to_steal;
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, NULL, 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 ( victim->master == ch )
{
send_to_char ( "It's already yours.\n\r", ch);
return;
}
if ( is_safe ( ch, victim, TRUE ) )
return;
if ( !IS_NPC ( victim ) && is_safe ( ch, victim, TRUE ) )
{
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;
}
/* Fast automatic failures done, so apply the wait state now since
* the stealing attempt is going to take place */
WAIT_STATE ( ch, skill_table[gsn_steal].beats );
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 = 3 * ( diff - 10 );
if ( abs ( diff ) > 10 )
percent -= modifier;
}
/* ok, lets see what happens */
/* 4/11/99 Zeran - fix bug. If PC, use skill %, if a mob, make up
* a value
*/
if ( IS_NPC ( ch ) )
chance_to_steal = 50;
else
chance_to_steal = ch->pcdata->learned[gsn_steal];
if ( percent > chance_to_steal )
{ /*failed, didn't get object */
form_to_char ( ch, "You failed to steal from %s.\n\r", PERS ( victim, 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
* With the new obj_carry this shouldn't be necessary, however I
* haven't updated this code yet - Lotherius
*/
bool add_det_invis = FALSE;
bool remove_blind = FALSE;
/* Zeran - fixed bug, target may already have this vision level */
if ( CAN_DETECT ( ch, DET_INVIS ) && !CAN_DETECT ( victim, DET_INVIS ) )
{
add_det_invis = TRUE;
SET_BIT ( victim->detections, DET_INVIS );
}
if ( IS_AFFECTED ( victim, AFF_BLIND ) )
{
remove_blind = TRUE;
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
{
victim->gold -= amount;
form_to_char ( ch, "Bingo! You got %d gold coins.\n\r", amount );
do_pay (ch, amount );
check_improve ( ch, gsn_steal, TRUE, 2 );
togain = ( victim->level - ch->level ) + 3;
if ( togain >= 1 )
{
togain = togain * 2.5; /* XP Boost Changes */
gain_exp ( ch, togain );
}
}
}
else if ( ( obj = get_obj_carry ( victim, arg1, NULL ) ) == 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 if (obj->owner && !belongs(ch, obj) )
form_to_char ( ch, "The %s belongs to %s, and you cannot have it.\n\r", obj->short_descr, obj->owner );
else
{
form_to_char ( ch, "Bingo! You got %s. Better run while you can.\n\r", obj->short_descr );
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 )
{
togain = togain * 2.5;
gain_exp ( ch, togain );
}
}
/*restore victim previous vision */
if ( add_det_invis )
SET_BIT (victim->detections, DET_INVIS );
if ( remove_blind )
SET_BIT (victim->affected_by, AFF_BLIND );
}
/* Now, see if anyone noticed the thievery */
{
CHAR_DATA *person;
int chance;
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 ) )
{
form_to_char ( ch, "You notice %s trying to steal from %s!\n\r",
PERS ( ch, person ), PERS ( victim, person ) );
continue;
}
if ( ( person == victim ) && !IS_NPC ( person ) )
{
form_to_char ( ch, "%s is trying to steal from you!\n\r",
( victim->position >= POS_RESTING ) ? PERS ( ch, person ) :
"Someone" );
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 */
return;
}
/*
* Shopping commands.
*/
/* Say when a shop is open... */
void do_hours( CHAR_DATA *ch, char *args )
{
char buf[MIL];
CHAR_DATA *keeper;
SHOP_DATA *pShop;
/* Check parms... */
if ( args[0] != '\0' )
{
send_to_char("Syntax: hours\n\r", ch);
return;
}
/* Find shop keeper... */
pShop = NULL;
keeper = ch->in_room->people;
while ( keeper != NULL && pShop == NULL )
{
if ( keeper->pIndexData != NULL )
pShop = keeper->pIndexData->pShop;
if (pShop == NULL)
keeper = keeper->next_in_room;
}
if ( pShop == NULL )
{
send_to_char( "There is no shop keeper here.\n\r", ch );
return;
}
/* Invisible or hidden people... */
if ( !can_see( keeper, ch ) )
{
do_say( keeper, "What? Who said that? Is somebody there?" );
return;
}
/* Report opening hours... */
if ( pShop->open_hour == 0 && pShop->close_hour == 23 )
{
do_say(keeper, "I am always open!");
return;
}
else if ( pShop->open_hour == 0 )
{
SNP ( buf, "I am open from midnight until %d:00.", (pShop->close_hour + 1));
do_say(keeper, buf);
return;
}
else if ( pShop->close_hour == 23 )
{
SNP(buf, "I am open from %d:00 until midnight.", pShop->open_hour);
do_say(keeper, buf);
return;
}
else
{
SNP(buf, "I am open from %d:00 until %d:00.",
pShop->open_hour, (pShop->close_hour + 1));
do_say(keeper, buf);
return;
}
/* All done... */
return;
}
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!" );
SNP ( 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!" );
SNP ( 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 && !IS_IMMORTAL ( ch ) )
{
do_say ( keeper, "Sorry, I am closed. Come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour && !IS_IMMORTAL ( ch ) )
{
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;
}
/* Lotherius - 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 );
}
/* get an object from a shopkeeper's list - Lotherius*/
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, i;
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];
}
/* Reduce cost for object condition */
if (obj->condition < 100)
{
cost = cost * obj->condition/100;
}
/* Thanks to CthulhuMud for the following addition */
/* Reduce offer price to conserve gold... */
if (!fBuy)
{
i = 9000;
while ( keeper->gold < i )
{
cost -= (cost/10);
i -= 1000;
}
if ( cost > keeper->gold / 2 )
{
cost /= 2;
}
}
/* Boost price to increase gold reserves... */
if (fBuy)
{
i = 9000;
while ( keeper->gold < i )
{
cost += (cost/20);
i -= 1000;
}
}
/* Sanity checking */
if (cost < 1 && !fBuy) return 0;
if (cost <1 && fBuy) return 10;
return cost;
}
void do_buy ( CHAR_DATA * ch, char *argument )
{
char buf[MSL];
char arg[MIL];
int cost;
int 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_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 )
{
bugf ( "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, NULL, 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 */
/* Therefore we won't run it on low cost items
* but no reason to disable haggle altogether -- Lotherius
*/
roll = number_percent();
if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle] && cost >= 20 )
{
cost -= cost / 2 * roll / 100;
form_to_char ( ch, "You haggle the price down to %d coins.\n\r",cost);
check_improve(ch,gsn_haggle,TRUE,4);
}
ch->gold -= cost;
sound ("MONEYCLANG.WAV", ch);
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' )
{
SNP ( buf, "%s %s", pet->name, arg );
free_string ( pet->name );
pet->name = str_dup ( buf );
}
SNP ( 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 $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj, *t_obj;
int number, count = 1; /* added for new shop code */
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
number = mult_argument ( argument, arg ); /* Lotherius added for shopcode */
obj = get_obj_carry ( keeper, argument, NULL );
cost = get_cost ( keeper, obj, TRUE );
if ( number < 1 )
{
send_to_char("Yeah right.\n\r", ch);
return;
}
if ( number > 50 )
{
send_to_char("The law does not permit me to sell more than 50 items in one transaction.\n\r", ch);
return;
}
if ( cost <= 0 || !can_see_obj ( ch, obj ) )
{
act ( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
/* Lotherius */
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 ( "$n tells you 'I don't have that many in stock.", keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
}
if ( ch->gold < cost * number ) /* Lotherius added number */
{
if ( number > 1 )
act ( "$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 $p yet'.", keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + number * get_obj_number ( obj ) > can_carry_n ( ch ) )
{
send_to_char ( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight ( obj ) > can_carry_w ( ch ) )
{
send_to_char ( "You can't carry that much weight.\n\r", ch );
return;
}
/* haggle */
/* Zeran - haggle is broken for low priced items */
/* Easy solution, don't run it on low priced items -- Lotherius */
roll = number_percent();
if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle] && cost >=20 )
{
cost -= obj->cost / 2 * roll / 100;
form_to_char ( ch, "You haggle the price down to %d coins.\n\r",cost);
check_improve(ch,gsn_haggle,TRUE,4);
}
/* added for multiple items */
if ( number > 1 )
{
SNP ( buf, "$n buys %d $ps.\n\r", number );
act ( buf, ch, obj, NULL, TO_ROOM );
SNP ( buf, "You buy %d $ps for %d coins.\n\r", number, cost * number );
act ( buf, ch, obj, NULL, TO_CHAR );
}
else
{
act ( "$n buys $p.", ch, obj, NULL, TO_ROOM );
SNP ( buf, "You buy $p for %d coins.\n\r", cost );
act ( buf, ch, obj, NULL, TO_CHAR );
}
sound ("MONEYCLANG.WAV", ch);
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;
/* No more auto-repair */
/* t_obj->condition = 100;*/ /* shopkeeper does auto repairing */
}
}
}
void do_list ( CHAR_DATA * ch, char *argument )
{
bool found;
if ( IS_SET ( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
pRoomIndexNext = get_room_index ( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bugf ( "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 ( "{WPets for sale:\n\r", ch );
}
if ( ch->desc->mxp )
{
form_to_char ( ch, "{w[{G%2d{w] {Y%8d {w- {W", pet->level, 10 * pet->level * pet->level );
form_to_char ( ch, MXP_SECURE "<SEND \"buy %s\" hint=\"Buy It|buy %s\">%s</SEND>\n\r"
MXP_RESET MXP_LLOCK,
pet->name, pet->short_descr, pet->short_descr );
}
else
form_to_char ( ch, "{w[{G%2d{w] {Y%8d {w- {W%s\n\r", pet->level,
10 * pet->level * pet->level, pet->short_descr );
}
}
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;
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 ( "[{gLvl {yPrice {rQty{w] Item\n\r", ch );
}
/* Lotherius added below for multiple listings */
if ( IS_OBJ_STAT ( obj, ITEM_INVENTORY ) )
{
if ( ch->desc->mxp )
{
form_to_char ( ch, "[{G%3d {Y%6d {R---{w] {W", obj->level, cost );
form_to_char ( ch, MXP_SECURE
"<SEND \"buy %s|buy 10*%s\" hint=\"Buy It|buy %s|buy 10 %s\">%s</SEND>"
MXP_RESET MXP_LLOCK,
obj->name, obj->name, obj->short_descr, obj->short_descr, obj->short_descr );
if ( obj->condition < 100 )
form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) );
send_to_char ( "\n\r", ch );
}
else
{
form_to_char ( ch, "[{G%3d {Y%6d {R---{w] {W%s{w", obj->level, cost, obj->short_descr );
if ( obj->condition < 100 )
form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) );
send_to_char ( "\n\r", ch );
}
}
else
{
count = 1;
while ( obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData
&& obj->condition == obj->next_content->condition &&
!str_cmp ( obj->short_descr, obj->next_content->short_descr ) )
{
obj = obj->next_content;
count++;
}
if ( ch->desc->mxp )
{
form_to_char ( ch, "[{G%3d {Y%6d {R%3d{w] {W",
obj->level, cost, count );
form_to_char ( ch, MXP_SECURE
"<SEND \"buy %s|buy %d*%s\" hint=\"Buy It|buy %s|buy %d %s\">%s</SEND>"
MXP_RESET MXP_LLOCK,
obj->name, count, obj->name, obj->short_descr, count,
obj->short_descr, obj->short_descr );
if ( obj->condition < 100 )
form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) );
send_to_char ( "\n\r", ch );
}
else
{
form_to_char ( ch, "[{G%3d {Y%6d {R%3d{w] {W%s{w", obj->level, cost, count,
obj->short_descr );
if ( obj->condition < 100 )
form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) );
send_to_char ( "\n\r", 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[MSL];
char arg[MIL];
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 ) ) == 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 (obj->owner)
{
send_to_char ( "That item is much too valuable to sell.\n\r", ch);
return;
}
if ( !can_see_obj ( keeper, obj ) )
{
act ( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT );
return;
}
/* won't buy rotting goods */
if ( obj->timer )
{
act ( "$n tells you '$p seems to be decaying.'", keeper, obj, ch, TO_VICT );
return;
}
if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 )
{
act ( "$n tells you '$p doesn't seem worth very much to me.'", keeper, obj, ch, TO_VICT );
return;
}
if ( cost > keeper->gold )
{
act ( "$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] && cost >=20 )
{
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);
}
SNP ( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" );
act ( buf, ch, obj, NULL, TO_CHAR );
do_pay ( ch, cost );
keeper->gold -= cost;
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( obj->item_type == ITEM_TRASH )
{
extract_obj ( obj );
}
else
{
obj_from_char ( obj );
/* Timer ... removed the reset of timer so rare items won't purge in shops. Lotherius */
/* obj->timer = number_range(50,100); */
obj_to_keeper ( obj, keeper );
}
return;
}
void do_value ( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL )
{
act ( "$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 ( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT );
return;
}
if (obj->owner)
{
send_to_char ("That item is much too valuable to sell.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 )
{
act ( "$n tells you '$p doesn't seem like it is worth anything to me.'", keeper, obj, ch, TO_VICT );
return;
}
SNP ( buf, "$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 $p, but it is too large for him.", ch, obj, NULL, TO_ROOM );
return FALSE;
}
return TRUE;
}
void do_resize ( CHAR_DATA * ch, char *argument )
{
char *remainder;
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
remainder = one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Resize what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper ( ch ) ) == NULL )
{
send_to_char ( "There is no shopkeeper here.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL )
{
act ( "$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 ( "$n doesn't see what you need to resize.", keeper, NULL, ch, TO_VICT );
return;
}
if (obj->owner && !belongs(ch, obj) )
{
send_to_char ("This item does not belong to you.\n\r", ch);
return;
}
if ( obj->timer )
{
act ( "$n is sad to inform you that $p is not long for the world.", keeper, obj, ch, TO_VICT );
return;
}
if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 )
{
act ( "$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];
SNP ( outbuf, "$n tells you 'Resizing that will cost %d gold.'", cost );
act ( outbuf, keeper, NULL, ch, TO_VICT );
return;
}
if ( cost > ch->gold )
{
char outbuf[128];
SNP ( outbuf, "$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 $p.", keeper, obj, NULL, TO_ROOM ); obj->size = ch->size;
/* Why did we have a waitstate here? */
ch->gold -= cost;
keeper->gold += cost;
return;
}
void do_repair ( CHAR_DATA * ch, char *argument )
{
char *remainder;
char outbuf[128];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
int multiplier = 0;
remainder = one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Repair what?\n\r", ch ); return;
}
// find_keeper notifies player if a keeper can't be found,
// no need to do it again here.
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL )
{
act ( "$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 ( "$n doesn't see what you need to repair.", keeper, NULL, ch, TO_VICT ); return;
}
if ( obj->timer )
{
act ( "$n is sad to inform you that $p is not long for the world.", keeper, obj, ch, TO_VICT );
return;
}
if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 )
{
act ( "$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 ( "$n tells you 'Quit wasting my time, that thing is far too damaged for me to repair.'",
keeper, NULL, ch, TO_VICT ); return;
}
switch ( material_repa ( obj->material ) )
{
case REP_IMPOSSIBLE:
{
act ( "$n tells you 'This material cannot be repaired through normal means.'", keeper, NULL, ch, TO_VICT );
return;
}
break;
case REP_EXTREME:
multiplier = 9;
act ( "$n tells you 'This will be extremely difficult to repair.'", keeper, NULL, ch, TO_VICT );
break;
case REP_HARD:
multiplier = 5.5;
act ( "$n tells you 'This will be hard to repair.'", keeper, NULL, ch, TO_VICT );
break;
case REP_AVGPLUS:
multiplier = 3.5;
act ( "$n tells you 'This can be repaired with a little difficulty.'", keeper, NULL, ch, TO_VICT );
break;
case REP_AVG:
multiplier = 1;
act ( "$n tells you 'I can repair this with no problem.'", keeper, NULL, ch, TO_VICT );
break;
case REP_AVGMINUS:
multiplier = .75;
act ( "$n tells you 'This won't be very hard to repair.'", keeper, NULL, ch, TO_VICT );
break;
case REP_EASY:
multiplier = .5;
act ( "$n tells you 'This will be pretty easy to repair.'", keeper, NULL, ch, TO_VICT );
break;
case REP_BREEZE:
multiplier = .25;
act ( "$n tells you 'This is ridiculously easy to repair.'", keeper, NULL, ch, TO_VICT );
break;
}
cost = obj->cost * keeper->pIndexData->pShop->profit_buy / 100;
cost -= ( cost * obj->condition / 100 );
cost *= multiplier;
remainder = one_argument ( remainder, arg );
if ( !str_cmp ( arg, "cost" ) )
{
SNP ( outbuf, "$n tells you 'Repairing that will cost %d gold.'", cost );
act ( outbuf, keeper, NULL, ch, TO_VICT );
return;
}
if ( cost > ch->gold )
{
SNP ( 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 );
SNP ( 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, 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;
pInt = get_curr_stat ( ch, STAT_INT );
ch->searching = TRUE;
base_chance = base_chance + 5 * ( pInt - 20 );
if ( argument[0] != '\0' )
{
inside_obj = get_obj_here ( ch, NULL, 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 ( IS_SET ( pexit->exit_info, EX_HIDDEN ) )
{
if ( number_percent ( ) < door_chance ) /* found door */
{
form_to_char ( ch, "You find a secret door leading %s!\n\r", dir_name[count] );
REMOVE_BIT ( pexit->exit_info, EX_HIDDEN );
foundHdoor = TRUE;
}
}
}
/*end for loop */
}
/* end in room section */
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 );
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
}
ch->searching = FALSE;
return;
}
int item_lookup(const char *name)
{
int type;
for (type = 0; type_flags[type].name != NULL; type++)
{
if (LOWER(name[0]) == LOWER ( type_flags[type].name[0] )
&& !str_prefix(name, type_flags[type].name ) )
return type_flags[type].bit;
}
return -1;
}
bool belongs (CHAR_DATA *ch, OBJ_DATA *obj)
{
if (!str_cmp(ch->name, obj->owner) )
return TRUE;
return FALSE;
}
void do_owned(CHAR_DATA *ch, char *argument)
{
BUFFER *buffer;
OBJ_DATA *search_obj;
bool found = FALSE;
buffer = buffer_new(1000);
bprintf ( buffer, "{c[Ser #] name location{x\n\r" );
bprintf ( buffer, "{w-------------------------------------------------\n\r" );
for ( search_obj = object_list; search_obj != NULL; search_obj = search_obj->next )
{
if (search_obj->owner && (search_obj->owner[0] != '\0') && (belongs(ch, search_obj )) )
{
if ( search_obj->in_room != NULL )
{
bprintf ( buffer, "[%5d] %-20s in room %s\n\r",
search_obj->serialnum,
search_obj->short_descr,
search_obj->in_room->name );
found = TRUE;
}
else if ( search_obj->in_obj != NULL )
{
bprintf ( buffer, "[%5d] %-20s inside %-20s\n\r",
search_obj->serialnum,
search_obj->short_descr,
search_obj->in_obj->short_descr );
found = TRUE;
}
else if ( search_obj->carried_by != NULL )
{
bprintf ( buffer, "[%5d] %-20s carried by %-20s\n\r",
search_obj->serialnum,
search_obj->short_descr,
PERS ( search_obj->carried_by, ch ) );
found = TRUE;
}
else
continue;
}
}
if ( !found )
send_to_char ("You don't seem to have any owned items in the world.\n\r", ch);
else
page_to_char ( buffer->data, ch );
buffer_free(buffer);
return;
}
/* Zeran - obj condition support */
/* Lotherius - changed show_obj_cond to obj_cond, now returns a text string
* rather than trying to format/show the condition itself, simplifies things
* quite a bit.
*/
char *obj_cond ( OBJ_DATA * obj )
{
if ( IS_SET ( obj->extra_flags, ITEM_NO_COND ) ) /* no show condition, now just doesn't lower condition */
return "perfect";
if ( obj->condition >= 100 ) return "perfect"; // Should never be > 100, but to be safe.
else if ( obj->condition > 90 ) return "very good";
else if ( obj->condition > 80 ) return "good";
else if ( obj->condition > 75 ) return "decent";
else if ( obj->condition > 65 ) return "dented";
else if ( obj->condition > 55 ) return "worn";
else if ( obj->condition > 50 ) return "very worn";
else if ( obj->condition > 35 ) return "weakened";
else if ( obj->condition > 25 ) return "cracked";
else if ( obj->condition > 15 ) return "damaged";
else if ( obj->condition > 0 ) return "broken";
else if ( obj->condition <= 0 ) return "worthless"; // Should never be less than 0
else return "unknown?";
}
void check_damage_obj ( CHAR_DATA * ch, OBJ_DATA * obj, int chance, int damtype )
{
bool checkall = FALSE;
bool done = FALSE;
int damage_pos;
OBJ_DATA *dobj = NULL;
int stop = 0;
/* Assumption - NULL obj means check all equipment */
if ( obj == NULL )
checkall = TRUE;
if ( checkall ) /*damage random equipped item */
{
if ( number_percent ( ) <= chance ) /*something dinged up */
{
while ( ( !done ) && ( stop <= 20 ) ) /* stop prevents infinite loop */
{
damage_pos = number_range ( 1, MAX_WEAR );
if ( ( dobj = get_eq_char ( ch, damage_pos ) ) != NULL )
done = TRUE;
stop++;
}
if ( done )
{
damage_obj ( ch, dobj, 1, damtype );
}
}
else
return;
}
else if ( number_percent ( ) <= chance ) /*damage passed in object */
{
damage_obj ( ch, obj, 1, damtype );
return;
}
return;
}
/*
* Cause damage to 1 object.
* Rewritten to be much more robust - Lotherius
* Could use a lot of tweaking for realism with different material/item_type combinations
*/
void damage_obj ( CHAR_DATA * ch, OBJ_DATA * obj, int damage, int damtype )
{
OBJ_DATA *cobj, *nobj;
int durable;
char dambuf[MIL];
char destbuf[MIL];
if ( obj == NULL )
{
bugf ( "NULL obj passed to damage_obj" );
return;
}
/* We don't wanna damage owned items */
if ( obj->owner )
return;
if ( IS_SET ( obj->extra_flags, ITEM_NO_COND ) ) // We don't damage NO_COND items.
return;
// Modify damage based on Object Durability
durable = material_dura ( obj->material );
if ( durable == DUR_MAX ) // Indestructable
return;
else
durable -= 1; // Subtract 1 from durable amount, since we're adding "damage" back in.
damage += durable; // This way less durable objects take more damage. Simple but effective.
SNP ( dambuf, "has been damaged." ); // Default item damage message.
SNP ( destbuf, "has been destroyed." ); // Default destruction message.
/* Check Damtype */
switch ( damtype )
{
case DAM_NONE: // No damage? Okay....
case DAM_OTHER:
break;
case DAM_BLEEDING: // Should never happen..... I would think.
if ( is_material ( obj->material, MAT_LIVING ) )
{
SNP ( dambuf, "has bled badly." );
SNP ( destbuf, "has been bled dry." );
damage *= 3;
}
else
damage /= 2;
break;
case DAM_BASH:
SNP ( destbuf, "has been crushed." );
if ( is_material ( obj->material, MAT_BREAKABLE ) )
{
SNP ( dambuf, "has been chipped." );
SNP ( destbuf, "has shattered." );
damage *= 5;
}
if ( is_material ( obj->material, MAT_VERYHARD ) )
damage /= 2;
break;
case DAM_PIERCE:
if ( is_material ( obj->material, MAT_LIVING ) )
damage *= 2;
if ( is_material ( obj->material, MAT_SOFT ) )
damage *= 2;
if ( is_material ( obj->material, MAT_SEW ) )
SNP ( destbuf, "has been ripped open." );
break;
case DAM_SLASH:
SNP ( destbuf, "has been sliced in half." );
if ( is_material ( obj->material, MAT_LIVING ) )
damage *= 2;
if ( is_material ( obj->material, MAT_SOFT ) )
damage *= 2;
if ( is_material ( obj->material, MAT_CARVE ) )
damage *= 2;
if ( is_material ( obj->material, MAT_SEW ) )
SNP ( destbuf, "has been ripped open." );
break;
case DAM_FIRE: // Need to split fire into Normal, VHot and Magical so this works right.
SNP ( dambuf, "has been scorched." );
SNP ( destbuf, "has burned to a crisp." );
if ( is_material ( obj->material, MAT_FLAMMABLE ) )
damage *= 5;
if ( is_material ( obj->material, MAT_VERYFLAMMABLE ) )
damage = 100; // Totally destroy very flammable
if ( is_material ( obj->material, MAT_LIVING ) )
damage *= 2;
if ( is_material ( obj->material, MAT_LIQUID ) )
{
SNP ( dambuf, "simmers from the heat." );
SNP ( destbuf, "boils completely away." );
damage *= 1.5; // boiling
}
if ( is_material ( obj->material, MAT_MELT_ALWAYS ) ||
is_material ( obj->material, MAT_MELT_NORMAL ) ||
is_material ( obj->material, MAT_MELT_VHOT ) ||
is_material ( obj->material, MAT_MELT_MAGICAL ) )
{
SNP ( dambuf, "has partially melted." );
SNP ( destbuf, "has melted completely." );
if ( is_material ( obj->material, MAT_MELT_ALWAYS ) )
damage *= 5;
if ( is_material ( obj->material, MAT_MELT_NORMAL ) )
damage *= 3;
if ( is_material ( obj->material, MAT_MELT_VHOT ) )
damage *= 2;
if ( is_material ( obj->material, MAT_MELT_MAGICAL ) )
damage *= 1.5;
}
if ( is_material ( obj->material, MAT_FIREPROOF ) )
damage = 0;
break;
case DAM_COLD:
SNP ( dambuf, "has cracked from cold." );
SNP ( destbuf, "has broken in two from freezing." );
if ( is_material ( obj->material, MAT_LIVING ) )
{
SNP ( dambuf, "has suffered frostbite." );
SNP ( destbuf, "has frozen to death." );
damage *= 2;
}
if ( is_material ( obj->material, MAT_LIQUID ) )
{
switch ( obj->item_type )
{
case ITEM_POTION:
case ITEM_COMPONENT:
damage *= 1.5; // Freezing
SNP ( dambuf, "has gotten too cold and lost some of its magic." );
SNP ( destbuf, "has frozen completely and burst." );
break;
default:
break;
}
}
break;
case DAM_LIGHTNING:
SNP ( dambuf, "was damaged by the lightning." );
if ( is_material ( obj->material, MAT_VERYFLAMMABLE ) )
{
SNP ( destbuf, "caught on fire and burned up." );
damage *= 25; // Catches on fire from electricity
}
if ( is_material ( obj->material, MAT_LIVING ) )
{
SNP ( destbuf, "was electrocuted." );
damage *= 2;
}
if ( is_material ( obj->material, MAT_CONDUCTIVE ) || is_material ( obj->material, MAT_METAL )
|| is_material ( obj->material, MAT_ROCK ) )
damage /= 2;
break;
case DAM_ACID:
if ( !is_material ( obj->material, MAT_ACIDETCH ) )
{
damage = 0; // If acid don't hurt it....
break;
}
SNP ( dambuf, "has been pitted and etched by acid." );
SNP ( destbuf, "has been completely consumed by acid." );
if ( is_material ( obj->material, MAT_ROCK ) ) // Rock is usually more vulnerable
damage *= 1.5;
if ( is_material ( obj->material, MAT_LIVING ) )
damage *= 2;
if ( is_material ( obj->material, MAT_VERYHARD ) )
damage /= 1.5;
if ( is_material ( obj->material, MAT_GASEOUS ) )
damage /= 2;
break;
case DAM_POISON:
if ( !is_material ( obj->material, MAT_LIVING ) )
damage = 0;
else
{
SNP ( dambuf, "suffered from poison." );
SNP ( destbuf, "was poisoned and died." );
}
break;
case DAM_NEGATIVE:
SNP ( dambuf, "was drained of some of its essence." );
SNP ( destbuf, "ceased to exist." );
if ( is_material ( obj->material, MAT_NOMAGIC ) )
damage /= 2;
if ( is_material ( obj->material, MAT_PARTMAGIC ) )
damage /= 1.5;
break;
case DAM_HOLY:
SNP ( dambuf, "suffered from holy wrath." );
SNP ( destbuf, "was obliterated by holy wrath." );
if ( is_material ( obj->material, MAT_NOMAGIC ) )
damage /= 1.5;
if ( !IS_SET ( obj->extra_flags, ITEM_EVIL ) && !IS_SET ( obj->extra_flags, ITEM_ANTI_GOOD ) )
damage = 0; // Non-Evil items don't get wrathed.
break;
case DAM_ENERGY:
if ( is_material ( obj->material, MAT_CONDUCTIVE ) )
damage /= 1.5;
break;
case DAM_MENTAL:
if ( !is_material ( obj->material, MAT_LIVING ) && !is_material ( obj->material, MAT_MAGIC ) )
damage = 0;
break;
case DAM_DISEASE:
if ( !is_material ( obj->material, MAT_LIVING ) )
damage = 0;
break;
case DAM_DROWNING:
if ( is_material ( obj->material, MAT_RUSTABLE ) )
{
SNP ( dambuf, "has rusted." );
SNP ( destbuf, "has rusted into uselessness." );
}
if ( is_material ( obj->material, MAT_INKBLEED ) )
{
SNP ( dambuf, "has lost some of its writing." );
SNP ( destbuf, "has had all the ink washed away." );
damage *= 3;
}
if ( is_material ( obj->material, MAT_DISSOLVE ) )
{
SNP ( dambuf, "has dissolved partially." );
SNP ( destbuf, "has been completely dissolved." );
damage *= 10;
}
if ( is_material ( obj->material, MAT_LIQUID ) || is_material ( obj->material, MAT_GASEOUS ) )
damage = 0;
if ( is_material ( obj->material, MAT_METAL ) || is_material ( obj->material, MAT_ROCK ) )
damage = 0;
break;
case DAM_LIGHT:
if ( is_material ( obj->material, MAT_INKBLEED ) )
{
SNP ( dambuf, "has faded somewhat." );
SNP ( destbuf, "has faded and is now unreadable." );
damage *= 1.5; // Fading...
}
if ( is_material ( obj->material, MAT_METAL ) || is_material ( obj->material, MAT_ROCK ) )
damage = 0;
break;
case DAM_HARM:
if ( is_material ( obj->material, MAT_LIVING ) )
damage *= 2; // Targets living
else
damage = 0;
break;
case DAM_HANDTOHAND:
if ( is_material ( obj->material, MAT_BREAKABLE ) )
{
SNP ( dambuf, "has been cracked." );
SNP ( destbuf, "has been shattered." );
damage *= 3;
}
else if ( is_material ( obj->material, MAT_ROCK ) ||
is_material ( obj->material, MAT_METAL ) ||
is_material ( obj->material, MAT_VERYHARD ) )
damage = 0;
if ( is_material ( obj->material, MAT_SEW ) )
SNP ( destbuf, "has been ripped open." );
break;
default:
break;
}
if ( is_material ( obj->material, MAT_ETHEREAL ) )
damage /= 2; // Ethereal objects take less damage
if ( damage <= 0 ) // We aren't hurting anything
return;
obj->condition -= damage;
obj->condition = URANGE ( 0, obj->condition, 100 );
/*Check for item unusable */
if ( obj->condition <= 0 )
{
form_to_char ( ch, "Your {c%s{w %s\n\r",
( ( obj->short_descr && obj->short_descr[0] != '\0' && can_see_obj ( ch, obj ) )
? obj->short_descr : "Something" ), destbuf );
switch ( obj->item_type )
{
case ITEM_CONTAINER:
case ITEM_CORPSE_PC: // Corpses aren't "safe" containers!
case ITEM_CORPSE_NPC:
for ( cobj = obj->contains; cobj; cobj = nobj )
{
nobj = cobj->next_content;
obj_from_obj ( cobj );
if ( number_bits ( 2 ) == 0 || ch->in_room == NULL )
{
damage_obj ( ch, cobj, 1, damtype );
}
else
{
act ( "Your $p falls to the floor.", ch, cobj, NULL, TO_CHAR );
if ( is_material (cobj->material, MAT_BREAKABLE ) )
damage_obj ( ch, obj, 1, DAM_BASH );
if ( cobj ) // If it wasn't destroyed in the fall
obj_to_room ( cobj, ch->in_room );
}
}
case ITEM_DRINK_CON:
{
act ( "The liquid from $p spills!", ch, obj, NULL, TO_CHAR );
for ( cobj = ch->carrying; cobj != NULL; cobj = nobj )
{
nobj = cobj->next_content;
// Hit only the first of this type of object found.
if ( is_material ( cobj->material, MAT_INKBLEED) || is_material ( cobj->material, MAT_DISSOLVE ) )
{
damage_obj ( ch, obj, 1, DAM_DROWNING );
break;
}
}
}
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char ( ch, obj ); // AC should be 0 if OBJ Condition is 0, so no need to worry about
// double subtraction of AC
extract_obj ( obj );
// Should create a trash obj here to give the character to replace the original.
return;
}
else
{
if ( damage > 1 ) // Don't show low damage amounts.
{
form_to_char ( ch, "Your {c%s{w %s\n\r",
( ( obj->short_descr && obj->short_descr[0] != '\0' && can_see_obj ( ch, obj ) )
? obj->short_descr : "Something" ), dambuf );
}
}
return;
}
/* This function should go now. */
void set_obj_cond ( OBJ_DATA * obj, int condition )
{
int counter;
obj->condition = condition;
if ( obj->item_type == ITEM_ARMOR )
for ( counter = 0; counter < 4; counter++ )
{
obj->value[counter] = obj->valueorig[counter] * ( obj->condition ) / 100;
if ( ( obj->value[counter] == 0 )
&& ( obj->valueorig[counter] != 0 ) )
obj->value[counter] = 1; /*always worth something til it breaks */
}
return;
}
void do_pull ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "Yes, but pull WHAT?\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_PULL ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_PULL );
else
send_to_char ( "Nothing happened.\n\r", ch );
return;
}
void do_push ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "Yes, but push WHAT?\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_PUSH ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_PUSH );
else
send_to_char ( "Nothing happened.\n\r", ch );
return;
}
void do_climb ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "What do you want to climb?\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_CLIMB ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_CLIMB );
else
send_to_char ( "It doesn't seem to go anywhere.\n\r", ch );
return;
}
void do_turn ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "You turn.... Maybe you meant to turn something?\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_TURN ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_TURN );
else
send_to_char ( "Nothing happened.\n\r", ch );
return;
}
void do_play ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "You air lute like the best of them.\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_PLAY ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_PLAY );
else
send_to_char ( "It doesn't seem to be playable.\n\r", ch );
return;
}
void do_twist ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "Come on baby... Let's do the twist... but twist WHAT??\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_TWIST ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_TWIST );
else
send_to_char ( "Nothing happened.\n\r", ch );
return;
}
void do_lift ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
return;
if ( argument[0] == '\0' )
{
send_to_char ( "Yes, but lift WHAT?\n\r", ch );
return;
}
if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL )
{
send_to_char ( "You don't see anything like that.\n\r", ch );
return;
}
if ( HAS_TRIGGER_OBJ( obj, TRIG_LIFT ) )
p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_LIFT );
else
send_to_char ( "Okay.\n\r", ch );
return;
}
void do_dig ( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC ( ch ) )
return;
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DIG ) )
p_percent_trigger( NULL, NULL, ch->in_room, ch, NULL, NULL, TRIG_DIG );
else
send_to_char ( "You find nothing.\n\r", ch );
return;
}
void do_bank ( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC ( ch ) )
return;
if ( ch->pcdata->bankaccount > 0 )
form_to_char ( ch, "You have {Y%ld{w gold coins in the bank.\n\r", ch->pcdata->bankaccount );
else if ( ch->pcdata->bankaccount == 1 )
send_to_char ( "You have {Y1{w lonely coin in the bank.\n\r", ch );
else if ( ch->pcdata->bankaccount == 0 )
send_to_char ( "You have {Rno money{w in the bank.\n\r", ch );
else
form_to_char ( ch, "{RYou owe the bank {Y%ld{R gold coins.{w\n\r", abs(ch->pcdata->bankaccount) );
return;
}
void do_withdraw ( CHAR_DATA *ch, char *argument )
{
long i;
bool all = FALSE;
if ( IS_NPC ( ch ) )
return;
if ( !str_cmp ( argument, "all" ) )
all = TRUE;
else if ( !is_number(argument) )
{
send_to_char ( "Syntax: withdraw <amount>\n\r", ch );
send_to_char ( " withdraw all\n\r", ch );
return;
}
if ( !IS_SET ( ch->in_room->room_flags, ROOM_BANK ) )
{
send_to_char ( "Maybe you should look for a bank first?\n\r", ch );
return;
}
if ( all )
i = ch->pcdata->bankaccount;
else
i = atol( argument );
if ( ch->pcdata->bankaccount < 0 )
{
send_to_char ( "You already owe the bank money!\n\r", ch );
return;
}
else if ( i < 0 )
{
send_to_char ( "You can't withdraw a negative amount!\n\r", ch );
return;
}
else if ( i == 0 )
{
send_to_char ( "The banker stares at you blankly.\n\r", ch );
return;
}
else if ( i > ch->pcdata->bankaccount )
{
send_to_char ( "You don't have that much money in your account!\n\rPerhaps you could take out a loan?\n\r", ch );
return;
}
ch->pcdata->bankaccount -= i;
ch->gold += i;
form_to_char ( ch, "You withdraw {Y%ld{w coin%s from your account.\n\r", i, i > 1 ? "s" : "" );
save_char_obj ( ch );
return;
}
void do_deposit ( CHAR_DATA *ch, char *argument )
{
long i;
bool all = FALSE;
if ( IS_NPC ( ch ) )
return;
if ( !str_cmp ( argument, "all" ) )
all = TRUE;
else if ( !is_number(argument) )
{
send_to_char ( "Syntax: deposit <amount>\n\r", ch );
send_to_char ( " deposit all\n\r", ch );
return;
}
if ( !IS_SET ( ch->in_room->room_flags, ROOM_BANK ) )
{
send_to_char ( "Maybe you should look for a bank first?\n\r", ch );
return;
}
if ( all )
i = ch->gold;
else
i = atol( argument );
if ( ch->gold <= 0 )
{
send_to_char ( "You haven't got any gold!\n\r", ch );
return;
}
else if ( i < 0 )
{
send_to_char ( "If you want to withdraw money, try withdraw!\n\r", ch );
return;
}
else if ( i == 0 )
{
send_to_char ( "The banker stares at you blankly.\n\r", ch );
return;
}
else if ( i > ch->gold )
{
send_to_char ( "You don't have that much mony on hand!\n\r", ch );
return;
}
ch->pcdata->bankaccount += i;
ch->gold -= i;
form_to_char ( ch, "You deposit {Y%ld{w coin%s into your account.\n\r", i, i > 1 ? "s" : "" );
save_char_obj ( ch );
return;
}
void do_borrow ( CHAR_DATA *ch, char *argument )
{
int i, j;
bool fAuto = FALSE;
if ( IS_NPC ( ch ) )
return;
if ( !str_cmp ( argument, "auto" ) )
fAuto = TRUE;
if ( argument[0] == '\0' || (fAuto) )
{
i = ( ch->level * ( ch->level*2) ) + 100;
if ( ch->pcdata->bankaccount < 0 )
{
if ( !fAuto )
form_to_char ( ch, "You already owe the bank {Y%ld{w coin%s.\n\r", abs(ch->pcdata->bankaccount ),
abs(ch->pcdata->bankaccount) > 1 ? "s" : "" );
i += ch->pcdata->bankaccount;
if ( i > 0 )
{
form_to_char ( ch, "You may borrow {Y%d{w more coin%s.\n\r", i, i > 1 ? "s" : "" );
if ( !fAuto )
send_to_char ("All loans are charged a 25% loan fee plus a processing fee equal to your level.\n\r",
ch );
}
else
send_to_char ( "{RYour credit is currently maxxed.{w\n\r", ch );
return;
}
form_to_char ( ch, "You may borrow up to {Y%d{w coins.\n\r", i );
return;
}
else if ( !is_number(argument) )
{
send_to_char ( "Syntax: borrow <amount>\n\r", ch );
return;
}
if ( !IS_SET ( ch->in_room->room_flags, ROOM_BANK ) )
{
send_to_char ( "Maybe you should look for a bank first?\n\r", ch );
return;
}
j = atoi(argument);
if ( j <= 0 )
{
send_to_char ( "Please specify a realistic amount.\n\r", ch );
return;
}
i = ( ch->level * ( ch->level*2) ) + 100;
if ( ch->pcdata->bankaccount < 0 )
i += ch->pcdata->bankaccount;
if ( i <= 0 )
{
send_to_char ( "{RYour credit is maxxed.{w\n\r", ch );
return;
}
if ( j > i )
{
form_to_char ( ch, "{RYou may only borrow {Y%d{w coins at this time.{w\n\r", i );
return;
}
if ( ch->pcdata->bankaccount > 0 )
{
if ( j <= ch->pcdata->bankaccount )
{
form_to_char ( ch, "The bank knows you already have {Y%ld{w coins in your account and {Rdeclines{w the loan.\n\r",
ch->pcdata->bankaccount );
return;
}
else
{
int k;
k = ch->pcdata->bankaccount;
ch->pcdata->bankaccount -= k;
ch->gold += k;
j -= k;
form_to_char ( ch, "Your loan has been reduced to {Y%d{w since you already had {Y%d{w in your account.\n\r",
j, k );
send_to_char ( " {C({wThe amount has been included in the proceeds you recieve{C){w\n\r", ch );
}
}
form_to_char ( ch, "You borrow {Y%ld{w coins from the bank.\n\r", j );
form_to_char ( ch, "A {Y%d{w gold piece fee has been charged for this loan.\n\r", (j/4)+ch->level );
ch->pcdata->bankaccount -= ( j + (j/4) );
ch->gold += j;
save_char_obj ( ch );
return;
}