/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock *
* *
* Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little *
* This mud is NOT to be copied in whole or in part, or to be run without *
* the permission of Matthew Little. Nobody else has permission to *
* authorise the use of this code. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container));
CD *find_keeper args ((CHAR_DATA * ch));
int get_cost args ((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void sheath args ((CHAR_DATA * ch, bool right));
void draw args ((CHAR_DATA * ch, bool right));
char *special_item_name args ((OBJ_DATA * obj));
void call_all args ((CHAR_DATA * ch));
void call_bags args ((CHAR_DATA * ch));
void give_token args ((CHAR_DATA * questmaster, CHAR_DATA * ch, int value));
#undef CD
void do_call (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim = NULL;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("What object do you wish to call?\n\r", ch);
return;
}
if (IS_NPC (ch))
{
send_to_char ("Not while switched.\n\r", ch);
return;
}
if (!IS_HEAD (ch, LOST_HEAD))
{
act ("Your eyes flicker with yellow energy.", ch, NULL, NULL, TO_CHAR);
act ("$n's eyes flicker with yellow energy.", ch, NULL, NULL, TO_ROOM);
}
if (!str_cmp (arg, "all"))
{
call_bags (ch);
call_all (ch);
return;
}
/*
else if (!str_cmp (arg, "bags"))
{
call_bags (ch);
return;
}
*/
if ((obj = get_obj_world (ch, arg)) == NULL)
{
send_to_char ("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
if (obj->questowner == NULL || strlen (obj->questowner) < 2
|| str_cmp (obj->questowner, ch->name) || obj->item_type == ITEM_PAGE)
{
send_to_char ("Nothing happens.\n\r", ch);
return;
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC (victim) && victim->desc != NULL
&& victim->desc->connected != CON_PLAYING)
return;
/*
if (!IS_NPC (ch) && ch->desc != NULL
&& obj->carried_by->desc->connected != CON_PLAYING)
return;
*/
act ("$p suddenly vanishes from your hands!", victim, obj, NULL,
TO_CHAR);
act ("$p suddenly vanishes from $n's hands!", victim, obj, NULL,
TO_ROOM);
obj_from_char (obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room (ch);
char_to_room (ch, objroom);
act ("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM);
if (chroom == objroom)
act ("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR);
char_from_room (ch);
char_to_room (ch, chroom);
obj_from_room (obj);
}
else if (obj->in_obj != NULL)
obj_from_obj (obj);
else
{
if (!IS_HEAD (ch, LOST_HEAD))
send_to_char ("Nothing happens.\n\r", ch);
return;
}
obj_to_char (obj, ch);
if (IS_SET (obj->extra_flags, ITEM_SHADOWPLANE))
REMOVE_BIT (obj->extra_flags, ITEM_SHADOWPLANE);
act ("$p materializes in your hands.", ch, obj, NULL, TO_CHAR);
act ("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM);
do_autosave (ch, "");
if (victim != NULL)
do_autosave (victim, "");
return;
}
void call_all (CHAR_DATA * ch)
{
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (obj->questowner == NULL || strlen (obj->questowner) < 2
|| str_cmp (ch->name, obj->questowner)
|| obj->item_type == ITEM_PAGE)
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj)
;
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
continue;
}
if (obj->carried_by != NULL)
{
if (obj->carried_by == ch || obj->carried_by->desc == NULL)
{
if (!IS_NPC (obj->carried_by))
return;
}
act ("$p suddenly vanishes from your hands!", obj->carried_by, obj,
NULL, TO_CHAR);
act ("$p suddenly vanishes from $n's hands!", obj->carried_by, obj,
NULL, TO_ROOM);
SET_BIT (obj->carried_by->extra, EXTRA_CALL_ALL);
obj_from_char (obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room (ch);
char_to_room (ch, objroom);
act ("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM);
if (chroom == objroom)
act ("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR);
char_from_room (ch);
char_to_room (ch, chroom);
obj_from_room (obj);
}
else if (obj->in_obj != NULL)
obj_from_obj (obj);
else
continue;
obj_to_char (obj, ch);
if (IS_SET (obj->extra_flags, ITEM_SHADOWPLANE))
REMOVE_BIT (obj->extra_flags, ITEM_SHADOWPLANE);
if (!IS_HEAD (ch, LOST_HEAD))
{
act ("$p materializes in your hands.", ch, obj, NULL, TO_CHAR);
act ("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM);
}
}
if (!found && !IS_HEAD (ch, LOST_HEAD))
send_to_char ("Nothing happens.\n\r", ch);
for (d = first_descriptor; d != NULL; d = d->next)
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
if (IS_NPC (victim))
continue;
if (ch != victim && !IS_EXTRA (victim, EXTRA_CALL_ALL))
continue;
REMOVE_BIT (victim->extra, EXTRA_CALL_ALL);
do_autosave (victim, "");
do_autosave (ch, "");
}
return;
}
void call_bags (CHAR_DATA * ch)
{
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (obj->questowner == NULL || strlen (obj->questowner) < 2
|| str_cmp (ch->name, obj->questowner)
|| obj->item_type != ITEM_CONTAINER)
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj)
;
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
continue;
}
if (obj->carried_by != NULL)
{
if (obj->carried_by == ch || obj->carried_by->desc == NULL)
{
if (!IS_NPC (obj->carried_by))
return;
}
act ("$p suddenly vanishes from your hands!", obj->carried_by, obj,
NULL, TO_CHAR);
act ("$p suddenly vanishes from $n's hands!", obj->carried_by, obj,
NULL, TO_ROOM);
SET_BIT (obj->carried_by->extra, EXTRA_CALL_ALL);
obj_from_char (obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room (ch);
char_to_room (ch, objroom);
act ("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM);
if (chroom == objroom)
act ("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR);
char_from_room (ch);
char_to_room (ch, chroom);
obj_from_room (obj);
}
else if (obj->in_obj != NULL)
obj_from_obj (obj);
else
continue;
obj_to_char (obj, ch);
if (IS_SET (obj->extra_flags, ITEM_SHADOWPLANE))
REMOVE_BIT (obj->extra_flags, ITEM_SHADOWPLANE);
if (!IS_HEAD (ch, LOST_HEAD))
{
act ("$p materializes in your hands.", ch, obj, NULL, TO_CHAR);
act ("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM);
}
}
if (!found && !IS_HEAD (ch, LOST_HEAD))
send_to_char ("Nothing happens.\n\r", ch);
for (d = first_descriptor; d != NULL; d = d->next)
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
if (IS_NPC (victim))
continue;
if (ch != victim && !IS_EXTRA (victim, EXTRA_CALL_ALL))
continue;
REMOVE_BIT (victim->extra, EXTRA_CALL_ALL);
do_autosave (victim, "");
do_autosave (ch, "");
}
return;
}
void get_obj (CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)
{
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *objroom;
bool move_ch = FALSE;
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED (ch, AFF_SHADOWPLANE) && obj->in_room != NULL
&& ch->gifts[THEURGE] < 2
&& (!IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char ("Your hand passes right through it!\n\r", ch);
return;
}
if (!IS_AFFECTED (ch, AFF_SHADOWPLANE) && obj->in_room != NULL
&& ch->gifts[THEURGE] < 2
&& (IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char ("Your hand passes right through it!\n\r", ch);
return;
}
if (!CAN_WEAR (obj, ITEM_TAKE))
{
send_to_char ("You can't take that.\n\r", ch);
return;
}
// Same as arti but for STOKENS
if (obj->item_type == ITEM_STOKEN)
{
OBJ_DATA *token;
for (token = ch->carrying; token; token = token->next_content)
{
if (token->item_type == ITEM_STOKEN)
{
stc ("They already have a Status Token on them\n\r", ch);
return;
}
}
}
if (IS_SET (obj->quest, QUEST_ARTIFACT))
{
OBJ_DATA *arti;
for (arti = ch->carrying; arti; arti = arti->next_content)
{
if (IS_SET (arti->quest, QUEST_ARTIFACT))
{
char buf[MSL];
sprintf (buf, "%s will not allow you to pick up %s.\n\r",
capitalize(arti->short_descr), obj->short_descr);
stc (buf, ch);
return;
}
}
if (auction_info.item != NULL &&
auction_info.owner == ch &&
IS_SET(auction_info.item->quest, QUEST_ARTIFACT))
{
char buf[MSL];
sprintf (buf, "%s will not allow you to pick up %s.\n\r",
capitalize(auction_info.item->short_descr), obj->short_descr);
stc (buf, ch);
return;
}
} // end one arti at a time
if (ch->carry_number + 1 > can_carry_n (ch))
{
act ("$d: you can't carry that many items.", ch, NULL, obj->name,
TO_CHAR);
return;
}
if (ch->carry_weight + get_obj_weight (obj) > can_carry_w (ch))
{
act ("$d: you can't carry that much weight.", ch, NULL, obj->name,
TO_CHAR);
return;
}
if (container != NULL)
{
if (IS_AFFECTED (ch, AFF_SHADOWPLANE) && ch->gifts[THEURGE] < 2
&& !IS_SET (container->extra_flags, ITEM_SHADOWPLANE)
&& (container->carried_by == NULL || container->carried_by != ch))
{
send_to_char ("Your hand passes right through it!\n\r", ch);
return;
}
if (!IS_AFFECTED (ch, AFF_SHADOWPLANE) && ch->gifts[THEURGE] < 2
&& IS_SET (container->extra_flags, ITEM_SHADOWPLANE)
&& (container->carried_by == NULL || container->carried_by != ch))
{
send_to_char ("Your hand passes right through it!\n\r", ch);
return;
}
if (IS_SET (obj->extra_flags, ITEM_IMMONLY) && !IS_IMMORTAL (ch))
{
ch->form = 44;
stop_fighting (ch, TRUE);
mmake_corpse (ch);
death_message_obj(ch, obj);
extract_char (ch, FALSE, FALSE);
while (ch->affected)
affect_remove (ch, ch->affected);
if (IS_AFFECTED (ch, AFF_POLYMORPH)
&& IS_AFFECTED (ch, AFF_ETHEREAL))
ch->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
else if (IS_AFFECTED (ch, AFF_POLYMORPH))
ch->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED (ch, AFF_ETHEREAL))
ch->affected_by = AFF_ETHEREAL;
else
ch->affected_by = 0;
REMOVE_BIT (ch->immune, IMM_STAKE);
REMOVE_BIT (ch->extra, TIED_UP);
REMOVE_BIT (ch->extra, GAGGED);
REMOVE_BIT (ch->extra, BLINDFOLDED);
REMOVE_BIT (ch->extra, EXTRA_PREGNANT);
REMOVE_BIT (ch->extra, EXTRA_LABOUR);
REMOVE_BIT (ch->newbits, NEW_CALM);
if (!IS_NPC(ch)) ch->pcdata->stats[DEMON_POWER] = 0;
ch->disquiet_counter = 0;
ch->itemaffect = 0;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
ch->armor = 100;
ch->position = POS_RESTING;
ch->hit = UMAX (1, ch->hit);
ch->mana = UMAX (1, ch->mana);
ch->move = UMAX (1, ch->move);
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
ch->carry_weight = 0;
ch->carry_number = 0;
ch->specxtype = 0;
do_call (ch, "all");
save_char_obj (ch);
return;
}
act ("You get $p from $P.", ch, obj, container, TO_CHAR);
act ("$n gets $p from $P.", ch, obj, container, TO_ROOM);
for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next)
{
obj_next = obj2->next_content;
if (obj2->chobj != NULL)
{
act ("A hand reaches inside $P and takes $p out.", obj2->chobj,
obj, container, TO_CHAR);
move_ch = TRUE;
}
}
obj_from_obj (obj);
}
else
{
if (IS_SET (obj->extra_flags, ITEM_IMMONLY) && !IS_IMMORTAL (ch))
{
ch->form = 44;
stop_fighting (ch, TRUE);
mmake_corpse (ch);
death_message_obj(ch, obj);
extract_char (ch, FALSE, FALSE);
while (ch->affected)
affect_remove (ch, ch->affected);
if (IS_AFFECTED (ch, AFF_POLYMORPH)
&& IS_AFFECTED (ch, AFF_ETHEREAL))
ch->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
else if (IS_AFFECTED (ch, AFF_POLYMORPH))
ch->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED (ch, AFF_ETHEREAL))
ch->affected_by = AFF_ETHEREAL;
else
ch->affected_by = 0;
REMOVE_BIT (ch->immune, IMM_STAKE);
REMOVE_BIT (ch->extra, TIED_UP);
REMOVE_BIT (ch->extra, GAGGED);
REMOVE_BIT (ch->extra, BLINDFOLDED);
REMOVE_BIT (ch->extra, EXTRA_PREGNANT);
REMOVE_BIT (ch->extra, EXTRA_LABOUR);
REMOVE_BIT (ch->newbits, NEW_CALM);
if (!IS_NPC(ch)) ch->pcdata->stats[DEMON_POWER] = 0;
ch->disquiet_counter = 0;
ch->itemaffect = 0;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
ch->armor = 100;
ch->position = POS_RESTING;
ch->hit = UMAX (1, ch->hit);
ch->mana = UMAX (1, ch->mana);
ch->move = UMAX (1, ch->move);
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
ch->carry_weight = 0;
ch->carry_number = 0;
ch->specxtype = 0;
do_call (ch, "all");
save_char_obj (ch);
return;
}
act ("You pick up $p.", ch, obj, container, TO_CHAR);
act ("$n picks $p up.", ch, obj, container, TO_ROOM);
if (obj != NULL)
obj_from_room (obj);
}
if (obj->item_type == ITEM_MONEY)
{
ch->gold += obj->value[0];
extract_obj (obj);
}
else
{
obj_to_char (obj, ch);
if (move_ch && obj->chobj != NULL)
{
if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
objroom = get_room_index (obj->carried_by->in_room->vnum);
else
objroom = NULL;
if (objroom != NULL
&& get_room_index (obj->chobj->in_room->vnum) != objroom)
{
char_from_room (obj->chobj);
char_to_room (obj->chobj, objroom);
do_look (obj->chobj, "auto");
}
}
if (IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& (IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)))
REMOVE_BIT (obj->extra_flags, ITEM_SHADOWPLANE);
}
return;
}
void do_get (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
bool found;
bool MESSAGE = TRUE;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (!str_cmp (argument, "auto"))
{
MESSAGE = FALSE;
}
if (IS_AFFECTED (ch, AFF_ETHEREAL))
{
if (MESSAGE)
send_to_char ("You cannot pick things up while ethereal.\n\r", ch);
return;
}
/* Get type. */
if (arg1[0] == '\0')
{
if (MESSAGE)
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)
{
if (MESSAGE)
act ("I see no $T here.", ch, NULL, arg1, TO_CHAR);
return;
}
if ((obj->item_type == ITEM_STOKEN) && ch->level < 3)
{
if (MESSAGE)
stc ("You have no need for that item\n\r", ch);
return;
}
if ((obj->item_type == ITEM_PIECE) && ch->level < 3)
{
if (MESSAGE)
stc ("That item is too powerful for you!\n\r", ch);
return;
}
if (IS_SET (obj->quest, QUEST_ARTIFACT)
&& (get_hours (ch) < 10 || ch->level < 3))
{
if (MESSAGE)
stc ("That object is too powerful for you\n\r", ch);
return;
}
if (ch->in_room->vnum == ROOM_VNUM_LFOUND
&& str_cmp (obj->questowner, ch->name)
&& (strlen (obj->questowner) > 2)
&& !IS_SET (obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL (ch))
{
if (MESSAGE)
stc ("That is not yours!\n\r", ch);
return;
}
get_obj (ch, obj, NULL);
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
if (ch->in_room == get_room_index (ROOM_VNUM_DONATION))
{
if (MESSAGE)
send_to_char ("Don't be so greedy!\n\r", ch);
return;
}
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (IS_SET (obj->quest, QUEST_ARTIFACT) && get_hours (ch) < 10)
continue;
if (IS_SET (obj->quest, QUEST_ARTIFACT) && ch->level < 3)
continue;
if ((obj->item_type == ITEM_STOKEN) && ch->level < 3)
continue;
if ((obj->item_type == ITEM_PIECE) && ch->level < 3)
continue;
if (ch->in_room->vnum == ROOM_VNUM_LFOUND
&& str_cmp (obj->questowner, ch->name)
&& (strlen (obj->questowner) > 2) && !IS_IMMORTAL (ch))
continue;
if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name))
&& can_see_obj (ch, obj))
{
found = TRUE;
get_obj (ch, obj, NULL);
}
}
if (!found)
{
if (arg1[3] == '\0')
{
if (MESSAGE)
send_to_char ("I see nothing here.\n\r", ch);
}
else
{
if (MESSAGE)
act ("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR);
}
}
}
}
else
{
/* 'get ... container' */
if (!str_cmp (arg2, "all") || !str_prefix ("all.", arg2))
{
if (MESSAGE)
send_to_char ("You can't do that.\n\r", ch);
return;
}
if ((container = get_obj_here (ch, arg2)) == NULL)
{
if (MESSAGE)
act ("I see no $T here.", ch, NULL, arg2, TO_CHAR);
return;
}
switch (container->item_type)
{
default:
if (MESSAGE)
send_to_char ("That's not a container.\n\r", ch);
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
char name[MAX_INPUT_LENGTH];
char *pd;
if (IS_NPC (ch))
{
if (MESSAGE)
send_to_char ("You can't do that.\n\r", ch);
return;
}
pd = container->short_descr;
pd = one_argument (pd, name);
pd = one_argument (pd, name);
pd = one_argument (pd, name);
/*
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
*/
}
}
if (IS_SET (container->value[1], CONT_CLOSED))
{
if (MESSAGE)
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)
{
if (MESSAGE)
act ("I see nothing like that in the $T.", ch, NULL, arg2,
TO_CHAR);
return;
}
get_obj (ch, obj, container);
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for (obj = container->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name))
&& can_see_obj (ch, obj))
{
found = TRUE;
get_obj (ch, obj, container);
}
}
if (!found)
{
if (arg1[3] == '\0')
{
if (MESSAGE)
act ("I see nothing in the $T.", ch, NULL, arg2, TO_CHAR);
}
else
{
if (MESSAGE)
act ("I see nothing like that in the $T.", ch, NULL, arg2,
TO_CHAR);
}
}
}
}
do_autosave (ch, "");
return;
}
void do_put (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
OBJ_DATA *obj_next2;
ROOM_INDEX_DATA *objroom = get_room_index (ROOM_VNUM_IN_OBJECT);
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Put what in what?\n\r", ch);
return;
}
if (!str_cmp (arg2, "all") || !str_prefix ("all.", arg2))
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
/* I'll leave this out for now - KaVir
if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) &&
( ( container = get_obj_wear( ch, arg2 ) ) == NULL ) &&
( IS_AFFECTED(ch,AFF_ETHEREAL) ) )
{
send_to_char( "You can't let go of it!\n\r", ch );
return;
}
*/
if ((container = get_obj_here (ch, arg2)) == NULL)
{
act ("I see no $T here.", ch, NULL, arg2, TO_CHAR);
return;
}
if (container->item_type != ITEM_CONTAINER)
{
send_to_char ("That's not a container.\n\r", ch);
return;
}
if (IS_SET (container->value[1], CONT_CLOSED))
{
act ("The $d is closed.", ch, NULL, container->name, TO_CHAR);
return;
}
if (str_cmp (arg1, "all") && str_prefix ("all.", arg1))
{
/* 'put obj container' */
if ((obj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
if (obj == container)
{
send_to_char ("You can't fold it into itself.\n\r", ch);
return;
}
if (obj->item_type == ITEM_PIECE)
{
send_to_char ("You can't put that in a container.\n\r", ch);
return;
}
if (obj->item_type == ITEM_STOKEN)
{
send_to_char ("You can't put that in a container.\n\r", ch);
return;
}
if (obj->item_type == ITEM_AQUEST)
{
send_to_char ("You can't put that in a container.\n\r", ch);
return;
}
if (obj->item_type == ITEM_NEWTOKEN)
{
send_to_char ("You can't put that in a container.\n\r", ch);
return;
}
if (IS_SET (obj->quest, QUEST_ARTIFACT))
{
send_to_char ("You cannot put artifacts in a container.\n\r", ch);
return;
}
if (!can_drop_obj (ch, obj))
{
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
if (get_obj_weight (obj) + get_obj_weight (container) >
container->value[0])
{
send_to_char ("It won't fit.\n\r", ch);
return;
}
for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2)
{
obj_next2 = obj2->next_content;
if (obj2->chobj != NULL && obj != obj2)
act ("A hand reaches inside $P and drops $p.", obj2->chobj, obj,
container, TO_CHAR);
}
obj_from_char (obj);
obj_to_obj (obj, container);
act ("$n puts $p in $P.", ch, obj, container, TO_ROOM);
act ("You put $p in $P.", ch, obj, container, TO_CHAR);
}
else
{
/* 'put all container' or 'put all.obj container' */
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name))
&& can_see_obj (ch, obj)
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& !IS_SET (obj->quest, QUEST_ARTIFACT)
&& obj->item_type != ITEM_PIECE && obj->item_type != ITEM_STOKEN
&& obj->item_type != ITEM_AQUEST
&& can_drop_obj (ch, obj)
&& get_obj_weight (obj) + get_obj_weight (container) <=
container->value[0])
{
for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2)
{
obj_next2 = obj2->next_content;
if (obj2->chobj != NULL && obj2->chobj->in_room != NULL)
{
if (objroom != get_room_index (obj2->chobj->in_room->vnum))
{
char_from_room (obj2->chobj);
char_to_room (obj2->chobj, objroom);
do_look (obj2->chobj, "auto");
}
if (obj != obj2)
act ("A hand reaches inside $P and drops $p.",
obj2->chobj, obj, container, TO_CHAR);
}
}
obj_from_char (obj);
obj_to_obj (obj, container);
act ("$n puts $p in $P.", ch, obj, container, TO_ROOM);
act ("You put $p in $P.", ch, obj, container, TO_CHAR);
}
}
}
do_autosave (ch, "");
return;
}
bool fifty_objects (CHAR_DATA * ch)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int obj_count = 0;
if (ch->in_room == NULL)
return TRUE;
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_count++;
if (obj_count >= 50)
{
send_to_char ("You are unable to drop anything else here.\n\r", ch);
return TRUE;
}
}
return FALSE;
}
void do_drop (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj=NULL;
OBJ_DATA *obj_next;
bool found;
argument = one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Drop what?\n\r", ch);
return;
}
sprintf (log_buf, "%s dropped %s", ch->name, arg);
wiznet (ch, WIZ_SACCING, get_trust (ch), log_buf);
if (fifty_objects (ch))
return;
if ((ch->in_room == get_room_index (ROOM_VNUM_DONATION))
|| (ch->in_room == get_room_index (ROOM_VNUM_PLANAR_G))
|| (ch->in_room == get_room_index (ROOM_VNUM_PLANAR_R))
|| (ch->in_room == get_room_index (ROOM_VNUM_PLANAR_B))
|| (ch->in_room == get_room_index (ROOM_VNUM_CRYSTAL_G))
|| (ch->in_room == get_room_index (ROOM_VNUM_CRYSTAL_R))
|| (ch->in_room == get_room_index (ROOM_VNUM_CRYSTAL_B)))
{
stc ("You cant drop items in this room try donating it!.", ch);
return;
}
/*
if (((ch->in_room == get_room_index (ROOM_VNUM_LFOUND))) && ((IS_SET (obj->quest, QUEST_ARTIFACT))))
{
stc ("You can't drop artifacts here!", ch);
return;
}
*/
if (ch->in_room->vnum == ROOM_VNUM_LFOUND && !IS_IMMORTAL (ch))
{
stc ("You are unable to drop items in this room!\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_COLOUR_ROOM)
&& obj->item_type == ITEM_PIECE)
{
stc ("You failed.\n\r", ch);
return;
}
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if ((obj->chobj != NULL)
&& IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
stc ("You cant drop items with players inside here!!\n\r", ch);
return;
}
}
if (is_number (arg))
{
/* 'drop NNNN coins' */
int amount;
amount = atoi (arg);
argument = one_argument (argument, arg);
if (amount <= 0 || (str_cmp (arg, "coins") && str_cmp (arg, "coin")))
{
send_to_char ("Sorry, you can't do that.\n\r", ch);
return;
}
/* Otherwise causes complications if there's a pile on each plane */
if (IS_AFFECTED (ch, AFF_SHADOWPLANE))
{
send_to_char ("You cannot drop coins in the shadowplane.\n\r", ch);
return;
}
if (ch->gold < amount)
{
send_to_char ("You haven't got that many coins.\n\r", ch);
return;
}
ch->gold -= amount;
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
switch (obj->pIndexData->vnum)
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj (obj);
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj (obj);
break;
}
}
obj_to_room (create_money (amount), ch->in_room);
act ("$n drops some gold.", ch, NULL, NULL, TO_ROOM);
send_to_char ("OK.\n\r", ch);
do_autosave (ch, "");
return;
}
if (str_cmp (arg, "all") && str_prefix ("all.", arg))
{
/* 'drop obj' */
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_COLOUR_ROOM)
&& obj->item_type == ITEM_PIECE)
{
stc ("You failed.\n\r", ch);
return;
}
if (fifty_objects (ch))
return;
if (IS_SET (ch->in_room->area->aflags, AFLAG_HQ)
&& obj->item_type == ITEM_PIECE)
{
stc ("You are unable to drop pieces in your hq.\n\r", ch);
return;
}
if (!can_drop_obj (ch, obj))
{
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
if (IS_SET (obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL (ch))
{
stc ("You can't let go of it.\n\r", ch);
return;
}
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& (!IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT (obj->extra_flags, ITEM_SHADOWPLANE);
act ("$n drops $p.", ch, obj, NULL, TO_ROOM);
act ("You drop $p.", ch, obj, NULL, TO_CHAR);
}
else
{
/* 'drop all' or 'drop all.obj' */
if (fifty_objects (ch))
return;
found = FALSE;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ((arg[3] == '\0' || is_name (&arg[4], obj->name))
&& can_see_obj (ch, obj) && obj->wear_loc == WEAR_NONE
&& can_drop_obj (ch, obj))
{
if (IS_SET (ch->in_room->area->aflags, AFLAG_HQ)
&& obj->item_type == ITEM_PIECE)
continue;
if (IS_SET (obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL (ch))
continue;
found = TRUE;
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED (ch, AFF_SHADOWPLANE)
&& (!IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT (obj->extra_flags, ITEM_SHADOWPLANE);
act ("$n drops $p.", ch, obj, NULL, TO_ROOM);
act ("You drop $p.", ch, obj, NULL, TO_CHAR);
}
}
if (!found)
{
if (arg[3] == '\0')
act ("You are not carrying anything.", ch, NULL, arg, TO_CHAR);
else
act ("You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR);
}
}
// sprintf(log_buf, "%s drops %s", ch->name, obj->short_descr);
// wiznet(ch, WIZ_SACCING, get_trust(ch), log_buf);
do_autosave (ch, "");
return;
}
void do_give (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
extern bool quest;
extern bool auto_quest;
extern CHAR_DATA *quest_mob;
extern OBJ_DATA *aquest_object;
char buf[MSL];
int tij = number_range (100, 1000);
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Give what to whom?\n\r", ch);
return;
}
if (is_number (arg1))
{
/* 'give NNNN coins victim' */
int amount;
amount = atoi (arg1);
if (amount <= 0 || (str_cmp (arg2, "coins") && str_cmp (arg2, "coin")))
{
send_to_char ("Sorry, you can't do that.\n\r", ch);
return;
}
argument = one_argument (argument, arg2);
if (arg2[0] == '\0')
{
send_to_char ("Give what to whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED (victim, AFF_ETHEREAL))
{
send_to_char ("You cannot give things to ethereal people.\n\r", ch);
return;
}
if (ch->gold < amount)
{
send_to_char ("You haven't got that much gold.\n\r", ch);
return;
}
ch->gold -= amount;
victim->gold += amount;
act ("$n gives you some gold.", ch, NULL, victim, TO_VICT);
act ("$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT);
act ("You give $N some gold.", ch, NULL, victim, TO_CHAR);
send_to_char ("OK.\n\r", ch);
do_autosave (ch, "");
do_autosave (victim, "");
return;
}
if ((obj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
if (obj->wear_loc != WEAR_NONE)
{
send_to_char ("You must remove it first.\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
stc("Why you already have it!\n\r", ch);
return;
}
/* temp removed for recode
if (!str_cmp(ch->lasthost, victim->lasthost) )
{
sprintf(buf, "%s is trying to give %s to %s, and they are connected from the same site!", ch->name, obj->short_descr, victim->name);
do_info(NULL, buf);
return;
}
*/
if (IS_SET (obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL (ch))
{
stc ("You cant let go of it!\n\r", ch);
return;
}
if (IS_NPC (victim) && obj->item_type == ITEM_PIECE)
{
stc ("Nope.\n\r", ch);
return;
}
if (!IS_NPC (victim) && obj->item_type == ITEM_PIECE && victim->level < 3)
{
stc ("They do not need Pieces!\n\r", ch);
return;
}
if (!can_drop_obj (ch, obj))
{
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
if (IS_AFFECTED (victim, AFF_ETHEREAL))
{
send_to_char ("You cannot give things to ethereal people.\n\r", ch);
return;
}
if (victim->carry_number + 1 > can_carry_n (victim))
{
act ("$N has $S hands full.", ch, NULL, victim, TO_CHAR);
return;
}
// Same as arti but for STOKENS
if (obj->item_type == ITEM_STOKEN)
{
OBJ_DATA *token;
for (token = victim->carrying; token; token = token->next_content)
{
if (token->item_type == ITEM_STOKEN)
{
stc ("They already have a Status Token on them\n\r", ch);
return;
}
}
}
if (IS_SET (obj->quest, QUEST_ARTIFACT))
{
OBJ_DATA *arti;
for (arti = victim->carrying; arti; arti = arti->next_content)
{
if (IS_SET (arti->quest, QUEST_ARTIFACT))
{
char buf[MSL];
sprintf (buf, "%s will not tolerate the proximity of %s.\n\r",
capitalize(arti->short_descr), obj->short_descr);
stc (buf, ch);
return;
}
}
if (auction_info.item != NULL &&
auction_info.owner == ch &&
IS_SET(auction_info.item->quest, QUEST_ARTIFACT))
{
char buf[MSL];
sprintf (buf, "%s will not tolerate the proximity of %s.\n\r",
capitalize(auction_info.item->short_descr), obj->short_descr);
stc (buf, ch);
return;
}
} // end one arti at a time
if (victim->carry_weight + get_obj_weight (obj) > can_carry_w (victim))
{
act ("$N can't carry that much weight.", ch, NULL, victim, TO_CHAR);
return;
}
if (!can_see_obj (victim, obj))
{
act ("$N can't see it.", ch, NULL, victim, TO_CHAR);
return;
}
if (!IS_IMMORTAL(ch) && IS_NPC (victim) && victim->pIndexData->vnum == 25)
{
stc ("O'aka doesn't want your handouts!\n\r", ch);
return;
}
obj_from_char (obj);
obj_to_char (obj, victim);
act ("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT);
act ("$n gives you $p.", ch, obj, victim, TO_VICT);
act ("You give $p to $N.", ch, obj, victim, TO_CHAR);
if ((quest || auto_quest)
&& IS_NPC (victim) && victim == quest_mob && obj == aquest_object)
{
/* Then ch has recovered the quest object!!!!! */
sprintf (buf, "Oh! %s you found %s for me! Thank You!",
ch->name, obj->short_descr);
do_say (victim, buf);
interpret (victim, "hop");
interpret (victim, "clap");
if (!IS_NPC (ch))
{
sprintf (buf,
"%s I shall reward you well for recovering this for me!",
ch->name);
do_say (victim, buf);
give_token (victim, ch, tij);
}
quest_complete (ch);
}
do_autosave (ch, "");
do_autosave (victim, "");
return;
}
void do_fill (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
int liquid;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Fill what?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
found = FALSE;
for (fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content)
{
if (fountain->item_type == ITEM_FOUNTAIN)
{
found = TRUE;
break;
}
}
if (!found)
{
send_to_char ("There is no fountain here!\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_SHADOWPLANE) && fountain->in_room != NULL
&& !IS_SET (fountain->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2)
{
send_to_char ("You are too insubstantial.\n\r", ch);
return;
}
else if (!IS_AFFECTED (ch, AFF_SHADOWPLANE) && fountain->in_room != NULL
&& IS_SET (fountain->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2)
{
send_to_char ("It is too insubstantial.\n\r", ch);
return;
}
else if (IS_AFFECTED (ch, AFF_ETHEREAL))
{
send_to_char ("You cannot fill containers while ethereal.\n\r", ch);
return;
}
if (obj->item_type != ITEM_DRINK_CON)
{
send_to_char ("You can't fill that.\n\r", ch);
return;
}
if (obj->value[1] >= obj->value[0])
{
send_to_char ("Your container is already full.\n\r", ch);
return;
}
if ((obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
{
send_to_char ("You cannot mix two different liquids.\n\r", ch);
return;
}
act ("$n dips $p into $P.", ch, obj, fountain, TO_ROOM);
act ("You dip $p into $P.", ch, obj, fountain, TO_CHAR);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
liquid = obj->value[2];
act ("$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM);
act ("You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR);
return;
}
void do_drink (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
int maxblood = 0;
int chargen;
one_argument (argument, arg);
if (arg[0] == '\0')
{
for (obj = ch->in_room->contents; obj; obj = obj->next_content)
{
if (obj->item_type == ITEM_FOUNTAIN)
break;
}
if (obj == NULL)
{
send_to_char ("Drink what?\n\r", ch);
return;
}
}
else
{
if ((obj = get_obj_here (ch, arg)) == NULL)
{
send_to_char ("You can't find it.\n\r", ch);
return;
}
}
if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
{
send_to_char ("You fail to reach your mouth. *Hic*\n\r", ch);
return;
}
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_VAMPIRE))
{
chargen = ch->pcdata->stats[UNI_GEN];
/*
if (chargen > 12)
chargen = 12;
maxblood = (13 - chargen) * 100;
*/
switch (chargen)
{
default:
maxblood = 100;
break;
case 1:
maxblood = 5000;
case 2:
maxblood = 2000;
break;
case 3:
maxblood = 1000;
break;
case 4:
maxblood = 500;
break;
case 5:
maxblood = 400;
break;
case 6:
maxblood = 300;
break;
case 7:
maxblood = 200;
break;
case 8:
maxblood = 150;
break;
case 9:
maxblood = 140;
break;
case 10:
maxblood = 130;
break;
case 11:
maxblood = 120;
break;
case 12:
maxblood = 110;
break;
case 13:
maxblood = 100;
break;
}
}
switch (obj->item_type)
{
default:
send_to_char ("You can't drink from that.\n\r", ch);
break;
case ITEM_POTION:
do_quaff (ch, obj->name);
return;
case ITEM_FOUNTAIN:
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug ("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED (ch, AFF_SHADOWPLANE) && obj->in_room != NULL
&& !IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2)
{
send_to_char ("You are too insubstantial.\n\r", ch);
break;
}
else if (!IS_AFFECTED (ch, AFF_SHADOWPLANE) && obj->in_room != NULL
&& IS_SET (obj->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2)
{
send_to_char ("It is too insubstantial.\n\r", ch);
break;
}
else if (IS_AFFECTED (ch, AFF_ETHEREAL))
{
send_to_char
("You can only drink from things you are carrying while ethereal.\n\r",
ch);
return;
}
if (liquid != 13 && IS_CLASS (ch, CLASS_VAMPIRE))
{
send_to_char ("You can only drink blood.\n\r", ch);
break;
}
if (liquid == 13 && IS_CLASS (ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] += number_range (15, 20);
}
act ("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM);
act ("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_CHAR);
amount = number_range (3, 10);
amount = UMIN (amount, obj->value[1]);
gain_condition (ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition (ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL]);
gain_condition (ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST]);
if (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char ("You feel drunk.\n\r", ch);
if (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)
&& !IS_CLASS (ch, CLASS_DRAGON)
&& ch->pcdata->condition[COND_FULL] > 50)
send_to_char ("You are full.\n\r", ch);
if (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] > 50)
send_to_char ("You do not feel thirsty.\n\r", ch);
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] >= maxblood)
{
ch->pcdata->condition[COND_THIRST] = maxblood;
send_to_char ("Your blood thirst is sated.\n\r", ch);
}
if (obj->value[3] != 0
&& (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act ("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join (ch, &af);
}
break;
case ITEM_DRINK_CON:
if (obj->value[0] >= 0 && obj->value[1] <= 0)
{
send_to_char ("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug ("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
if (liquid != 13 && IS_CLASS (ch, CLASS_VAMPIRE))
{
send_to_char ("You can only drink blood.\n\r", ch);
break;
}
if (liquid == 13 && IS_CLASS (ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] += number_range (15, 20);
}
act ("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM);
act ("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_CHAR);
amount = number_range (3, 10);
if (obj->value[1] > 0) amount = UMIN (amount, obj->value[1]);
gain_condition (ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition (ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL]);
gain_condition (ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST]);
if (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char ("You feel drunk.\n\r", ch);
if (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_FULL] > 50)
send_to_char ("You are full.\n\r", ch);
if (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] > 50)
send_to_char ("You do not feel thirsty.\n\r", ch);
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_VAMPIRE)
&& ch->pcdata->condition[COND_THIRST] >= maxblood)
{
ch->pcdata->condition[COND_THIRST] = maxblood;
send_to_char ("Your blood thirst is sated.\n\r", ch);
}
if (obj->value[3] != 0
&& (!IS_NPC (ch) && !IS_CLASS (ch, CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act ("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join (ch, &af);
}
if (obj->value[0] > 0)
{
obj->value[1] -= amount;
if (obj->value[1] <= 0)
obj->value[1] = 0;
}
break;
}
return;
}
void do_empty (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int liquid;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Empty what?\n\r", ch);
return;
}
if ((obj = get_obj_here (ch, arg)) == NULL)
{
send_to_char ("You can't find it.\n\r", ch);
return;
}
switch (obj->item_type)
{
default:
send_to_char ("You cannot empty that.\n\r", ch);
break;
case ITEM_DRINK_CON:
if (obj->value[1] <= 0)
{
send_to_char ("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug ("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
act ("$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM);
act ("You empty $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_CHAR);
obj->value[1] = 0;
break;
}
return;
}
void do_eat (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char type[MSL];
char buf[MSL];
OBJ_DATA *obj;
int level;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Eat what?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
if (obj->item_type == ITEM_NEWTOKEN)
{
switch (obj->value[0])
{
default:
sprintf(type,"None");
break;
/* case 0:
sprintf(type,"None");
break;
case 1:
sprintf(type,"Hitroll");
ch->tokens[0] += obj->value[1];
break;
case 2:
sprintf(type,"Damroll");
ch->tokens[1] += obj->value[1];
break;
case 3:
sprintf(type,"AC");
ch->tokens[2] += obj->value[1];
break;
case 4:
sprintf(type,"-Hp");
ch->tokens[3] += obj->value[1];
break;
case 5:
sprintf(type,"-Mana");
ch->tokens[4] += obj->value[1];
break;
case 6:
sprintf(type,"-Move");
ch->tokens[5] += obj->value[1];
break;
case 7:
sprintf(type,"Wear Slot");
ch->tokens[6] += obj->value[1];
break;
case 8:
sprintf(type,"Rename");
ch->tokens[7] += obj->value[1];
break;*/
}
sprintf(buf,"You gain %d %s token(s)!\n\r",obj->value[1],type);
stc(buf,ch);
extract_obj (obj);
return;
}
if (!IS_IMMORTAL (ch))
{
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_VAMPIRE)
&& obj->item_type == ITEM_FOOD)
{
send_to_char ("You are unable to stomach it.\n\r", ch);
return;
}
if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL
&& obj->item_type != ITEM_ETOKEN && obj->item_type != ITEM_EGG
&& obj->item_type != ITEM_QUEST && obj->item_type != ITEM_STOKEN
&& obj->item_type != ITEM_DRAGONGEM)
{
if (IS_NPC (ch) || !IS_SET (ch->special, SPC_WOLFMAN)
|| obj->item_type != ITEM_TRASH)
{
send_to_char ("That's not edible.\n\r", ch);
return;
}
}
if (!IS_NPC (ch) && ch->pcdata->condition[COND_FULL] > 50 &&
obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_ETOKEN && obj->item_type != ITEM_PILL
&& obj->item_type != ITEM_STOKEN
&& obj->item_type != ITEM_DRAGONGEM)
{
send_to_char ("You are too full to eat more.\n\r", ch);
return;
}
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_DRAGON)
&& ch->pcdata->condition[COND_FULL] > 2400)
{
stc ("You do not feel the hunger!\n\r", ch);
return;
}
/*
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_DRAGON) && obj->item_type == ITEM_DRAGONGEM)
{
send_to_char("That is not edible.\n\r", ch);
return;
}
*/
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_DRAGON)
&& obj->item_type != ITEM_DRAGONGEM && obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_PILL && obj->item_type != ITEM_STOKEN)
{
send_to_char ("You can't eat that.\n\r", ch);
return;
}
}
act ("$n eats $p.", ch, obj, NULL, TO_ROOM);
act ("You eat $p.", ch, obj, NULL, TO_CHAR);
switch (obj->item_type)
{
default:
break;
case ITEM_DRAGONGEM:
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_DRAGON))
{
gain_condition (ch, COND_FULL, obj->value[0]);
if (ch->pcdata->condition[COND_FULL] > 2400)
stc ("You no longer feel the hunger!\n\r", ch);
}
break;
case ITEM_FOOD:
if (!IS_NPC (ch))
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition (ch, COND_FULL, obj->value[0]);
if (condition == 0 && ch->pcdata->condition[COND_FULL] > 10)
send_to_char ("You are no longer hungry.\n\r", ch);
else if (ch->pcdata->condition[COND_FULL] > 50)
send_to_char ("You are full.\n\r", ch);
}
if (obj->value[3] != 0)
{
/* The shit was poisoned! */
AFFECT_DATA af;
act ("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join (ch, &af);
}
break;
case ITEM_PILL:
level = obj->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell (obj->value[1], level, ch, ch, NULL);
obj_cast_spell (obj->value[2], level, ch, ch, NULL);
obj_cast_spell (obj->value[3], level, ch, ch, NULL);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
}
if (ch->fight_timer > 0)
{
WAIT_STATE (ch, 6);
}
break;
case ITEM_ETOKEN:
if (!IS_NPC (ch)
&& (IS_CLASS (ch, CLASS_DEMON) || IS_CLASS (ch, CLASS_DROW)))
{
ch->pcdata->stats[DEMON_CURRENT] += obj->value[0];
ch->pcdata->stats[DEMON_TOTAL] += obj->value[0];
}
break;
case ITEM_QUEST:
if (!IS_NPC (ch))
ch->pcdata->quest += obj->value[0];
break;
case ITEM_STOKEN:
if (IS_NPC (ch))
break;
// stc ("You are unable to stomach it!\n\r", ch);
// break;
if (get_hours (ch) < 10)
break;
{
int mal_rand = number_range (0, 200);
if (mal_rand > 80)
{
if (mal_rand > 195 && ch->race < 99)
{
stc ("You gain two status!\n\r", ch);
ch->race += 2;
}
else if (ch->race < 100)
{
stc ("You gain one status.\n\r", ch);
ch->race++;
}
else
{
stc ("Nothing Happens.\n\r", ch);
return;
}
}
else
{
if (ch->race <= 0)
{
stc ("Nothing happens.\n\r", ch);
}
else if (mal_rand < 5)
{
if (ch->race <= 1)
{
stc ("Nothing Happens.\n\r", ch);
}
else
{
stc ("You lose two status!\n\r", ch);
ch->race -= 2;
}
}
else
{
stc ("You lose one status.\n\r", ch);
ch->race--;
}
}
}
break;
case ITEM_EGG:
if (!IS_NPC (ch))
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition (ch, COND_FULL, obj->value[1]);
if (condition == 0 && ch->pcdata->condition[COND_FULL] > 10)
send_to_char ("You are no longer hungry.\n\r", ch);
else if (ch->pcdata->condition[COND_FULL] > 50)
send_to_char ("You are full.\n\r", ch);
}
/* Note to myself...remember to set v2 for mobiles that hatch within
* the player (like aliens ;). KaVir.
*/
if (obj->value[3] != 0)
{
/* The shit was poisoned! */
AFFECT_DATA af;
act ("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join (ch, &af);
}
break;
}
if (obj != NULL)
extract_obj (obj);
return;
}
/*
* Remove an object.
*/
bool remove_obj (CHAR_DATA * ch, int iWear, bool fReplace)
{
OBJ_DATA *obj;
if ((obj = get_eq_char (ch, iWear)) == NULL)
return TRUE;
if (!fReplace)
return FALSE;
if (IS_SET (obj->extra_flags, ITEM_NOREMOVE) || IS_ARTIFACT(obj, ARTI_MAIDENS_BREATH))
{
act ("You can't remove $p.", ch, obj, NULL, TO_CHAR);
return FALSE;
}
if (IS_ARTIFACT(obj, ARTI_LIONS_MANE) && IS_SET(ch->more, MORE_LIONSMANE))
do_pull(ch, obj->name);
if (IS_ARTIFACT(obj, ARTI_CLOAK_OF_THE_ARCHMAGI))
{
OBJ_DATA *book;
if ((book = get_eq_char (ch, WEAR_CLOAK)) != NULL)
unequip_char (ch, book);
}
unequip_char (ch, obj);
act ("$n stops using $p.", ch, obj, NULL, TO_ROOM);
act ("You stop using $p.", ch, obj, NULL, TO_CHAR);
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj (CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)
{
bool wolf_ok = TRUE;
/*
bool wolf_ok = FALSE;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) &&
IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE;
*/
if (CAN_WEAR (obj, ITEM_WIELD) || CAN_WEAR (obj, ITEM_HOLD)
|| CAN_WEAR (obj, ITEM_WEAR_SHIELD) || obj->item_type == ITEM_LIGHT)
{
/*
if ( get_eq_char( ch, WEAR_WIELD ) != NULL
&& get_eq_char( ch, WEAR_HOLD ) != NULL
&& get_eq_char( ch, WEAR_LIGHT ) != NULL
&& get_eq_char( ch, WEAR_SHIELD ) != NULL
&& !remove_obj( ch, WEAR_LIGHT , fReplace )
&& !remove_obj( ch, WEAR_SHIELD, fReplace )
&& !remove_obj( ch, WEAR_WIELD , fReplace )
&& !remove_obj( ch, WEAR_HOLD , fReplace ) )
return;
*/
if (WORN_ARTIFACT(ch, ARTI_CLOAK_OF_THE_ARCHMAGI)
&& get_eq_char (ch, WEAR_CLOAK) != NULL
&& obj->item_type == ITEM_BOOK
&& !remove_obj (ch, WEAR_CLOAK, fReplace))
return;
else if (!WORN_ARTIFACT(ch, ARTI_CLOAK_OF_THE_ARCHMAGI)
|| obj->item_type != ITEM_BOOK)
if (get_eq_char (ch, WEAR_WIELD) != NULL
&& get_eq_char (ch, WEAR_HOLD) != NULL
&& !remove_obj (ch, WEAR_WIELD, fReplace)
&& !remove_obj (ch, WEAR_HOLD, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WIELD))
{
send_to_char ("You are unable to use it.\n\r", ch);
return;
}
if (WORN_ARTIFACT(ch, ARTI_CLOAK_OF_THE_ARCHMAGI)
&& get_eq_char (ch, WEAR_CLOAK) == NULL
&& obj->item_type == ITEM_BOOK
&& is_ok_to_wear (ch, (obj->item_type == ITEM_BOOK), "cloak"))
{
act ("$n stashes $p in $s cloak.", ch, obj, NULL, TO_ROOM);
act ("You stash $p in your cloak.", ch, obj, NULL,
TO_CHAR);
equip_char (ch, obj, WEAR_CLOAK);
return;
}
else if (get_eq_char (ch, WEAR_WIELD) == NULL
&& is_ok_to_wear (ch, wolf_ok, "right_hand") && get_eq_char(ch, WEAR_DUAL) == NULL)
{
if (obj->item_type == ITEM_LIGHT)
{
act ("$n lights $p and clutches it in $s right hand.", ch, obj,
NULL, TO_ROOM);
act ("You light $p and clutch it in your right hand.", ch, obj,
NULL, TO_CHAR);
}
else
{
act ("$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM);
act ("You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_CLASS (ch, CLASS_HIGHLANDER))
if ((get_eq_char (ch, WEAR_WIELD) == NULL)
&& IS_SET (obj->spectype, SITEM_HIGHLANDER))
{
if (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT (obj, ITEM_LOYAL))
{
if (obj->questowner != NULL
&& str_cmp (ch->name, obj->questowner)
&& strlen (obj->questowner) > 1)
{
act ("$p leaps out of $n's hand.", ch, obj, NULL,
TO_ROOM);
act ("$p leaps out of your hand.", ch, obj, NULL,
TO_CHAR);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
}
equip_char (ch, obj, WEAR_WIELD);
if (!IS_NPC (ch))
do_skill (ch, ch->name);
return;
}
}
equip_char (ch, obj, WEAR_WIELD);
return;
}
else if (get_eq_char (ch, WEAR_HOLD) == NULL
&& is_ok_to_wear (ch, wolf_ok, "left_hand") && get_eq_char(ch, WEAR_DUAL) == NULL)
{
if (obj->item_type == ITEM_LIGHT)
{
act ("$n lights $p and clutches it in $s left hand.", ch, obj,
NULL, TO_ROOM);
act ("You light $p and clutch it in your left hand.", ch, obj,
NULL, TO_CHAR);
}
else
{
act ("$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM);
act ("You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT (obj, ITEM_LOYAL))
{
if (obj->questowner != NULL
&& str_cmp (ch->name, obj->questowner)
&& strlen (obj->questowner) > 1)
{
act ("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM);
act ("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
}
equip_char (ch, obj, WEAR_HOLD);
if (!IS_NPC (ch))
do_skill (ch, ch->name);
return;
}
equip_char (ch, obj, WEAR_HOLD);
return;
}
else if (get_eq_char (ch, WEAR_THIRD) == NULL
&& is_ok_to_wear (ch, wolf_ok, "third_hand"))
{
if (obj->item_type == ITEM_LIGHT)
{
act ("$n lights $p and clutches it in $s right hand.", ch, obj,
NULL, TO_ROOM);
act ("You light $p and clutch it in your right hand.", ch, obj,
NULL, TO_CHAR);
}
else
{
act ("$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM);
act ("You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (!IS_NPC (ch) && IS_CLASS (ch, CLASS_HIGHLANDER))
if ((get_eq_char (ch, WEAR_WIELD) == NULL)
&& IS_SET (obj->spectype, SITEM_HIGHLANDER))
{
if (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT (obj, ITEM_LOYAL))
{
if (obj->questowner != NULL
&& str_cmp (ch->name, obj->questowner)
&& strlen (obj->questowner) > 1)
{
act ("$p leaps out of $n's hand.", ch, obj, NULL,
TO_ROOM);
act ("$p leaps out of your hand.", ch, obj, NULL,
TO_CHAR);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
}
equip_char (ch, obj, WEAR_THIRD);
if (!IS_NPC (ch))
do_skill (ch, ch->name);
return;
}
}
equip_char (ch, obj, WEAR_THIRD);
return;
}
else if (get_eq_char (ch, WEAR_FOURTH) == NULL
&& is_ok_to_wear (ch, wolf_ok, "fourth_hand"))
{
if (obj->item_type == ITEM_LIGHT)
{
act ("$n lights $p and clutches it in $s fourth hand.", ch, obj,
NULL, TO_ROOM);
act ("You light $p and clutch it in your fourth hand.", ch, obj,
NULL, TO_CHAR);
}
else
{
act ("$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM);
act ("You clutch $p in your fourth hand.", ch, obj, NULL,
TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (!IS_NPC (ch)
&& (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT (obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL
&& str_cmp (ch->name, obj->questowner)
&& strlen (obj->questowner) > 1)
{
act ("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM);
act ("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
}
equip_char (ch, obj, WEAR_FOURTH);
if (!IS_NPC (ch))
do_skill (ch, ch->name);
return;
}
equip_char (ch, obj, WEAR_FOURTH);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "left_hand")
&& !is_ok_to_wear (ch, wolf_ok, "right_hand"))
send_to_char ("You cannot use anything in your hands.\n\r", ch);
else if (IS_CLASS (ch, CLASS_MONK))
send_to_char ("You must keep your hands free for combat!\n\r", ch);
else
send_to_char ("You have no free hands.\n\r", ch);
return;
}
if (obj->item_type == ITEM_LIGHT)
{
if (!remove_obj (ch, WEAR_LIGHT, fReplace))
return;
act ("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM);
act ("You light $p and hold it.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_LIGHT);
return;
}
if ( CAN_WEAR( obj, ITEM_DUAL))
{
if ( get_eq_char( ch, WEAR_HOLD) != NULL
|| get_eq_char(ch,WEAR_WIELD) != NULL
|| get_eq_char( ch, WEAR_DUAL) != NULL
|| !is_ok_to_wear(ch, wolf_ok, "dual"))
{
stc("You need both hands free to do that!\n\r",ch);
return;
}
act ("$n holds $p in both of $s hands.", ch, obj, NULL, TO_ROOM);
act ("You wield $p in both of your hands.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_DUAL);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_FINGER))
{
if (get_eq_char (ch, WEAR_FINGER_L) != NULL
&& get_eq_char (ch, WEAR_FINGER_R) != NULL
&& !remove_obj (ch, WEAR_FINGER_L, fReplace)
&& !remove_obj (ch, WEAR_FINGER_R, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_FINGER))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char (ch, WEAR_FINGER_L) == NULL
&& is_ok_to_wear (ch, wolf_ok, "left_finger"))
{
act ("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FINGER_L);
return;
}
else if (get_eq_char (ch, WEAR_FINGER_R) == NULL
&& is_ok_to_wear (ch, wolf_ok, "right_finger"))
{
act ("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FINGER_R);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "left_finger")
&& !is_ok_to_wear (ch, wolf_ok, "right_finger"))
send_to_char ("You cannot wear any rings.\n\r", ch);
else
send_to_char ("You cannot wear any more rings.\n\r", ch);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_NECK))
{
if (get_eq_char (ch, WEAR_NECK_1) != NULL
&& get_eq_char (ch, WEAR_NECK_2) != NULL
&& !remove_obj (ch, WEAR_NECK_1, fReplace)
&& !remove_obj (ch, WEAR_NECK_2, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_NECK))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char (ch, WEAR_NECK_1) == NULL)
{
act ("$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM);
act ("You slip $p around your neck.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_NECK_1);
return;
}
if (get_eq_char (ch, WEAR_NECK_2) == NULL)
{
act ("$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM);
act ("You slip $p around your neck.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_NECK_2);
return;
}
bug ("Wear_obj: no free neck.", 0);
send_to_char
("You are already wearing two things around your neck.\n\r", ch);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_BODY))
{
if (!remove_obj (ch, WEAR_BODY, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_BODY))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
act ("$n fits $p on $s body.", ch, obj, NULL, TO_ROOM);
act ("You fit $p on your body.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_BODY);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_HEAD))
{
if (!remove_obj (ch, WEAR_HEAD, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_HEAD))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "head"))
{
send_to_char ("You have no head to wear it on.\n\r", ch);
return;
}
act ("$n places $p on $s head.", ch, obj, NULL, TO_ROOM);
act ("You place $p on your head.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_HEAD);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_FACE))
{
if (!remove_obj (ch, WEAR_FACE, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_HEAD))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "face"))
{
send_to_char ("You have no face to wear it on.\n\r", ch);
return;
}
act ("$n places $p on $s face.", ch, obj, NULL, TO_ROOM);
act ("You place $p on your face.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FACE);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_LEGS))
{
if (!remove_obj (ch, WEAR_LEGS, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_LEGS))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "legs"))
{
send_to_char ("You have no legs to wear them on.\n\r", ch);
return;
}
act ("$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM);
act ("You slip your legs into $p.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_LEGS);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_FEET))
{
if (!remove_obj (ch, WEAR_FEET, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_FEET))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "feet"))
{
send_to_char ("You have no feet to wear them on.\n\r", ch);
return;
}
act ("$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM);
act ("You slip your feet into $p.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FEET);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_HANDS))
{
if (!remove_obj (ch, WEAR_HANDS, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_HANDS))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "hands"))
{
send_to_char ("You have no hands to wear them on.\n\r", ch);
return;
}
act ("$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM);
act ("You pull $p onto your hands.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_HANDS);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_ARMS))
{
if (!remove_obj (ch, WEAR_ARMS, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_ARMS))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "arms"))
{
send_to_char ("You have no arms to wear them on.\n\r", ch);
return;
}
act ("$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM);
act ("You slide your arms into $p.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_ARMS);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_ABOUT))
{
if (!remove_obj (ch, WEAR_ABOUT, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_ABOUT))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
act ("$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM);
act ("You pull $p about your body.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_ABOUT);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_WAIST))
{
if (!remove_obj (ch, WEAR_WAIST, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_WAIST))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
act ("$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM);
act ("You tie $p around your waist.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WAIST);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_WRIST))
{
if (get_eq_char (ch, WEAR_WRIST_L) != NULL
&& get_eq_char (ch, WEAR_WRIST_R) != NULL
&& !remove_obj (ch, WEAR_WRIST_L, fReplace)
&& !remove_obj (ch, WEAR_WRIST_R, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_WRIST))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char (ch, WEAR_WRIST_L) == NULL
&& is_ok_to_wear (ch, wolf_ok, "right_wrist"))
{
act ("$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM);
act ("You slide your left wrist into $p.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WRIST_L);
return;
}
else if (get_eq_char (ch, WEAR_WRIST_R) == NULL
&& is_ok_to_wear (ch, wolf_ok, "left_wrist"))
{
act ("$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM);
act ("You slide your right wrist into $p.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WRIST_R);
return;
}
if (!is_ok_to_wear (ch, wolf_ok, "left_wrist")
&& !is_ok_to_wear (ch, wolf_ok, "right_wrist"))
send_to_char ("You cannot wear anything on your wrists.\n\r", ch);
else
send_to_char ("You cannot wear any more on your wrists.\n\r", ch);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_SHIELD))
{
if (!remove_obj (ch, WEAR_SHIELD, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WEAR_SHIELD))
{
send_to_char ("You are unable to wear it.\n\r", ch);
return;
}
act ("$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM);
act ("You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_SHIELD);
return;
}
if (CAN_WEAR (obj, ITEM_SHEATHED))
{
if (!remove_obj (ch, WEAR_SCABBARD_R, fReplace))
return;
equip_char (ch, obj, WEAR_SCABBARD_R);
return;
}
if (CAN_WEAR (obj, ITEM_WIELD))
{
if (!remove_obj (ch, WEAR_WIELD, fReplace))
return;
if (!IS_NPC (ch) && !IS_FORM (ch, ITEM_WIELD))
{
send_to_char ("You are unable to wield it.\n\r", ch);
return;
}
if (get_obj_weight (obj) > str_app[get_curr_str (ch)].wield)
{
send_to_char ("It is too heavy for you to wield.\n\r", ch);
return;
}
act ("$n wields $p.", ch, obj, NULL, TO_ROOM);
act ("You wield $p.", ch, obj, NULL, TO_CHAR);
if (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT (obj, ITEM_LOYAL))
{
if (obj->questowner != NULL && str_cmp (ch->name, obj->questowner)
&& strlen (obj->questowner) > 1)
{
act ("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM);
act ("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
}
equip_char (ch, obj, WEAR_WIELD);
if (!IS_NPC (ch))
do_skill (ch, ch->name);
return;
}
if (fReplace)
send_to_char ("You can't wear, wield or hold that.\n\r", ch);
return;
}
void do_wear (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument (argument, arg);
if (IS_AFFECTED (ch, AFF_POLYMORPH) && !IS_NPC (ch) &&
!IS_VAMPAFF (ch, VAM_DISGUISED) && !IS_CLASS (ch, CLASS_WEREWOLF)
&& !IS_POLYAFF (ch, POLY_ZULO) && !IS_POLYAFF (ch, POLY_SPIDERFORM)
&& !IS_POLYAFF (ch, POLY_DRAGON) && !IS_POLYAFF (ch, POLY_PFORM))
{
send_to_char ("You cannot wear anything in this form.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char ("Wear, wield, or hold what?\n\r", ch);
return;
}
if (!str_cmp (arg, "all"))
{
OBJ_DATA *obj_next;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj))
wear_obj (ch, obj, FALSE);
}
return;
}
else
{
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
wear_obj (ch, obj, TRUE);
}
return;
}
void do_remove (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Remove what?\n\r", ch);
return;
}
if (!str_cmp (arg, "all"))
{
OBJ_DATA *obj_next;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc != WEAR_NONE && can_see_obj (ch, obj))
remove_obj (ch, obj->wear_loc, TRUE);
}
return;
}
if ((obj = get_obj_wear (ch, arg)) == NULL)
{
send_to_char ("You do not have that item.\n\r", ch);
return;
}
remove_obj (ch, obj->wear_loc, TRUE);
return;
}
void remove_unowned (OBJ_DATA * obj, CHAR_DATA * ch)
{
OBJ_DATA *cont, *cont_next;
{
for (cont = obj->contains; cont != NULL; cont = cont_next)
{
cont_next = cont->next_content;
if (cont->questowner && cont->questowner[0] != '\0'
&& str_cmp (cont->questowner, "(null)")
&& str_cmp (cont->questowner, ch->name))
{
obj_from_obj (cont);
obj_to_room (cont, ch->in_room);
act ("$p rolls out onto the ground.", ch, cont, NULL, TO_CHAR);
act ("$p rolls out onto the ground.", ch, cont, NULL, TO_ROOM);
}
}
}
}
void remove_owned (OBJ_DATA * obj, CHAR_DATA * ch)
{
OBJ_DATA *cont, *cont_next;
{
for (cont = obj->contains; cont != NULL; cont = cont_next)
{
cont_next = cont->next_content;
if (cont->questowner && cont->questowner[0] != '\0'
&& str_cmp (cont->questowner, "(null)")
&& !str_cmp (cont->questowner, ch->name))
{
obj_from_obj (cont);
obj_to_room (cont, ch->in_room);
act ("$p rolls out onto the ground.", ch, cont, NULL, TO_CHAR);
act ("$p rolls out onto the ground.", ch, cont, NULL, TO_ROOM);
}
}
}
}
void do_sacrifice (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *next_obj;
char buf[MAX_INPUT_LENGTH];
int i = 0;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (arg[0] == '\0')
{
send_to_char ("Sacrifice what?\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM))
{
stc ("Not while charmed.\n\r", ch);
return;
}
if (!str_cmp (arg, "all") || !str_prefix ("all.", arg))
{
next_obj = ch->in_room->contents;
for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj)
{
next_obj = obj->next_content;
if (arg[3] != '\0' && !is_name (&arg[4], obj->name))
continue;
if (++i > 35)
break;
if (!CAN_WEAR (obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_AQUEST
|| obj->item_type == ITEM_PIECE || obj->item_type == ITEM_ETOKEN
|| obj->item_type == ITEM_STOKEN
|| ((IS_SET (obj->quest2, QUEST2_INDEST))
&& (str_cmp (argument, "override")))
|| ((obj->item_type == ITEM_QUESTCARD)
&& (str_cmp (argument, "override")))
|| IS_SET (obj->quest, QUEST_ARTIFACT)
|| obj->item_type == ITEM_QPRIZE || obj->item_type == ITEM_PIECE
|| obj->item_type == ITEM_NEWTOKEN
|| (obj->questowner != NULL && strlen (obj->questowner) > 1
&& str_cmp (ch->name, obj->questowner)))
{
act ("You are unable to drain any energy from $p.", ch, obj, 0,
TO_CHAR);
continue;
}
else if (obj->chobj != NULL && !IS_NPC (obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
act ("You are unable to drain any energy from $p.", ch, obj, 0,
TO_CHAR);
continue;
}
else if (ch->in_room == get_room_index (ROOM_VNUM_DONATION))
{
act ("You are unable to sacrifice $p.", ch, obj, 0, TO_CHAR);
continue;
}
if (obj->contains)
{
remove_owned (obj, ch);
remove_unowned (obj, ch);
}
if (IS_CLASS (ch, CLASS_DEMON)
&& IS_SET (obj->spectype, SITEM_DEMONIC)
&& obj->item_type != ITEM_PAGE)
{
strcpy (buf, "You drain 5000 points of demonic power from $p.");
act (buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->stats[DEMON_CURRENT] += 5000;
ch->pcdata->stats[DEMON_TOTAL] += 5000;
}
if (IS_CLASS (ch, CLASS_DROW)
&& IS_SET (obj->spectype, SITEM_DROW)
&& obj->item_type != ITEM_PAGE)
{
strcpy (buf, "You drain 10000 points of drow power from $p.");
act (buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->stats[DEMON_CURRENT] += 10000;
ch->pcdata->stats[DEMON_TOTAL] += 10000;
}
if (obj->points > 0 && !IS_NPC (ch) && obj->item_type != ITEM_PAGE)
{
sprintf (buf, "You receive a refund of %d quest points from $p.",
obj->points);
act (buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->quest += obj->points;
}
act ("$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR);
act ("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM);
extract_obj (obj);
}
if (i == 0)
send_to_char ("Nothing found.\n\r", ch);
else
act ("$n destroys most of the items in the room.", ch, NULL, NULL,
TO_ROOM);
return;
}
obj = get_obj_list (ch, arg, ch->in_room->contents);
if (obj == NULL)
{
send_to_char ("You can't find it.\n\r", ch);
return;
}
if (!CAN_WEAR (obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_AQUEST ||
obj->item_type == ITEM_PIECE || obj->item_type == ITEM_ETOKEN
|| obj->item_type == ITEM_STOKEN
|| ((IS_SET (obj->quest2, QUEST2_INDEST))
&& (str_cmp (argument, "override")))
|| ((obj->item_type == ITEM_QUESTCARD)
&& (str_cmp (argument, "override")))
|| obj->item_type == ITEM_QPRIZE || obj->item_type == ITEM_NEWTOKEN || IS_SET (obj->quest, QUEST_ARTIFACT)
|| obj->item_type == ITEM_PIECE || (obj->questowner != NULL
&& strlen (obj->questowner) > 1
&& str_cmp (ch->name,
obj->questowner)))
{
act ("You are unable to drain any energy from $p.", ch, obj, 0,
TO_CHAR);
return;
}
else if (obj->chobj != NULL && !IS_NPC (obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
act ("You are unable to drain any energy from $p.", ch, obj, 0,
TO_CHAR);
return;
}
else if (ch->in_room == get_room_index (ROOM_VNUM_DONATION))
{
act ("You are unable to sacrifice $p.", ch, obj, 0, TO_CHAR);
return;
}
if (obj->contains)
{
remove_unowned (obj, ch);
remove_owned (obj, ch);
}
act ("$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR);
act ("$n drains the energy from $p.", ch, obj, NULL, TO_ROOM);
act ("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM);
if (IS_CLASS (ch, CLASS_DEMON) && IS_SET (obj->spectype, SITEM_DEMONIC)
&& obj->item_type != ITEM_PAGE)
{
strcpy (buf, "You drain 5000 points of demonic power from $p.");
act (buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->stats[DEMON_CURRENT] += 5000;
ch->pcdata->stats[DEMON_TOTAL] += 5000;
}
if (IS_CLASS (ch, CLASS_DROW) && obj->pIndexData->vnum >= 26018
&& obj->pIndexData->vnum <= 29613 && obj->item_type != ITEM_PAGE)
{
strcpy (buf, "You drain 10000 points of drow power from $p.");
act (buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->stats[DEMON_CURRENT] += 10000;
ch->pcdata->stats[DEMON_TOTAL] += 10000;
}
if (obj->points > 0 && !IS_NPC (ch) && obj->item_type != ITEM_PAGE)
{
sprintf (buf, "You receive a refund of %d quest points from $p.",
obj->points);
act (buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->quest += obj->points;
}
if (obj->item_type != ITEM_CORPSE_NPC)
{
sprintf (buf, "%s sacrifices %s", ch->name, obj->short_descr);
wiznet (ch, WIZ_SACCING, 7, buf);
}
extract_obj (obj);
return;
}
void do_quaff (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Quaff what?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
send_to_char ("You do not have that potion.\n\r", ch);
return;
}
if (obj->item_type != ITEM_POTION)
{
send_to_char ("You can quaff only potions.\n\r", ch);
return;
}
if (IS_NPC (ch))
return;
act ("$n quaffs $p.", ch, obj, NULL, TO_ROOM);
act ("You quaff $p.", ch, obj, NULL, TO_CHAR);
level = obj->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell (obj->value[1], level, ch, ch, NULL);
obj_cast_spell (obj->value[2], level, ch, ch, NULL);
obj_cast_spell (obj->value[3], level, ch, ch, NULL);
extract_obj (obj);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
}
return;
}
void do_recite (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
int level;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if ((scroll = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You do not have that scroll.\n\r", ch);
return;
}
if (scroll->item_type != ITEM_SCROLL)
{
send_to_char ("You can recite only scrolls.\n\r", ch);
return;
}
obj = NULL;
if (arg2[0] == '\0')
{
victim = ch;
}
else
{
if ((victim = get_char_room (ch, arg2)) == NULL
&& (obj = get_obj_here (ch, arg2)) == NULL)
{
send_to_char ("You can't find it.\n\r", ch);
return;
}
}
if (IS_NPC (ch))
return;
act ("$n recites $p.", ch, scroll, NULL, TO_ROOM);
act ("You recite $p.", ch, scroll, NULL, TO_CHAR);
level = scroll->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell (scroll->value[1], level, ch, victim, obj);
obj_cast_spell (scroll->value[2], level, ch, victim, obj);
obj_cast_spell (scroll->value[3], level, ch, victim, obj);
extract_obj (scroll);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
}
return;
}
void do_brandish (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *temp;
OBJ_DATA *staff;
int sn;
int level;
staff = get_eq_char (ch, WEAR_WIELD);
temp = get_eq_char (ch, WEAR_HOLD);
if (staff == NULL && temp == NULL)
{
send_to_char ("You hold nothing in your hand.\n\r", ch);
return;
}
if (staff == NULL)
staff = temp;
if (temp == NULL)
temp = staff;
if (staff->item_type != ITEM_STAFF)
staff = temp;
if (staff->item_type != ITEM_STAFF)
{
send_to_char ("You can brandish only with a staff.\n\r", ch);
return;
}
if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0)
{
bug ("Do_brandish: bad sn %d.", sn);
return;
}
if (IS_NPC (ch))
return;
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 2 * PULSE_VIOLENCE);
if (staff->value[2] > 0)
{
act ("$n brandishes $p.", ch, staff, NULL, TO_ROOM);
act ("You brandish $p.", ch, staff, NULL, TO_CHAR);
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
switch (skill_table[sn].target)
{
default:
bug ("Do_brandish: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
if (vch != ch)
continue;
break;
case TAR_CHAR_OFFENSIVE:
if (IS_NPC (ch) ? IS_NPC (vch) : !IS_NPC (vch))
continue;
break;
case TAR_CHAR_DEFENSIVE:
if (IS_NPC (ch) ? !IS_NPC (vch) : IS_NPC (vch))
continue;
break;
case TAR_CHAR_SELF:
if (vch != ch)
continue;
break;
}
level = staff->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell (staff->value[3], level, ch, vch, NULL);
}
}
if (--staff->value[2] <= 0)
{
act ("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM);
act ("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR);
extract_obj (staff);
}
return;
}
void do_zap (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *temp;
OBJ_DATA *wand;
OBJ_DATA *obj;
int level;
one_argument (argument, arg);
if (arg[0] == '\0' && ch->fighting == NULL)
{
send_to_char ("Zap whom or what?\n\r", ch);
return;
}
wand = get_eq_char (ch, WEAR_WIELD);
temp = get_eq_char (ch, WEAR_HOLD);
if (wand == NULL && temp == NULL)
{
send_to_char ("You hold nothing in your hand.\n\r", ch);
return;
}
if (wand == NULL)
wand = temp;
if (temp == NULL)
temp = wand;
if (wand->item_type != ITEM_WAND)
wand = temp;
if (wand->item_type != ITEM_WAND)
{
send_to_char ("You can zap only with a wand.\n\r", ch);
return;
}
if (IS_NPC (ch))
return;
obj = NULL;
if (arg[0] == '\0')
{
if (ch->fighting != NULL)
{
victim = ch->fighting;
}
else
{
send_to_char ("Zap whom or what?\n\r", ch);
return;
}
}
else
{
if ((victim = get_char_room (ch, arg)) == NULL
&& (obj = get_obj_here (ch, arg)) == NULL)
{
send_to_char ("You can't find it.\n\r", ch);
return;
}
}
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 2 * PULSE_VIOLENCE);
if (wand->value[2] > 0)
{
if (victim != NULL)
{
act ("$n zaps $N with $p.", ch, wand, victim, TO_ROOM);
act ("You zap $N with $p.", ch, wand, victim, TO_CHAR);
}
else
{
act ("$n zaps $P with $p.", ch, wand, obj, TO_ROOM);
act ("You zap $P with $p.", ch, wand, obj, TO_CHAR);
}
level = wand->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell (wand->value[3], level, ch, victim, obj);
}
if (--wand->value[2] <= 0)
{
act ("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM);
act ("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR);
extract_obj (wand);
}
return;
}
void do_steal (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Steal what from whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char ("That's pointless.\n\r", ch);
return;
}
if (IS_IMMORTAL (victim))
{
send_to_char ("Steal from an immortal are you crasy!\n\r", ch);
return;
}
if (IS_NPC (victim) && victim->pIndexData->vnum == 3145)
{
stc ("You are unable to steal from them!\n\r", ch);
return;
}
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, skill_table[gsn_steal].beats);
percent = number_percent () + (IS_AWAKE (victim) ? 10 : -50);
if ((ch->level + number_range (1, 20) < victim->level)
|| (!IS_NPC (ch) && !IS_NPC (victim) && ch->level < 3)
|| (!IS_NPC (ch) && !IS_NPC (victim) && victim->level < 3)
|| (victim->position == POS_FIGHTING)
|| (!IS_NPC (victim) && IS_IMMUNE (victim, IMM_STEAL))
|| (!IS_NPC (victim) && IS_IMMORTAL (victim)) || (!IS_NPC (ch)
&& percent >
ch->pcdata->
learned[gsn_steal]))
{
/*
* Failure.
*/
send_to_char ("Oops.\n\r", ch);
act ("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT);
act ("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT);
sprintf (buf, "%s is a bloody thief!", ch->name);
do_yell (victim, buf);
free_string (victim->lastchat);
victim->lastchat = str_dup ("");
if (!IS_NPC (ch))
{
if (IS_NPC (victim) && !is_safe (ch, victim))
{
multi_hit (victim, ch, TYPE_UNDEFINED);
}
else
{
save_char_obj (ch);
}
}
return;
}
if (!str_cmp (arg1, "coin") || !str_cmp (arg1, "coins")
|| !str_cmp (arg1, "gold"))
{
int amount;
amount = victim->gold * number_range (1, 10) / 100;
if (amount <= 0)
{
send_to_char ("You couldn't get any gold.\n\r", ch);
return;
}
ch->gold += amount;
victim->gold -= amount;
sprintf (buf, "Bingo! You got %d gold coins.\n\r", amount);
send_to_char (buf, ch);
do_autosave (ch, "");
do_autosave (victim, "");
return;
}
if ((obj = get_obj_carry (victim, arg1)) == NULL)
{
send_to_char ("You can't find it.\n\r", ch);
return;
}
if (!can_drop_obj (ch, obj) || IS_SET (obj->extra_flags, ITEM_LOYAL)
|| IS_SET (obj->extra_flags, ITEM_INVENTORY))
{
send_to_char ("You can't pry it away.\n\r", ch);
return;
}
if (ch->carry_number + 1 > can_carry_n (ch))
{
send_to_char ("You have your hands full.\n\r", ch);
return;
}
if (ch->carry_weight + get_obj_weight (obj) > can_carry_w (ch))
{
send_to_char ("You can't carry that much weight.\n\r", ch);
return;
}
obj_from_char (obj);
obj_to_char (obj, ch);
send_to_char ("You got it!\n\r", ch);
do_autosave (ch, "");
do_autosave (victim, "");
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper (CHAR_DATA * ch)
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
char buf[MAX_STRING_LENGTH];
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;
}
/*
* Shop hours.
*/
if (time_info.hour < pShop->open_hour)
{
strcpy (buf, "Sorry, come back later.");
do_say (keeper, buf);
return NULL;
}
if (time_info.hour > pShop->close_hour)
{
strcpy (buf, "Sorry, come back tomorrow.");
do_say (keeper, buf);
return NULL;
}
/*
* Invisible or hidden people.
*/
if (!can_see (keeper, ch))
{
strcpy (buf, "I don't trade with folks I can't see.");
do_say (keeper, buf);
return NULL;
}
return keeper;
}
int get_cost (CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy)
{
SHOP_DATA *pShop;
int cost;
if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL)
return 0;
cost = 0;
if (pShop->profit_buy == 9999)
{
cost = obj->cost;
if (WizConfig->qpbonus > 1)
cost *= WizConfig->qpbonus;
}
else if (pShop->profit_buy == 9998)
{
if (fBuy) return 1000;
return 500;
}
else if (fBuy)
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
for (itype = 0; itype < MAX_TRADE; itype++)
{
if (obj->item_type == pShop->buy_type[itype])
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
for (obj2 = keeper->carrying; obj2; obj2 = obj2->next_content)
{
if (obj->pIndexData == obj2->pIndexData)
{
cost = 0;
break;
}
}
}
if (pShop->profit_buy == 9999)
{
if (obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND)
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char qp = FALSE;
argument = one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Buy what?\n\r", ch);
return;
}
if (IS_NPC (ch))
return;
if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP))
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
if (IS_NPC (ch))
return;
pRoomIndexNext = get_room_index (ch->in_room->vnum + 1);
if (pRoomIndexNext == NULL)
{
bug ("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum);
send_to_char ("Sorry, you can't buy that here.\n\r", ch);
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room (ch, arg);
ch->in_room = in_room;
if (pet == NULL || !IS_SET (pet->act, ACT_PET))
{
send_to_char ("Sorry, you can't buy that here.\n\r", ch);
return;
}
if (ch->pcdata->followers > 0)
{
send_to_char ("You may only have 1 pet at a time.\n\r", ch);
return;
}
if (ch->gold < 10 * pet->level * pet->level)
{
send_to_char ("You can't afford it.\n\r", ch);
return;
}
/*
if ( ch->level < pet->level )
{
send_to_char( "You're not ready for this pet.\n\r", ch );
return;
}
*/
ch->gold -= 10 * pet->level * pet->level;
pet = create_mobile (pet->pIndexData);
SET_BIT (pet->act, ACT_PET);
SET_BIT (pet->affected_by, AFF_CHARM);
SET_BIT (pet->act, ACT_NOEXP);
argument = one_argument (argument, arg);
if (arg[0] != '\0')
{
sprintf (buf, "%s %s", pet->name, arg);
free_string (pet->name);
pet->name = str_dup (buf);
}
sprintf (buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name);
free_string (pet->description);
pet->description = str_dup (buf);
char_to_room (pet, ch->in_room);
add_follower (pet, ch);
send_to_char ("Enjoy your pet.\n\r", ch);
act ("$n bought $N as a pet.", ch, NULL, pet, TO_ROOM);
ch->pcdata->followers++;
return;
}
else
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
OBJ_DATA *obj;
int cost;
if ((keeper = find_keeper (ch)) == NULL)
return;
pShop = keeper->pIndexData->pShop;
if (pShop->profit_buy == 9999 || pShop->profit_buy == 9998)
qp = TRUE;
obj = get_obj_carry (keeper, arg);
cost = get_cost (keeper, obj, TRUE);
if (cost <= 0 || !can_see_obj (ch, obj))
{
act ("$n tells you 'I don't sell that -- try 'list''.", keeper, NULL,
ch, TO_VICT);
ch->reply = keeper;
return;
}
if (ch->gold < cost && qp == FALSE)
{
act ("$n tells you 'You can't afford to buy $p'.", keeper, obj, ch,
TO_VICT);
ch->reply = keeper;
return;
}
else if (ch->pcdata->quest < cost && qp == TRUE)
{
act ("$n tells you 'You can't afford to buy $p'.", keeper, obj, ch,
TO_VICT);
ch->reply = keeper;
return;
}
if (IS_SET (obj->quest, QUEST_ARTIFACT))
{
OBJ_DATA *arti;
if (get_hours (ch) < 10 || ch->level < 3)
{
stc ("That object is too powerful for you\n\r", ch);
return;
}
for (arti = ch->carrying; arti; arti = arti->next_content)
{
if (IS_SET (arti->quest, QUEST_ARTIFACT))
{
char buf[MSL];
sprintf (buf, "%s will not allow you to pick up %s.\n\r",
capitalize(arti->short_descr), obj->short_descr);
stc (buf, ch);
return;
}
}
if (auction_info.item != NULL &&
auction_info.owner == ch &&
IS_SET(auction_info.item->quest, QUEST_ARTIFACT))
{
char buf[MSL];
sprintf (buf, "%s will not allow you to pick up %s.\n\r",
capitalize(auction_info.item->short_descr), obj->short_descr);
stc (buf, ch);
return;
}
} // end one arti at a time
if (ch->carry_number + 1 > can_carry_n (ch))
{
send_to_char ("You can't carry that many items.\n\r", ch);
return;
}
if (ch->carry_weight + get_obj_weight (obj) > can_carry_w (ch))
{
send_to_char ("You can't carry that much weight.\n\r", ch);
return;
}
act ("$n buys $p.", ch, obj, NULL, TO_ROOM);
act ("You buy $p.", ch, obj, NULL, TO_CHAR);
if (qp == FALSE)
{
ch->gold -= cost;
keeper->gold += cost;
}
else if (pShop->profit_buy == 9999)
{
ch->pcdata->score[SCORE_QUEST] -= cost;
ch->pcdata->quest -= cost;
}
else
ch->pcdata->quest -= cost;
if (IS_SET (obj->extra_flags, ITEM_INVENTORY))
obj = create_object (obj->pIndexData, obj->level);
else
obj_from_char (obj);
obj_to_char (obj, ch);
if (pShop->profit_buy == 9998)
{
update_artitable (ch);
do_say(keeper, "My work here is done...");
do_say(keeper, "Time to move on.");
act ("You heft your backpack over your shoulder and wander out of the room.", keeper, NULL, NULL,
TO_CHAR);
act ("$n hefts $s backpack over $s shoulder and wanders out of the room.", keeper, NULL, NULL,
TO_ROOM);
move_oaka(keeper);
}
return;
}
}
void do_list (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP))
{
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
bool found;
pRoomIndexNext = get_room_index (ch->in_room->vnum + 1);
if (pRoomIndexNext == NULL)
{
bug ("Do_list: bad pet shop at vnum %d.", ch->in_room->vnum);
send_to_char ("You can't do that here.\n\r", ch);
return;
}
if (IS_NPC (ch))
return;
found = FALSE;
for (pet = pRoomIndexNext->people; pet; pet = pet->next_in_room)
{
if (IS_SET (pet->act, ACT_PET))
{
if (!found)
{
found = TRUE;
send_to_char ("Pets for sale:\n\r", ch);
}
sprintf (buf, "[%2d] %8d - %s\n\r", pet->level,
10 * pet->level * pet->level, pet->short_descr);
send_to_char (buf, ch);
}
}
if (!found)
send_to_char ("Sorry, we're out of pets right now.\n\r", ch);
return;
}
else
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
bool found;
one_argument (argument, arg);
if ((keeper = find_keeper (ch)) == NULL)
return;
found = FALSE;
for (obj = keeper->carrying; obj; obj = obj->next_content)
{
if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj)
&& (cost = get_cost (keeper, obj, TRUE)) > 0 && (arg[0] == '\0'
|| is_name (arg,
obj->
name)))
{
if (!found)
{
found = TRUE;
send_to_char ("[Lv Price] Item\n\r", ch);
}
sprintf (buf, "[%2d %5d] %s.\n\r", obj->level, cost,
capitalize (obj->short_descr));
send_to_char (buf, ch);
}
}
if (!found)
{
if (arg[0] == '\0')
send_to_char ("You can't buy anything here.\n\r", ch);
else
send_to_char ("You can't buy that here.\n\r", ch);
}
return;
}
}
void do_sell (CHAR_DATA * ch, char *argument)
{
SHOP_DATA *pShop;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char qp = FALSE;
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Sell what?\n\r", ch);
return;
}
if ((keeper = find_keeper (ch)) == NULL)
return;
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
act ("$n tells you 'You don't have that item'.", keeper, NULL, ch,
TO_VICT);
ch->reply = keeper;
return;
}
if (IS_NPC (ch))
return;
if (strlen (obj->questowner) > 2)
{
stc ("You are unable to sell claimed items\n\r", ch);
return;
}
if (!can_drop_obj (ch, obj))
{
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
pShop = keeper->pIndexData->pShop;
if (pShop->profit_buy == 9999 || pShop->profit_buy == 9998)
qp = TRUE;
if (qp == FALSE)
{
if ((cost = get_cost (keeper, obj, FALSE)) <= 0)
{
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
}
else
{
int i;
cost = get_cost (keeper, obj, FALSE);
for (i = 0; i <= MAX_ARTI; i++)
if (obj->pIndexData->vnum == arti_table[i].vnum && str_cmp(ch->name,arti_table[i].player) && strcmp (arti_table[i].player, "No One"))
cost = 0;
if (cost <= 0)
{
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
else if (IS_SET (obj->quest, ITEM_EQUEST) && pShop->profit_buy == 9998)
{
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
else if (IS_SET (obj->quest, QUEST_ARTIFACT) && pShop->profit_buy == 9999)
{
act ("$n doesn't want to buy $p. $e is stupid.", keeper, obj, ch,
TO_VICT);
return;
}
else if (!IS_SET (obj->quest, ITEM_EQUEST) && !IS_SET (obj->quest, QUEST_ARTIFACT))
{
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
}
if (obj->questowner && strlen (obj->questowner) > 1
&& str_cmp (obj->questowner, ch->name))
{
do_say (keeper,
"I will not purchase things that do not belong to you!");
return;
}
act ("$n sells $p.", ch, obj, NULL, TO_ROOM);
sprintf (buf, "You sell $p for %d %s%s.", cost,
qp == TRUE ? "quest point" : "gold piece", cost == 1 ? "" : "s");
act (buf, ch, obj, NULL, TO_CHAR);
if (qp == TRUE && pShop->profit_buy == 9999)
{
ch->pcdata->score[SCORE_QUEST] += cost;
ch->pcdata->quest += cost;
}
else if (qp == TRUE)
ch->pcdata->quest += cost;
else
{
ch->gold += cost;
keeper->gold -= cost;
}
if (keeper->gold < 0)
keeper->gold = 0;
if (obj->item_type == ITEM_TRASH || IS_SET (obj->quest, ITEM_EQUEST))
{
extract_obj (obj);
}
else
{
obj_from_char (obj);
obj_to_char (obj, keeper);
}
if (pShop->profit_buy == 9998)
{
update_artitable (keeper);
do_say(keeper, "My work here is done...");
do_say(keeper, "Time to move on.");
act ("You heft your backpack over your shoulder and wander out of the room.", keeper, NULL, NULL,
TO_CHAR);
act ("$n hefts $s backpack over $s shoulder and wanders out of the room.", keeper, NULL, NULL,
TO_ROOM);
move_oaka(keeper);
}
return;
}
void do_value (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Value what?\n\r", ch);
return;
}
if ((keeper = find_keeper (ch)) == NULL)
return;
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
act ("$n tells you 'You don't have that item'.", keeper, NULL, ch,
TO_VICT);
ch->reply = keeper;
return;
}
if (!can_drop_obj (ch, obj))
{
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
if ((cost = get_cost (keeper, obj, FALSE)) <= 0)
{
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
sprintf (buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost);
act (buf, keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
void do_activate (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (is_inarena (ch))
return;
if (arg1[0] == '\0')
{
send_to_char ("Which item do you wish to activate?\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char ("Not until your fight timer expires.\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_GOD))
{
stc ("NOt while in a GOD ROOM\n\r", ch);
return;
}
if ((obj = get_obj_wear (ch, arg1)) == NULL)
{
if ((obj = get_obj_here (ch, arg1)) == NULL)
{
send_to_char ("You can't find that item.\n\r", ch);
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR (obj, ITEM_TAKE) && (ch->lstatus < 10))
{
send_to_char ("But you are not wearing it!\n\r", ch);
return;
}
}
if (obj == NULL || !IS_SET (obj->spectype, SITEM_ACTIVATE))
{
send_to_char ("This item cannot be activated.\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char ("Who do you wish to activate it on?\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp (obj->chpoweruse, "(null)"))
kavitem (obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp (obj->victpoweruse, "(null)"))
kavitem (obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET (obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell (obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
if (IS_SET (obj->spectype, SITEM_DELAY1))
WAIT_STATE (ch, 6);
if (IS_SET (obj->spectype, SITEM_DELAY2))
WAIT_STATE (ch, 12);
return;
}
else if (IS_SET (obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_OBJECT))
{
if (get_obj_index (obj->specpower) == NULL)
return;
obj2 = create_object (get_obj_index (obj->specpower), ch->level);
if (CAN_WEAR (obj2, ITEM_TAKE))
obj_to_char (obj2, ch);
else
obj_to_room (obj2, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_MOBILE))
{
if (get_mob_index (obj->specpower) == NULL)
return;
mob = create_mobile (get_mob_index (obj->specpower));
char_to_room (mob, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_ACTION))
{
interpret (ch, obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp (obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL; victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret (victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_press (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (is_inarena (ch))
return;
if (ch->fight_timer > 0)
{
send_to_char ("Not until your fight timer expires.\n\r", ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char ("Which item do you wish to press?\n\r", ch);
return;
}
if ((obj = get_obj_wear (ch, arg1)) == NULL)
{
if ((obj = get_obj_here (ch, arg1)) == NULL)
{
send_to_char ("You can't find that item.\n\r", ch);
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR (obj, ITEM_TAKE))
{
send_to_char ("But you are not wearing it!\n\r", ch);
return;
}
}
if (obj == NULL || !IS_SET (obj->spectype, SITEM_PRESS))
{
send_to_char ("There is nothing on this item to press.\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char ("Who do you wish to use it on?\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp (obj->chpoweruse, "(null)"))
kavitem (obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp (obj->victpoweruse, "(null)"))
kavitem (obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET (obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell (obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
if (IS_SET (obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
}
if (IS_SET (obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 12);
}
return;
}
else if (IS_SET (obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_OBJECT))
{
if (get_obj_index (obj->specpower) == NULL)
return;
obj2 = create_object (get_obj_index (obj->specpower), ch->level);
if (CAN_WEAR (obj2, ITEM_TAKE))
obj_to_char (obj2, ch);
else
obj_to_room (obj2, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_MOBILE))
{
if (get_mob_index (obj->specpower) == NULL)
return;
mob = create_mobile (get_mob_index (obj->specpower));
char_to_room (mob, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_ACTION))
{
interpret (ch, obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp (obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL; victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret (victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
/*Tij*/
void do_twist (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (is_inarena (ch))
return;
if (arg1[0] == '\0')
{
send_to_char ("Which item do you wish to twist?\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
send_to_char ("Not until your fight timer expires.\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_GOD))
{
stc ("Not while in a GOD ROOM\n\r", ch);
return;
}
if ((obj = get_obj_wear (ch, arg1)) == NULL)
{
if ((obj = get_obj_here (ch, arg1)) == NULL)
{
send_to_char ("You can't find that item.\n\r", ch);
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR (obj, ITEM_TAKE))
{
send_to_char ("But you are not wearing it!\n\r", ch);
return;
}
}
if (obj == NULL || !IS_SET (obj->spectype, SITEM_TWIST))
{
send_to_char ("This item cannot be twisted.\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char ("Who do you wish to use it on?\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp (obj->chpoweruse, "(null)"))
kavitem (obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp (obj->victpoweruse, "(null)"))
kavitem (obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET (obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell (obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
if (IS_SET (obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
}
if (IS_SET (obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 12);
}
return;
}
else if (IS_SET (obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_OBJECT))
{
if (get_obj_index (obj->specpower) == NULL)
return;
obj2 = create_object (get_obj_index (obj->specpower), ch->level);
if (CAN_WEAR (obj2, ITEM_TAKE))
obj_to_char (obj2, ch);
else
obj_to_room (obj2, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_MOBILE))
{
if (get_mob_index (obj->specpower) == NULL)
return;
mob = create_mobile (get_mob_index (obj->specpower));
char_to_room (mob, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_ACTION))
{
interpret (ch, obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp (obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL; victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret (victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_pull (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (is_inarena (ch))
return;
if (arg1[0] == '\0')
{
send_to_char ("What do you wish to pull?\n\r", ch);
return;
}
if ((obj = get_obj_wear (ch, arg1)) == NULL)
{
if ((obj = get_obj_here (ch, arg1)) == NULL)
{
send_to_char ("You can't find that item.\n\r", ch);
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR (obj, ITEM_TAKE))
{
send_to_char ("But you are not wearing it!\n\r", ch);
return;
}
}
if (obj == NULL || !IS_SET (obj->spectype, SITEM_PULL))
{
send_to_char ("This item cannot be pulled.\n\r", ch);
return;
}
if (ch->fight_timer > 0 && !IS_ARTIFACT (obj, ARTI_LIONS_MANE))
{
send_to_char ("Not until your fight timer expires.\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char ("Who do you wish to use it on?\n\r", ch);
return;
}
if (IS_SET (obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room (ch, arg2)) == NULL)
{
send_to_char ("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp (obj->chpoweruse, "(null)"))
kavitem (obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp (obj->victpoweruse, "(null)"))
kavitem (obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET (obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell (obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
if (IS_SET (obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 6);
}
if (IS_SET (obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL (ch))
WAIT_STATE (ch, 12);
}
return;
}
else if (IS_SET (obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp (obj->chpoweron, "(null)"))
kavitem (obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp (obj->victpoweron, "(null)"))
kavitem (obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index (obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room (ch);
char_to_room (ch, pRoomIndex);
do_look (ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp (obj->chpoweroff, "(null)"))
kavitem (obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp (obj->victpoweroff, "(null)"))
kavitem (obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if ((!IS_SET (obj->quest, QUEST_ARTIFACT) &&
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT)
&& CAN_WEAR (obj, ITEM_TAKE))
|| IS_SET (ch->in_room->room_flags, ROOM_GOD)
|| IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
send_to_char ("A powerful force hurls you from the room.\n\r", ch);
act ("$n is hurled from the room by a powerful force.", ch, NULL,
NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE));
act ("$n appears in the room, and falls to the ground stunned.", ch,
NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room (mount);
char_to_room (mount, ch->in_room);
do_look (mount, "auto");
return;
}
else if (IS_SET (obj->spectype, SITEM_OBJECT))
{
if (get_obj_index (obj->specpower) == NULL)
return;
obj2 = create_object (get_obj_index (obj->specpower), ch->level);
if (CAN_WEAR (obj2, ITEM_TAKE))
obj_to_char (obj2, ch);
else
obj_to_room (obj2, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_MOBILE))
{
if (get_mob_index (obj->specpower) == NULL)
return;
mob = create_mobile (get_mob_index (obj->specpower));
char_to_room (mob, ch->in_room);
}
else if (IS_SET (obj->spectype, SITEM_ACTION))
{
interpret (ch, obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp (obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL; victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret (victim, obj->victpoweroff);
continue;
}
}
}
}
else if (IS_ARTIFACT (obj, ARTI_LIONS_MANE))
{
OBJ_DATA *remove;
if (obj->specpower)
{
obj->specpower = FALSE;
if (IS_NPC(ch)) return;
REMOVE_BIT (ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
REMOVE_BIT(ch->more, MORE_LIONSMANE);
kavitem ("You pull $p from your face with your claws as they shrink into fingers.", ch, obj, NULL, TO_CHAR);
kavitem ("$n pulls $p from $s face with $s claws as they shrink into fingers.", ch, obj, NULL, TO_ROOM);
}
else
{
obj->specpower = TRUE;
if (IS_NPC(ch)) return;
SET_BIT (ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
SET_BIT(ch->more, MORE_LIONSMANE);
kavitem ("You pull $p up around your face as your fingers elongate into claws.", ch, obj, NULL, TO_CHAR);
kavitem ("$n pulls $p up around $s face as $s fingers elongate into claws.", ch, obj, NULL, TO_ROOM);
if ((remove = get_eq_char (ch, WEAR_WIELD)) != NULL)
{
unequip_char (ch, remove);
kavitem ("Your claws force you to release $p.", ch, remove, NULL, TO_CHAR);
remove = NULL;
}
if ((remove = get_eq_char (ch, WEAR_HOLD)) != NULL)
{
unequip_char (ch, remove);
kavitem ("Your claws force you to release $p.", ch, remove, NULL, TO_CHAR);
remove = NULL;
}
if ((remove = get_eq_char (ch, WEAR_DUAL)) != NULL)
{
unequip_char (ch, remove);
kavitem ("Your claws force you to release $p.", ch, remove, NULL, TO_CHAR);
remove = NULL;
}
if ((remove = get_eq_char (ch, WEAR_THIRD)) != NULL)
{
unequip_char (ch, remove);
kavitem ("Your claws force you to release $p.", ch, remove, NULL, TO_CHAR);
remove = NULL;
}
if ((remove = get_eq_char (ch, WEAR_FOURTH)) != NULL)
{
unequip_char (ch, remove);
kavitem ("Your claws force you to release $p.", ch, remove, NULL, TO_CHAR);
remove = NULL;
}
}
}
return;
}
bool is_ok_to_wear (CHAR_DATA * ch, bool wolf_ok, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int count;
argument = one_argument (argument, arg);
if (!str_cmp (arg, "head"))
{
if (IS_HEAD (ch, LOST_HEAD))
return FALSE;
}
else if (!str_cmp (arg, "face"))
{
if (IS_HEAD (ch, LOST_HEAD))
return FALSE;
}
else if (!str_cmp(arg,"dual"))
{
return (is_ok_to_wear(ch, wolf_ok, "left_hand") && is_ok_to_wear(ch, wolf_ok, "right_hand"));
}
else if (!str_cmp (arg, "left_hand"))
{
if (IS_SET(ch->more, MORE_LIONSMANE))
return FALSE;
if (!IS_NPC (ch) && IS_SET (ch->special, SPC_WOLFMAN) && !wolf_ok)
return FALSE;
/*if (IS_CLASS(ch, CLASS_MONK) ) return FALSE; Monks can't use weapons - Loki */
if (IS_ARM_L (ch, LOST_ARM))
return FALSE;
else if (IS_ARM_L (ch, BROKEN_ARM))
return FALSE;
else if (IS_ARM_L (ch, LOST_HAND))
return FALSE;
else if (IS_ARM_L (ch, BROKEN_THUMB))
return FALSE;
else if (IS_ARM_L (ch, LOST_THUMB))
return FALSE;
count = 0;
if (IS_ARM_L (ch, LOST_FINGER_I) || IS_ARM_L (ch, BROKEN_FINGER_I))
count += 1;
if (IS_ARM_L (ch, LOST_FINGER_M) || IS_ARM_L (ch, BROKEN_FINGER_M))
count += 1;
if (IS_ARM_L (ch, LOST_FINGER_R) || IS_ARM_L (ch, BROKEN_FINGER_R))
count += 1;
if (IS_ARM_L (ch, LOST_FINGER_L) || IS_ARM_L (ch, BROKEN_FINGER_L))
count += 1;
if (count > 2)
return FALSE;
}
else if (!str_cmp (arg, "third_hand"))
{
if (IS_SET(ch->more, MORE_LIONSMANE))
return FALSE;
if (!IS_SET (ch->newbits, THIRD_HAND))
return FALSE;
if (!IS_NPC (ch) && IS_SET (ch->special, SPC_WOLFMAN) && !wolf_ok)
return FALSE;
}
else if (!str_cmp (arg, "fourth_hand"))
{
if (IS_SET(ch->more, MORE_LIONSMANE))
return FALSE;
if (!IS_SET (ch->newbits, FOURTH_HAND))
return FALSE;
if (!IS_NPC (ch) && IS_SET (ch->special, SPC_WOLFMAN) && !wolf_ok)
return FALSE;
}
else if (!str_cmp (arg, "cloak"))
{
if (!WORN_ARTIFACT(ch, ARTI_CLOAK_OF_THE_ARCHMAGI))
return FALSE;
if (!wolf_ok)
return FALSE;
}
else if (!str_cmp (arg, "right_hand"))
{
if (IS_SET(ch->more, MORE_LIONSMANE))
return FALSE;
if (!IS_NPC (ch) && IS_SET (ch->special, SPC_WOLFMAN) && !wolf_ok)
return FALSE;
/*if (IS_CLASS(ch, CLASS_MONK) ) return FALSE; Monks can't use weapons - Loki */
if (IS_ARM_R (ch, LOST_ARM))
return FALSE;
else if (IS_ARM_R (ch, BROKEN_ARM))
return FALSE;
else if (IS_ARM_R (ch, LOST_HAND))
return FALSE;
else if (IS_ARM_R (ch, BROKEN_THUMB))
return FALSE;
else if (IS_ARM_R (ch, LOST_THUMB))
return FALSE;
count = 0;
if (IS_ARM_R (ch, LOST_FINGER_I) || IS_ARM_R (ch, BROKEN_FINGER_I))
count += 1;
if (IS_ARM_R (ch, LOST_FINGER_M) || IS_ARM_R (ch, BROKEN_FINGER_M))
count += 1;
if (IS_ARM_R (ch, LOST_FINGER_R) || IS_ARM_R (ch, BROKEN_FINGER_R))
count += 1;
if (IS_ARM_R (ch, LOST_FINGER_L) || IS_ARM_R (ch, BROKEN_FINGER_L))
count += 1;
if (count > 2)
return FALSE;
}
else if (!str_cmp (arg, "left_wrist"))
{
if (IS_ARM_L (ch, LOST_ARM))
return FALSE;
else if (IS_ARM_L (ch, LOST_HAND))
return FALSE;
}
else if (!str_cmp (arg, "right_wrist"))
{
if (IS_ARM_R (ch, LOST_ARM))
return FALSE;
else if (IS_ARM_R (ch, LOST_HAND))
return FALSE;
}
else if (!str_cmp (arg, "left_finger"))
{
if (IS_ARM_L (ch, LOST_ARM))
return FALSE;
else if (IS_ARM_L (ch, LOST_HAND))
return FALSE;
else if (IS_ARM_L (ch, LOST_FINGER_R))
return FALSE;
}
else if (!str_cmp (arg, "right_finger"))
{
if (IS_ARM_R (ch, LOST_ARM))
return FALSE;
else if (IS_ARM_R (ch, LOST_HAND))
return FALSE;
else if (IS_ARM_R (ch, LOST_FINGER_R))
return FALSE;
}
else if (!str_cmp (arg, "arms"))
{
if (IS_ARM_L (ch, LOST_ARM) && IS_ARM_R (ch, LOST_ARM))
return FALSE;
}
else if (!str_cmp (arg, "hands"))
{
if (IS_ARM_L (ch, LOST_ARM) && IS_ARM_R (ch, LOST_ARM))
return FALSE;
if (IS_ARM_L (ch, LOST_HAND) || IS_ARM_R (ch, LOST_HAND))
return FALSE;
}
else if (!str_cmp (arg, "legs"))
{
if (IS_LEG_L (ch, LOST_LEG) && IS_LEG_R (ch, LOST_LEG))
return FALSE;
}
else if (!str_cmp (arg, "feet"))
{
if (IS_LEG_L (ch, LOST_LEG) && IS_LEG_R (ch, LOST_LEG))
return FALSE;
if (IS_LEG_L (ch, LOST_FOOT) || IS_LEG_R (ch, LOST_FOOT))
return FALSE;
}
return TRUE;
}
void do_qmake (CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Do you wish to qmake a MACHINE or a CARD?\n\r", ch);
return;
}
if (!str_cmp (arg, "card"))
{
if ((pObjIndex = get_obj_index (OBJ_VNUM_QUESTCARD)) == NULL)
{
send_to_char ("Missing object, please inform KaVir.\n\r", ch);
return;
}
if (ch->in_room == NULL)
return;
obj = create_object (pObjIndex, 0);
obj_to_char (obj, ch);
quest_object (ch, obj);
}
else if (!str_cmp (arg, "machine"))
{
if ((pObjIndex = get_obj_index (OBJ_VNUM_QUESTMACHINE)) == NULL)
{
send_to_char ("Missing object, please inform KaVir.\n\r", ch);
return;
}
if (ch->in_room == NULL)
return;
obj = create_object (pObjIndex, 0);
obj_to_room (obj, ch->in_room);
}
else
{
send_to_char ("You can only qmake a MACHINE or a CARD.\n\r", ch);
return;
}
send_to_char ("Ok.\n\r", ch);
return;
}
void do_refresh (CHAR_DATA * ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *qobj;
int value;
int count = 0;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Syntax: refresh <quest card> <quest machine>\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You are not carrying that object.\n\r", ch);
return;
}
if (obj->item_type != ITEM_QUESTCARD)
{
send_to_char ("That is not a quest card.\n\r", ch);
return;
}
if ((qobj = get_obj_here (ch, arg2)) == NULL)
{
send_to_char ("There is nothing for you to recharge it with.\n\r", ch);
return;
}
if (qobj->item_type != ITEM_QUESTMACHINE)
{
send_to_char ("That is not a quest machine.\n\r", ch);
return;
}
if ((ch->level < LEVEL_JUDGE) && (obj->questowner[0] != '\0')
&& (0 != strcmp (obj->questowner, ch->name)))
{
send_to_char (obj->questowner, ch);
send_to_char (" owns that card, not you.\n\r", ch);
return;
}
value = obj->level;
if (value < 1)
value = 1;
else if (value > 100)
value = 100;
if (obj->value[0] == -1)
count += 1;
if (obj->value[1] == -1)
count += 1;
if (obj->value[2] == -1)
count += 1;
if (obj->value[3] == -1)
count += 1;
if (count >= 4)
{
send_to_char ("This card is complete, recharge it.\n\r", ch);
return;
}
value = value * (4 - count) / 2;
if (ch->pcdata->quest < value)
{
sprintf (buf, "It costs %d quest points to refresh that card.\n\r",
value);
send_to_char (buf, ch);
return;
}
ch->pcdata->quest -= value;
quest_object (ch, obj);
sprintf (buf,
"Incomplete card refreshed at a cost of %d quest points.\n\r",
value);
send_to_char (buf, ch);
return;
}
void do_recharge (CHAR_DATA * ch, char *argument)
{
char buf[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *qobj;
int count = 0;
int value = 1;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Syntax: recharge <quest card> <quest machine>\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You are not carrying that object.\n\r", ch);
return;
}
if (obj->item_type != ITEM_QUESTCARD)
{
send_to_char ("That is not a quest card.\n\r", ch);
return;
}
if ((qobj = get_obj_here (ch, arg2)) == NULL)
{
send_to_char ("There is nothing for you to recharge it with.\n\r", ch);
return;
}
if (qobj->item_type != ITEM_QUESTMACHINE)
{
send_to_char ("That is not a quest machine.\n\r", ch);
return;
}
if (IS_SET (ch->extra2, NHELPER))
{
stc("Newbie Helpers are Unable to complete quests!\n\r",ch);
return;
}
if (obj->value[0] == -1)
count += 1;
if (obj->value[1] == -1)
count += 1;
if (obj->value[2] == -1)
count += 1;
if (obj->value[3] == -1)
count += 1;
if (count == 4)
{
quest_object (ch, obj);
//free_string(obj->name);
//obj->name = str_dup("quest card");
}
else
{
send_to_char ("You have not yet completed the current quest.\n\r", ch);
return;
}
act ("You place $p into a small slot in $P.", ch, obj, qobj, TO_CHAR);
act ("$n places $p into a small slot in $P.", ch, obj, qobj, TO_ROOM);
act ("$P makes a few clicks and returns $p.", ch, obj, qobj, TO_CHAR);
act ("$P makes a few clicks and returns $p.", ch, obj, qobj, TO_ROOM);
value = obj->level;
free_string(obj->name);
obj->name = str_dup("quest card");
if (value < 1)
value = 1;
else if (value > 100)
value = 100;
if ( dice(1,18) == 8 )
{
act("You notice a wierd #bblue glow#n around the quest machine",ch,NULL,NULL,TO_CHAR);
act("You notice a wierd #bblue glow#n glow around the quest machine",ch,NULL,NULL,TO_ROOM);
value = value + value;
}
if (!str_cmp (obj->questowner, ch->name))
{
if (IS_EXTRA2 (ch, EXTRA2_INFECTED) && IS_PARA (5))
value *= 1.5;
if (WizConfig->qpbonus > 1)
value *= WizConfig->qpbonus;
}
obj = create_object (get_obj_index (OBJ_VNUM_PROTOPLASM), 0);
obj->value[0] = value;
obj->level = value;
obj->cost = value * 1000;
obj->item_type = ITEM_QUEST;
obj_to_char (obj, ch);
if (obj->questmaker != NULL)
free_string (obj->questmaker);
obj->questmaker = str_dup (ch->name);
free_string (obj->name);
obj->name = str_dup ("quest token");
free_string (obj->short_descr);
sprintf (buf, "a %d point quest token", value);
obj->short_descr = str_dup (buf);
free_string (obj->description);
sprintf (buf, "A %d point quest token lies on the floor.", value);
obj->description = str_dup (buf);
act ("You take $p from $P.", ch, obj, qobj, TO_CHAR);
act ("$n takes $p from $P.", ch, obj, qobj, TO_ROOM);
if (!IS_NPC (ch))
{
ch->pcdata->score[SCORE_NUM_QUEST]++;
ch->pcdata->score[SCORE_QUEST] += value;
sprintf (buf, "%s has completed a quest!.", ch->name);
adjust_hiscore ("quest", ch, ch->pcdata->score[SCORE_QUEST]);
}
else
sprintf (buf, "%s has completed a quest!.", ch->short_descr);
buf[0] = UPPER (buf[0]);
do_autosave (ch, "");
return;
}
void quest_object (CHAR_DATA * ch, OBJ_DATA * obj)
{
static const sh_int quest_selection[] = {
102,
9201, 9225, 605, 1329, 2276, 5112, 6513, 6517, 6519, 5001,
5005, 5011, 5012, 5013, 2902, 1352, 2348, 2361, 3009, 5011,
5012, 5013, 2902, 1352, 2348, 2361, 3009, 300, 303, 307,
7216, 1100, 100, 30315, 5110, 6001, 3050, 301, 5230, 30302,
663, 7303, 2915, 2275, 8600, 8601, 8602, 8603, 5030, 9321,
6010, 1304, 1307, 1332, 1333, 1342, 1356, 1361, 2304, 2322,
2331, 2382, 8003, 8005, 5300, 5302, 5309, 5310, 5311, 4000,
601, 664, 900, 906, 923, 311, 7203, 7206, 1101, 5214,
5223, 5228, 2804, 1612, 5207, 9302, 5301, 5224, 7801, 9313,
6304, 2003, 3425, 3423, 608, 1109, 30319, 8903, 9317, 9307,
4050, 911, 2204, 4100, 3428, 310, 5113, 3402, 5319, 6512,
5114, 913, 30316, 2106, 8007, 6601, 2333, 3610, 2015, 5022,
1394, 2202, 1401, 6005, 1614, 647, 1388, 9311, 3604, 4701,
30325, 6106, 2003, 7190, 9322, 1384, 3412, 2342, 1374, 2210,
2332, 2901, 7200, 7824, 3410, 2013, 1510, 8306, 3414, 2005
};
int object;
if (obj == NULL || obj->item_type != ITEM_QUESTCARD)
return;
object = number_range (obj->level, obj->level + 50);
if (object < 1 || object > 150)
object = 0;
obj->value[0] = quest_selection[object];
object = number_range (obj->level, obj->level + 50);
if (object < 1 || object > 150)
object = 0;
obj->value[1] = quest_selection[object];
object = number_range (obj->level, obj->level + 50);
if (object < 1 || object > 150)
object = 0;
obj->value[2] = quest_selection[object];
object = number_range (obj->level, obj->level + 50);
if (object < 1 || object > 150)
object = 0;
obj->value[3] = quest_selection[object];
return;
}
void do_complete (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *qobj;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int count = 0;
int count2 = 0;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0')
{
send_to_char ("Syntax: complete <quest card> <object>\n\r", ch);
return;
}
if ((qobj = get_obj_carry (ch, arg1)) == NULL)
{
send_to_char ("You are not carrying that object.\n\r", ch);
return;
}
else if (qobj->item_type != ITEM_QUESTCARD)
{
send_to_char ("That is not a quest card.\n\r", ch);
return;
}
if (qobj->value[0] == -1)
count += 1;
if (qobj->value[1] == -1)
count += 1;
if (qobj->value[2] == -1)
count += 1;
if (qobj->value[3] == -1)
count += 1;
if (arg2[0] == '\0')
{
if (count == 4)
{
send_to_char ("This quest card has been completed.\n\r", ch);
return;
}
send_to_char ("You still need to find the following:\n\r", ch);
if (qobj->value[0] != -1)
{
pObjIndex = get_obj_index (qobj->value[0]);
if (pObjIndex != NULL)
sprintf (buf, " %s.\n\r", pObjIndex->short_descr);
buf[5] = UPPER (buf[5]);
send_to_char (buf, ch);
}
if (qobj->value[1] != -1)
{
pObjIndex = get_obj_index (qobj->value[1]);
if (pObjIndex != NULL)
sprintf (buf, " %s.\n\r", pObjIndex->short_descr);
buf[5] = UPPER (buf[5]);
send_to_char (buf, ch);
}
if (qobj->value[2] != -1)
{
pObjIndex = get_obj_index (qobj->value[2]);
if (pObjIndex != NULL)
sprintf (buf, " %s.\n\r", pObjIndex->short_descr);
buf[5] = UPPER (buf[5]);
send_to_char (buf, ch);
}
if (qobj->value[3] != -1)
{
pObjIndex = get_obj_index (qobj->value[3]);
if (pObjIndex != NULL)
sprintf (buf, " %s.\n\r", pObjIndex->short_descr);
buf[5] = UPPER (buf[5]);
send_to_char (buf, ch);
}
return;
}
if (count == 4)
{
act ("But $p has already been completed!", ch, qobj, NULL, TO_CHAR);
return;
}
if ((obj = get_obj_carry (ch, arg2)) == NULL)
{
send_to_char ("You are not carrying that object.\n\r", ch);
return;
}
if (count == 4)
{
free_string(obj->name);
obj->name = str_dup("quest card completed");
}
if (obj->questmaker != NULL && strlen (obj->questmaker) > 1)
{
send_to_char ("You cannot use that item.\n\r", ch);
return;
}
if (obj->pIndexData->vnum == 30037 || obj->pIndexData->vnum == 30041)
{
send_to_char
("That item has lost its quest value, you must collect a new one.\n\r",
ch);
return;
}
if (qobj->value[0] != -1)
{
pObjIndex = get_obj_index (qobj->value[0]);
if (pObjIndex != NULL
&& !str_cmp (obj->short_descr, pObjIndex->short_descr))
qobj->value[0] = -1;
}
if (qobj->value[1] != -1)
{
pObjIndex = get_obj_index (qobj->value[1]);
if (pObjIndex != NULL
&& !str_cmp (obj->short_descr, pObjIndex->short_descr))
qobj->value[1] = -1;
}
if (qobj->value[2] != -1)
{
pObjIndex = get_obj_index (qobj->value[2]);
if (pObjIndex != NULL
&& !str_cmp (obj->short_descr, pObjIndex->short_descr))
qobj->value[2] = -1;
}
if (qobj->value[3] != -1)
{
pObjIndex = get_obj_index (qobj->value[3]);
if (pObjIndex != NULL
&& !str_cmp (obj->short_descr, pObjIndex->short_descr))
qobj->value[3] = -1;
}
if (qobj->value[0] == -1)
count2 += 1;
if (qobj->value[1] == -1)
count2 += 1;
if (qobj->value[2] == -1)
count2 += 1;
if (qobj->value[3] == -1)
count2 += 1;
if (count == count2)
{
send_to_char ("That item is not required.\n\r", ch);
return;
}
act ("You touch $p to $P, and $p vanishes!", ch, obj, qobj, TO_CHAR);
act ("$n touches $p to $P, and $p vanishes!", ch, obj, qobj, TO_ROOM);
obj_from_char (obj);
extract_obj (obj);
if (count >= 3)
{
act ("$p has been completed!", ch, qobj, NULL, TO_CHAR);
}
else if (count == 2)
{
act ("$p now requires one more object!", ch, qobj, NULL, TO_CHAR);
}
else if (count == 1)
{
act ("$p now requires two more objects!", ch, qobj, NULL, TO_CHAR);
}
else if (count == 0)
{
act ("$p now requires three more objects!", ch, qobj, NULL, TO_CHAR);
}
return;
}
void do_sheath (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument (argument, arg);
if (arg[0] == '\0')
send_to_char ("Which hand, left or right?\n\r", ch);
else if (!str_cmp (arg, "all") || !str_cmp (arg, "both"))
{
sheath (ch, TRUE);
sheath (ch, FALSE);
}
else if (!str_cmp (arg, "l") || !str_cmp (arg, "left"))
sheath (ch, FALSE);
else if (!str_cmp (arg, "r") || !str_cmp (arg, "right"))
sheath (ch, TRUE);
else
send_to_char ("Which hand, left or right?\n\r", ch);
return;
}
void do_draw (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument (argument, arg);
if (!IS_NPC (ch) && IS_SET (ch->special, SPC_WOLFMAN))
{
send_to_char ("Not in this form.\n\r", ch);
return;
}
if (arg[0] == '\0')
send_to_char ("Which hand, left or right?\n\r", ch);
else if (!str_cmp (arg, "all") || !str_cmp (arg, "both"))
{
draw (ch, TRUE);
draw (ch, FALSE);
}
else if (!str_cmp (arg, "l") || !str_cmp (arg, "left"))
draw (ch, FALSE);
else if (!str_cmp (arg, "r") || !str_cmp (arg, "right"))
draw (ch, TRUE);
else
send_to_char ("Which hand, left or right?\n\r", ch);
return;
}
void sheath( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
if (right)
{
scabbard = WEAR_SCABBARD_R;
obj = get_eq_char(ch,WEAR_WIELD);
if (!IS_NPC(ch) && obj==NULL)
obj = get_eq_char(ch,WEAR_DUAL);
if (obj==NULL)
{
send_to_char("You are not holding anything in your right hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
}
else
{
scabbard = WEAR_SCABBARD_L;
obj = get_eq_char(ch,WEAR_WIELD);
if (!IS_NPC(ch) && obj==NULL)
obj = get_eq_char(ch,WEAR_DUAL);
if (obj==NULL)
{
send_to_char("You are not holding anything in your left hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
}
if (obj->item_type != ITEM_WEAPON)
{
act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
return;
}
unequip_char(ch,obj);
obj->wear_loc = scabbard;
return;
}
void draw( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int worn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
worn = WEAR_WIELD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your right scabbard is empty.\n\r",ch);
return;
}
else if ( ((obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL) || ((obj2 = get_eq_char(ch,WEAR_DUAL)) != NULL) )
{
act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
worn = WEAR_HOLD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your left scabbard is empty.\n\r",ch);
return;
}
else if ( ((obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL) || ((obj2 = get_eq_char(ch,WEAR_DUAL)) != NULL) )
{
act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
obj->wear_loc = -1;
if (CAN_WEAR( obj, ITEM_DUAL))
{
if ((get_eq_char(ch,WEAR_HOLD) || get_eq_char(ch,WEAR_WIELD)))
{
stc("You need both hands free to wield that.\n\r",ch);
return;
}
worn=WEAR_DUAL;
}
equip_char(ch,obj,worn);
return;
}
void do_special (CHAR_DATA * ch, char *argument)
{
char bname[MAX_INPUT_LENGTH];
char bshort[MAX_INPUT_LENGTH];
char blong[MAX_INPUT_LENGTH];
char *kav;
int dice = number_range (1, 3);
OBJ_DATA *obj;
obj = create_object (get_obj_index (OBJ_VNUM_PROTOPLASM), 0);
kav = special_item_name (obj);
switch (dice)
{
default:
sprintf (bname, "%s ring", kav);
sprintf (bshort, "a %s ring", kav);
sprintf (blong, "A %s ring lies here.", kav);
obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;
break;
case 1:
sprintf (bname, "%s ring", kav);
sprintf (bshort, "a %s ring", kav);
sprintf (blong, "A %s ring lies here.", kav);
obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;
break;
case 2:
sprintf (bname, "%s necklace", kav);
sprintf (bshort, "a %s necklace", kav);
sprintf (blong, "A %s necklace lies here.", kav);
obj->wear_flags = ITEM_WEAR_NECK + ITEM_TAKE;
break;
case 3:
sprintf (bname, "%s plate", kav);
sprintf (bshort, "a suit of %s platemail", kav);
sprintf (blong, "A suit of %s platemail lies here.", kav);
obj->wear_flags = ITEM_WEAR_BODY + ITEM_TAKE;
break;
}
if (obj->wear_flags == 513 || obj->wear_flags == 8193
|| obj->wear_flags == 16385)
{
obj->item_type = ITEM_WEAPON;
obj->value[1] = 10;
obj->value[2] = 20;
obj->value[3] = number_range (1, 12);
}
else
{
obj->item_type = ITEM_ARMOR;
obj->value[0] = 15;
}
obj->level = 50;
obj->cost = 100000;
if (obj->questmaker != NULL)
free_string (obj->questmaker);
obj->questmaker = str_dup (ch->name);
free_string (obj->name);
obj->name = str_dup (bname);
free_string (obj->short_descr);
obj->short_descr = str_dup (bshort);
free_string (obj->description);
obj->description = str_dup (blong);
obj_to_char (obj, ch);
return;
}
char *special_item_name (OBJ_DATA * obj)
{
static char buf[MAX_INPUT_LENGTH];
int dice = number_range (1, 4);
switch (dice)
{
default:
strcpy (buf, "golden");
break;
case 1:
strcpy (buf, "golden");
break;
case 2:
strcpy (buf, "silver");
break;
case 3:
strcpy (buf, "brass");
break;
case 4:
strcpy (buf, "copper");
break;
}
return buf;
}
void do_silent_sacrifice (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *next_obj;
int i = 0;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (arg[0] == '\0')
return;
if (IS_AFFECTED (ch, AFF_CHARM))
return;
if (!str_cmp (arg, "all") || !str_prefix ("all.", arg))
{
next_obj = ch->in_room->contents;
for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj)
{
next_obj = obj->next_content;
if (arg[3] != '\0' && !is_name (&arg[4], obj->name))
continue;
if (++i > 35)
break;
if (!CAN_WEAR (obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_AQUEST
|| obj->item_type == ITEM_PIECE || obj->item_type == ITEM_ETOKEN
|| obj->item_type == ITEM_STOKEN
|| ((IS_SET (obj->quest2, QUEST2_INDEST))
&& (str_cmp (argument, "override")))
|| ((obj->item_type == ITEM_QUESTCARD)
&& (str_cmp (argument, "override")))
|| IS_SET (obj->quest, QUEST_ARTIFACT)
|| obj->item_type == ITEM_QPRIZE || obj->item_type == ITEM_NEWTOKEN || obj->item_type == ITEM_PIECE
|| (obj->questowner != NULL && strlen (obj->questowner) > 1
&& str_cmp (ch->name, obj->questowner)))
{
continue;
}
else if (obj->chobj != NULL && !IS_NPC (obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
continue;
}
else if (ch->in_room == get_room_index (ROOM_VNUM_DONATION))
{
continue;
}
if (obj->contains)
{
remove_unowned (obj, ch);
remove_owned (obj, ch);
}
if (IS_CLASS (ch, CLASS_DEMON)
&& IS_SET (obj->spectype, SITEM_DEMONIC)
&& obj->item_type != ITEM_PAGE)
{
ch->pcdata->stats[DEMON_CURRENT] += 5000;
ch->pcdata->stats[DEMON_TOTAL] += 5000;
}
if (IS_CLASS (ch, CLASS_DROW) && obj->pIndexData->vnum >= 26018
&& obj->pIndexData->vnum <= 29613 && obj->item_type != ITEM_PAGE)
{
ch->pcdata->stats[DEMON_CURRENT] += 10000;
ch->pcdata->stats[DEMON_TOTAL] += 10000;
}
if (obj->points > 0 && !IS_NPC (ch) && obj->item_type != ITEM_PAGE)
{
ch->pcdata->quest += obj->points;
}
extract_obj (obj);
}
return;
}
obj = get_obj_list (ch, arg, ch->in_room->contents);
if (obj == NULL)
{
return;
}
if (!CAN_WEAR (obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_AQUEST ||
obj->item_type == ITEM_PIECE || obj->item_type == ITEM_ETOKEN
|| obj->item_type == ITEM_STOKEN
|| ((IS_SET (obj->quest2, QUEST2_INDEST))
&& (str_cmp (argument, "override")))
|| ((obj->item_type == ITEM_QUESTCARD)
&& (str_cmp (argument, "override")))
|| obj->item_type == ITEM_QPRIZE || obj->item_type == ITEM_NEWTOKEN || IS_SET (obj->quest, QUEST_ARTIFACT)
|| obj->item_type == ITEM_PIECE || (obj->questowner != NULL
&& strlen (obj->questowner) > 1
&& str_cmp (ch->name,
obj->questowner)))
{
return;
}
else if (obj->chobj != NULL && !IS_NPC (obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
return;
}
else if (ch->in_room == get_room_index (ROOM_VNUM_DONATION))
{
return;
}
if (obj->contains)
{
remove_unowned (obj, ch);
remove_unowned (obj, ch);
}
if (IS_CLASS (ch, CLASS_DEMON) && IS_SET (obj->spectype, SITEM_DEMONIC)
&& obj->item_type != ITEM_PAGE)
{
ch->pcdata->stats[DEMON_CURRENT] += 5000;
ch->pcdata->stats[DEMON_TOTAL] += 5000;
}
if (IS_CLASS (ch, CLASS_DROW) && obj->pIndexData->vnum >= 26018
&& obj->pIndexData->vnum <= 29613 && obj->item_type != ITEM_PAGE)
{
ch->pcdata->stats[DEMON_CURRENT] += 10000;
ch->pcdata->stats[DEMON_TOTAL] += 10000;
}
if (obj->points > 0 && !IS_NPC (ch) && obj->item_type != ITEM_PAGE)
{
ch->pcdata->quest += obj->points;
}
extract_obj (obj);
return;
}
int get_disc( CHAR_DATA *ch, int disc )
{
int max = 5;
int total_disc;
int min_disc = 0;
if (disc < VAM_ANIM || disc > DISC_MAX)
{
bug( "Get_disc: Out of discipline range.", 0 );
return 0;
}
if (IS_NPC(ch)) return 0;
if (ch->pcdata->powers_set[disc] > 0)
min_disc = ch->pcdata->powers_set[disc];
if (min_disc > max) min_disc = max;
/* May have to remove this bit - KaVirp */
if (ch->pcdata->powers_set[disc] > min_disc)
min_disc = ch->pcdata->powers_set[disc];
if (ch->pcdata->powers_mod[disc] < 1)
{
if (ch->pcdata->powers[disc] > min_disc)
{
if (ch->pcdata->powers[disc] > max) return max;
else return ch->pcdata->powers[disc];
}
else
return min_disc;
}
if (ch->pcdata->powers[disc] < 1)
total_disc = 0;
else
total_disc = ch->pcdata->powers[disc];
if (ch->pcdata->powers_mod[disc] > 0)
total_disc += ch->pcdata->powers_mod[disc];
if (total_disc > max) total_disc = max;
if (total_disc < min_disc)
return min_disc;
return total_disc;
}
int get_truedisc( CHAR_DATA *ch, int disc )
{
int total_disc;
int min_disc = 0;
if (disc < VAM_ANIM || disc > DISC_MAX)
{
bug( "Get_truedisc: Out of discipline range.", 0 );
return 0;
}
if (IS_NPC(ch)) return 0;
if (ch->pcdata->powers_set[disc] > 0)
min_disc = ch->pcdata->powers_set[disc];
if (ch->pcdata->powers_mod[disc] < 1)
{
if (ch->pcdata->powers[disc] > min_disc)
return ch->pcdata->powers[disc];
else
return min_disc;
}
if (ch->pcdata->powers[disc] < 1)
total_disc = 0;
else
total_disc = ch->pcdata->powers[disc];
if (ch->pcdata->powers_mod[disc] > 0)
total_disc += ch->pcdata->powers_mod[disc];
if (total_disc < min_disc)
return min_disc;
return total_disc;
}
void set_disc (CHAR_DATA * ch)
{
AFFECT_DATA *paf;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int disc;
int set_wear;
if (IS_NPC (ch))
return;
if (ch->polyaff > 0)
{
if (IS_POLYAFF (ch, POLY_BAT) || IS_POLYAFF (ch, POLY_WOLF) ||
IS_POLYAFF (ch, POLY_MIST) || IS_POLYAFF (ch, POLY_SERPENT) ||
IS_POLYAFF (ch, POLY_RAVEN) || IS_POLYAFF (ch, POLY_FISH) ||
IS_POLYAFF (ch, POLY_FROG))
return;
}
set_wear = ch->pcdata->powers_set_wear;
ch->pcdata->powers_set_wear = 0;
for (disc = VAM_ANIM; disc <= DISC_MAX; disc++)
ch->pcdata->powers_set[disc] = 0;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE)
continue;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (paf->location >= APPLY_SET_ANIMALISM &&
paf->location <= APPLY_SET_VICISSITUDE)
affect_modify (ch, paf, TRUE);
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location >= APPLY_SET_ANIMALISM &&
paf->location <= APPLY_SET_VICISSITUDE)
affect_modify (ch, paf, TRUE);
}
}
if (set_wear != ch->pcdata->powers_set_wear)
strip_disc (ch);
return;
}
void strip_disc (CHAR_DATA * ch)
{
int disc;
if (IS_NPC (ch))
return;
if (IS_CLASS (ch, CLASS_VAMPIRE))
{
for (disc = VAM_ANIM; disc <= DISC_MAX; disc++)
{
ch->pcdata->powers_mod[disc] += 20;
ch->pcdata->powers_set[disc] += 20;
}
if (IS_EXTRA (ch, EXTRA_EARTHMELD)
&& get_truedisc (ch, VAM_PROT) < 23)
do_earthmeld (ch, "");
if (IS_EXTRA (ch, EXTRA_PLASMA)
&& get_truedisc (ch, VAM_VICI) < 25)
do_plasma (ch, "");
if (IS_EXTRA (ch, EXTRA_ASH) && get_truedisc (ch, VAM_THAN) < 23)
do_ashes (ch, "");
if (IS_EXTRA (ch, EXTRA_AWE) && get_truedisc (ch, VAM_PRES) < 21)
do_awe (ch, "");
if (IS_SET (ch->flag2, AFF2_SPIRITGUARD)
&& get_truedisc (ch, VAM_NECR) < 24)
do_spiritguard (ch, "");
if (IS_AFFECTED (ch, AFF_STEELSHIELD)
&& get_truedisc (ch, VAM_PRES) < 25)
do_majesty (ch, "");
do_unveil (ch, "self");
if (IS_EXTRA (ch, EXTRA_DRAGON) && get_truedisc (ch, VAM_VICI) < 24)
do_dragonform (ch, "");
if (IS_POLYAFF (ch, POLY_ZULO)
&& get_truedisc (ch, VAM_VICI) < 22)
do_zuloform (ch, "");
if (IS_VAMPAFF (ch, VAM_CHANGED))
{
if (get_truedisc (ch, VAM_PROT) < 23)
do_change (ch, "human");
}
if (IS_VAMPAFF (ch, VAM_DISGUISED)
&& get_truedisc (ch, VAM_OBFU) < 23)
do_mask (ch, "self");
if (IS_IMMUNE (ch, IMM_SHIELDED)
&& get_truedisc (ch, VAM_OBFU) < 22)
do_shield (ch, "");
if (IS_VAMPAFF (ch, VAM_CLAWS)
&& get_truedisc (ch, VAM_PROT) < 22)
do_claws (ch, "");
if (IS_AFFECTED (ch, AFF_SHADOWSIGHT)
&& get_truedisc (ch, VAM_OBTE) < 22)
do_shadowsight (ch, "");
if (IS_VAMPAFF (ch, VAM_NIGHTSIGHT)
&& get_truedisc (ch, VAM_PROT) < 21)
do_nightsight (ch, "");
if (IS_SET (ch->act, PLR_HOLYLIGHT)
&& get_truedisc (ch, VAM_AUSP) < 21)
do_truesight (ch, "");
if (IS_SET (ch->act, PLR_WIZINVIS)
&& get_truedisc (ch, VAM_OBFU) < 21)
do_vanish (ch, "");
if (IS_SET (ch->newbits, NEW_SILENCE) && get_truedisc (ch, VAM_QUIE) < 25)
do_death (ch, "");
if (IS_SET (ch->newbits, NEW_OBEAH) && get_truedisc (ch, VAM_OBEA) == 20)
{
ch->pcdata->obeah = 0;
do_obeah (ch, "");
}
for (disc = VAM_ANIM; disc <= DISC_MAX; disc++)
{
ch->pcdata->powers_mod[disc] -= 20;
ch->pcdata->powers_set[disc] -= 20;
}
}
return;
}