/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "interp.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace));
void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace));
CD *find_keeper args ((CHAR_DATA * ch));
int get_cost args ((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void obj_to_keeper args ((OBJ_DATA * obj, CHAR_DATA * ch));
OD *get_obj_keeper
args ((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument));
#undef OD
#undef CD
/* RT part of the corpse looting code */
bool can_loot (CHAR_DATA * ch, OBJ_DATA * obj)
{
CHAR_DATA *owner, *wch;
if (IS_IMMORTAL (ch))
return TRUE;
if (!obj->owner || obj->owner == NULL)
return TRUE;
owner = NULL;
for (wch = char_list; wch != NULL; wch = wch->next)
if (!str_cmp (wch->name, obj->owner))
owner = wch;
if (owner == NULL)
return TRUE;
if (!str_cmp (ch->name, owner->name))
return TRUE;
if (!IS_NPC (owner) && IS_SET (owner->act, PLR_CANLOOT))
return TRUE;
if (is_same_group (ch, owner))
return TRUE;
return FALSE;
}
void get_obj (CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)
{
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
if (!CAN_WEAR (obj, ITEM_TAKE)) {
send_to_char ("You can't take that.\n\r", ch);
return;
}
if (ch->carry_number + get_obj_number (obj) > can_carry_n (ch)) {
act ("$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR);
return;
}
if ((!obj->in_obj || obj->in_obj->carried_by != ch)
&& (get_carry_weight (ch) + get_obj_weight (obj) > can_carry_w (ch))) {
act ("$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR);
return;
}
if (!can_loot (ch, obj)) {
act ("Corpse looting is not permitted.", ch, NULL, NULL, TO_CHAR);
return;
}
if (obj->in_room != NULL) {
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj) {
act ("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
return;
}
}
if (container != NULL) {
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& get_trust (ch) < obj->level) {
send_to_char ("You are not powerful enough to use it.\n\r", ch);
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR (container, ITEM_TAKE)
&& !IS_OBJ_STAT (obj, ITEM_HAD_TIMER))
obj->timer = 0;
act ("You get $p from $P.", ch, obj, container, TO_CHAR);
act ("$n gets $p from $P.", ch, obj, container, TO_ROOM);
REMOVE_BIT (obj->extra_flags, ITEM_HAD_TIMER);
obj_from_obj (obj);
}
else {
act ("You get $p.", ch, obj, container, TO_CHAR);
act ("$n gets $p.", ch, obj, container, TO_ROOM);
obj_from_room (obj);
}
if (obj->item_type == ITEM_MONEY) {
ch->silver += obj->value[0];
ch->gold += obj->value[1];
if (IS_SET (ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL;
gch = gch->next_in_room) {
if (!IS_AFFECTED (gch, AFF_CHARM) && is_same_group (gch, ch))
members++;
}
if (members > 1 && (obj->value[0] > 1 || obj->value[1])) {
sprintf (buffer, "%d %d", obj->value[0], obj->value[1]);
do_function (ch, &do_split, buffer);
}
}
extract_obj (obj);
}
else {
obj_to_char (obj, ch);
}
return;
}
/* TAKA 2000 put, get, give, drop */
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char rest[MAX_INPUT_LENGTH];/**/
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
bool found;
int number, i = 0;/**/
number = mult_argument(argument,rest);/**/
strcpy(argument, rest);
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"from"))
argument = one_argument(rest,arg2);
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
/**/
if ((number < 1) || (number > 64 ))
{
send_to_char( "Number must be between 1 and 64.\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
&& (number == 1) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
}
else if ( str_cmp( arg1, "all" )
&& str_prefix( "all.", arg1 )
&& (number >= 2) )
{
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( is_name( &arg1[0], obj->name ) && can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
i++;
if (i >= number)
return;
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[0], TO_CHAR );
}
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
if (!can_loot(ch,container))
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
}
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
&& (number == 1) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL )
{
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
}
else if ( str_cmp( arg1, "all" )
&& str_prefix( "all.", arg1 )
&& (number >= 2) )
{
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( is_name( &arg1[0], obj->name ) && can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, container );
i++;
if (i >= number)
return;
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !IS_IMMORTAL(ch))
{
send_to_char("Don't be so greedy!\n\r",ch);
return;
}
get_obj( ch, obj, container );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char rest[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int number, i = 0;/**/
number = mult_argument(argument,rest);/**/
strcpy(argument, rest);
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on"))
argument = one_argument(argument,arg2);
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
&& (number == 1) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (WEIGHT_MULT(obj) != 100)
{
send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
return;
}
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container,ITEM_TAKE))
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
else if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 )
&& (number >= 2) )
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( is_name( &arg1[0], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10))
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj_to_obj( obj, container );
i++;
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
if (i >= number)
return;
}
}
return;
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10))
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char rest[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
int number, i = 0;/**/
number = mult_argument(argument,rest);/**/
strcpy(argument, rest);
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount, gold = 0, silver = 0;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) &&
str_cmp( arg, "gold" ) && str_cmp( arg, "silver") ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin")
|| !str_cmp( arg, "silver"))
{
if (ch->silver < amount)
{
send_to_char("You don't have that much silver.\n\r",ch);
return;
}
ch->silver -= amount;
silver = amount;
}
else
{
if (ch->gold < amount)
{
send_to_char("You don't have that much gold.\n\r",ch);
return;
}
ch->gold -= amount;
gold = amount;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
silver += 1;
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj( obj );
break;
case OBJ_VNUM_SILVER_SOME:
silver += obj->value[0];
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
extract_obj( obj );
break;
case OBJ_VNUM_COINS:
silver += obj->value[0];
gold += obj->value[1];
extract_obj(obj);
break;
}
}
obj_to_room( create_money( gold, silver ), ch->in_room );
act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", ch );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg )
&& (number == 1) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
else if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg )
&& (number >= 2) )
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( is_name( &arg[0], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
i++;
if (i >= number)
return;
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",ch, NULL, &arg[4], TO_CHAR );
}
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char rest[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int number, i = 0;/**/
number = mult_argument(argument,rest);/**/
strcpy(argument, rest);
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
bool silver;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver")) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
silver = str_cmp(arg2,"gold");
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) )
{
send_to_char( "You haven't got that much.\n\r", ch );
return;
}
if (silver)
{
ch->silver -= amount;
victim->silver += amount;
}
else
{
ch->gold -= amount;
victim->gold += amount;
}
sprintf(buf,"$n gives you %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_VICT );
act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT );
sprintf(buf,"You give $N %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_CHAR );
if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER))
{
int change;
change = (silver ? 95 * amount / 100 / 100
: 95 * amount);
if (!silver && change > victim->silver)
victim->silver += change;
if (silver && change > victim->gold)
victim->gold += change;
if (change < 1 && can_see(victim,ch))
{
act("$n tells you 'I'm sorry, you did not give me enough to change.'"
,victim,NULL,ch,TO_VICT);
ch->reply = victim;
sprintf(buf,"%d %s %s",
amount, silver ? "silver" : "gold",ch->name);
do_give(victim,buf);
}
else if (can_see(victim,ch))
{
sprintf(buf,"%d %s %s",
change, silver ? "gold" : "silver",ch->name);
do_give(victim,buf);
if (silver)
{
sprintf(buf,"%d silver %s",
(95 * amount / 100 - change * 100),ch->name);
do_give(victim,buf);
}
act("$n tells you 'Thank you, come again.'",
victim,NULL,ch,TO_VICT);
ch->reply = victim;
}
}
/*
* Bribe trigger -------REMOVED TAKA to compile once-----------
*/
if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) )
mp_bribe_trigger( victim, ch, silver ? amount : amount * 100 );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
/*
* Bribe trigger -------REMOVED TAKA to compile once-----------
*/
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
act("$N tells you 'Sorry, you'll have to sell that.'",
ch,NULL,victim,TO_CHAR);
ch->reply = victim;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if (number == 1)
{
obj_from_char( obj );
obj_to_char( obj, victim );
MOBtrigger = FALSE;
act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you $p.", ch, obj, victim, TO_VICT );
act( "You give $p to $N.", ch, obj, victim, TO_CHAR );
MOBtrigger = TRUE;
}
else
{
for (;;)
{
obj_from_char( obj );
obj_to_char( obj, victim );
i++;
if (i >= number)
{
MOBtrigger = FALSE;
act( "$n gives some $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you some $p.", ch, obj, victim, TO_VICT );
act( "You give some $p to $N.", ch, obj, victim, TO_CHAR );
MOBtrigger = TRUE;
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
MOBtrigger = FALSE;
act( "$n gives somr $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you some $p.", ch, obj, victim, TO_VICT );
act( "You give some $p to $N.", ch, obj, victim, TO_CHAR );
MOBtrigger = TRUE;
return;
}
}
}
/*
* Give trigger
*/
if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_GIVE ) )
mp_give_trigger( victim, ch, obj );
return;
}
/* for poisoning weapons and food/drink */
void do_envenom (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent, skill;
/* find out what */
if (argument[0] == '\0') {
send_to_char ("Envenom what item?\n\r", ch);
return;
}
obj = get_obj_list (ch, argument, ch->carrying);
if (obj == NULL) {
send_to_char ("You don't have that item.\n\r", ch);
return;
}
if ((skill = get_skill (ch, gsn_envenom)) < 1) {
send_to_char ("Are you crazy? You'd poison yourself!\n\r", ch);
return;
}
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) {
if (IS_OBJ_STAT (obj, ITEM_BLESS)
|| IS_OBJ_STAT (obj, ITEM_BURN_PROOF)) {
act ("You fail to poison $p.", ch, obj, NULL, TO_CHAR);
return;
}
if (number_percent () < skill) { /* success! */
act ("$n treats $p with deadly poison.", ch, obj, NULL, TO_ROOM);
act ("You treat $p with deadly poison.", ch, obj, NULL, TO_CHAR);
if (!obj->value[3]) {
obj->value[3] = 1;
check_improve (ch, gsn_envenom, TRUE, 4);
}
WAIT_STATE (ch, skill_table[gsn_envenom].beats);
return;
}
act ("You fail to poison $p.", ch, obj, NULL, TO_CHAR);
if (!obj->value[3])
check_improve (ch, gsn_envenom, FALSE, 4);
WAIT_STATE (ch, skill_table[gsn_envenom].beats);
return;
}
if (obj->item_type == ITEM_WEAPON) {
if (IS_WEAPON_STAT (obj, WEAPON_FLAMING)
|| IS_WEAPON_STAT (obj, WEAPON_FROST)
|| IS_WEAPON_STAT (obj, WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT (obj, WEAPON_SHARP)
|| IS_WEAPON_STAT (obj, WEAPON_VORPAL)
|| IS_WEAPON_STAT (obj, WEAPON_SHOCKING)
|| IS_OBJ_STAT (obj, ITEM_BLESS)
|| IS_OBJ_STAT (obj, ITEM_BURN_PROOF)) {
act ("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR);
return;
}
if (obj->value[3] < 0
|| attack_table[obj->value[3]].damage == DAM_BASH) {
send_to_char ("You can only envenom edged weapons.\n\r", ch);
return;
}
if (IS_WEAPON_STAT (obj, WEAPON_POISON)) {
act ("$p is already envenomed.", ch, obj, NULL, TO_CHAR);
return;
}
percent = number_percent ();
if (percent < skill) {
af.where = TO_WEAPON;
af.type = gsn_poison;
af.level = ch->level * percent / 100;
af.duration = ch->level / 2 * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj (obj, &af);
act ("$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM);
act ("You coat $p with venom.", ch, obj, NULL, TO_CHAR);
check_improve (ch, gsn_envenom, TRUE, 3);
WAIT_STATE (ch, skill_table[gsn_envenom].beats);
return;
}
else {
act ("You fail to envenom $p.", ch, obj, NULL, TO_CHAR);
check_improve (ch, gsn_envenom, FALSE, 3);
WAIT_STATE (ch, skill_table[gsn_envenom].beats);
return;
}
}
act ("You can't poison $p.", ch, obj, NULL, TO_CHAR);
return;
}
void do_fill (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Fill what?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg, ch)) == NULL) {
send_to_char ("You do not have that item.\n\r", ch);
return;
}
found = FALSE;
for (fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content) {
if (fountain->item_type == ITEM_FOUNTAIN) {
found = TRUE;
break;
}
}
if (!found) {
send_to_char ("There is no fountain here!\n\r", ch);
return;
}
if (obj->item_type != ITEM_DRINK_CON) {
send_to_char ("You can't fill that.\n\r", ch);
return;
}
if (obj->value[1] != 0 && obj->value[2] != fountain->value[2]) {
send_to_char ("There is already another liquid in it.\n\r", ch);
return;
}
if (obj->value[1] >= obj->value[0]) {
send_to_char ("Your container is full.\n\r", ch);
return;
}
sprintf (buf, "You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act (buf, ch, obj, fountain, TO_CHAR);
sprintf (buf, "$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act (buf, ch, obj, fountain, TO_ROOM);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
void do_pour (CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument (argument, arg);
if (arg[0] == '\0' || argument[0] == '\0') {
send_to_char ("Pour what into what?\n\r", ch);
return;
}
if ((out = get_obj_carry (ch, arg, ch)) == NULL) {
send_to_char ("You don't have that item.\n\r", ch);
return;
}
if (out->item_type != ITEM_DRINK_CON) {
send_to_char ("That's not a drink container.\n\r", ch);
return;
}
if (!str_cmp (argument, "out")) {
if (out->value[1] == 0) {
send_to_char ("It's already empty.\n\r", ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf (buf, "You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act (buf, ch, out, NULL, TO_CHAR);
sprintf (buf, "$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act (buf, ch, out, NULL, TO_ROOM);
return;
}
if ((in = get_obj_here (ch, argument)) == NULL) {
vch = get_char_room (ch, argument);
if (vch == NULL) {
send_to_char ("Pour into what?\n\r", ch);
return;
}
in = get_eq_char (vch, WEAR_HOLD);
if (in == NULL) {
send_to_char ("They aren't holding anything.", ch);
return;
}
}
if (in->item_type != ITEM_DRINK_CON) {
send_to_char ("You can only pour into other drink containers.\n\r",
ch);
return;
}
if (in == out) {
send_to_char ("You cannot change the laws of physics!\n\r", ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2]) {
send_to_char ("They don't hold the same liquid.\n\r", ch);
return;
}
if (out->value[1] == 0) {
act ("There's nothing in $p to pour.", ch, out, NULL, TO_CHAR);
return;
}
if (in->value[1] >= in->value[0]) {
act ("$p is already filled to the top.", ch, in, NULL, TO_CHAR);
return;
}
amount = UMIN (out->value[1], in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL) {
sprintf (buf, "You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act (buf, ch, out, in, TO_CHAR);
sprintf (buf, "$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act (buf, ch, out, in, TO_ROOM);
}
else {
sprintf (buf, "You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act (buf, ch, NULL, vch, TO_CHAR);
sprintf (buf, "$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act (buf, ch, NULL, vch, TO_VICT);
sprintf (buf, "$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act (buf, ch, NULL, vch, TO_NOTVICT);
}
}
void do_drink (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument (argument, arg);
if (arg[0] == '\0') {
for (obj = ch->in_room->contents; obj; obj = obj->next_content) {
if (obj->item_type == ITEM_FOUNTAIN)
break;
}
if (obj == NULL) {
send_to_char ("Drink what?\n\r", ch);
return;
}
}
else {
if ((obj = get_obj_here (ch, arg)) == NULL) {
send_to_char ("You can't find it.\n\r", ch);
return;
}
}
if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) {
send_to_char ("You fail to reach your mouth. *Hic*\n\r", ch);
return;
}
switch (obj->item_type) {
default:
send_to_char ("You can't drink from that.\n\r", ch);
return;
case ITEM_FOUNTAIN:
if ((liquid = obj->value[2]) < 0) {
bug ("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if (obj->value[1] <= 0) {
send_to_char ("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) < 0) {
bug ("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN (amount, obj->value[1]);
break;
}
if (!IS_NPC (ch) && !IS_IMMORTAL (ch)
&& ch->pcdata->condition[COND_FULL] > 45) {
send_to_char ("You're too full to drink more.\n\r", ch);
return;
}
act ("$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM);
act ("You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR);
gain_condition (ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36);
gain_condition (ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL] / 4);
gain_condition (ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 10);
gain_condition (ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2);
if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char ("You feel drunk.\n\r", ch);
if (!IS_NPC (ch) && ch->pcdata->condition[COND_FULL] > 40)
send_to_char ("You are full.\n\r", ch);
if (!IS_NPC (ch) && ch->pcdata->condition[COND_THIRST] > 40)
send_to_char ("Your thirst is quenched.\n\r", ch);
if (obj->value[3] != 0) {
/* The drink was poisoned ! */
AFFECT_DATA af;
act ("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You choke and gag.\n\r", ch);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy (amount);
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join (ch, &af);
}
if (obj->value[0] > 0)
obj->value[1] -= amount;
return;
}
void do_eat (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Eat what?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg, ch)) == NULL) {
send_to_char ("You do not have that item.\n\r", ch);
return;
}
if (!IS_IMMORTAL (ch)) {
if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL) {
send_to_char ("That's not edible.\n\r", ch);
return;
}
if (!IS_NPC (ch) && ch->pcdata->condition[COND_FULL] > 40) {
send_to_char ("You are too full to eat more.\n\r", ch);
return;
}
}
act ("$n eats $p.", ch, obj, NULL, TO_ROOM);
act ("You eat $p.", ch, obj, NULL, TO_CHAR);
switch (obj->item_type) {
case ITEM_FOOD:
if (!IS_NPC (ch)) {
int condition;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition (ch, COND_FULL, obj->value[0]);
gain_condition (ch, COND_HUNGER, obj->value[1]);
if (condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0)
send_to_char ("You are no longer hungry.\n\r", ch);
else if (ch->pcdata->condition[COND_FULL] > 40)
send_to_char ("You are full.\n\r", ch);
}
if (obj->value[3] != 0) {
/* The food was poisoned! */
AFFECT_DATA af;
act ("$n chokes and gags.", ch, 0, 0, TO_ROOM);
send_to_char ("You choke and gag.\n\r", ch);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy (obj->value[0]);
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join (ch, &af);
}
break;
case ITEM_PILL:
obj_cast_spell (obj->value[1], obj->value[0], ch, ch, NULL);
obj_cast_spell (obj->value[2], obj->value[0], ch, ch, NULL);
obj_cast_spell (obj->value[3], obj->value[0], ch, ch, NULL);
break;
}
extract_obj (obj);
return;
}
/*
* Remove an object.
*/
bool remove_obj (CHAR_DATA * ch, int iWear, bool fReplace)
{
OBJ_DATA *obj;
if ((obj = get_eq_char (ch, iWear)) == NULL)
return TRUE;
if (!fReplace)
return FALSE;
if (IS_SET (obj->extra_flags, ITEM_NOREMOVE)) {
act ("You can't remove $p.", ch, obj, NULL, TO_CHAR);
return FALSE;
}
unequip_char (ch, obj);
act ("$n stops using $p.", ch, obj, NULL, TO_ROOM);
act ("You stop using $p.", ch, obj, NULL, TO_CHAR);
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj (CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)
{
char buf[MAX_STRING_LENGTH];
if (ch->level < obj->level) {
sprintf (buf, "You must be level %d to use this object.\n\r",
obj->level);
send_to_char (buf, ch);
act ("$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM);
return;
}
if (obj->item_type == ITEM_LIGHT) {
if (!remove_obj (ch, WEAR_LIGHT, fReplace))
return;
act ("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM);
act ("You light $p and hold it.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_LIGHT);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_FINGER)) {
if (get_eq_char (ch, WEAR_FINGER_L) != NULL
&& get_eq_char (ch, WEAR_FINGER_R) != NULL
&& !remove_obj (ch, WEAR_FINGER_L, fReplace)
&& !remove_obj (ch, WEAR_FINGER_R, fReplace))
return;
if (get_eq_char (ch, WEAR_FINGER_L) == NULL) {
act ("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FINGER_L);
return;
}
if (get_eq_char (ch, WEAR_FINGER_R) == NULL) {
act ("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FINGER_R);
return;
}
bug ("Wear_obj: no free finger.", 0);
send_to_char ("You already wear two rings.\n\r", ch);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_NECK)) {
if (get_eq_char (ch, WEAR_NECK_1) != NULL
&& get_eq_char (ch, WEAR_NECK_2) != NULL
&& !remove_obj (ch, WEAR_NECK_1, fReplace)
&& !remove_obj (ch, WEAR_NECK_2, fReplace))
return;
if (get_eq_char (ch, WEAR_NECK_1) == NULL) {
act ("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM);
act ("You wear $p around your neck.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_NECK_1);
return;
}
if (get_eq_char (ch, WEAR_NECK_2) == NULL) {
act ("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM);
act ("You wear $p around your neck.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_NECK_2);
return;
}
bug ("Wear_obj: no free neck.", 0);
send_to_char ("You already wear two neck items.\n\r", ch);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_BODY)) {
if (!remove_obj (ch, WEAR_BODY, fReplace))
return;
act ("$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your torso.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_BODY);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_HEAD)) {
if (!remove_obj (ch, WEAR_HEAD, fReplace))
return;
act ("$n wears $p on $s head.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your head.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_HEAD);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_LEGS)) {
if (!remove_obj (ch, WEAR_LEGS, fReplace))
return;
act ("$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your legs.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_LEGS);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_FEET)) {
if (!remove_obj (ch, WEAR_FEET, fReplace))
return;
act ("$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your feet.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_FEET);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_HANDS)) {
if (!remove_obj (ch, WEAR_HANDS, fReplace))
return;
act ("$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your hands.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_HANDS);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_ARMS)) {
if (!remove_obj (ch, WEAR_ARMS, fReplace))
return;
act ("$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM);
act ("You wear $p on your arms.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_ARMS);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_ABOUT)) {
if (!remove_obj (ch, WEAR_ABOUT, fReplace))
return;
act ("$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM);
act ("You wear $p about your torso.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_ABOUT);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_WAIST)) {
if (!remove_obj (ch, WEAR_WAIST, fReplace))
return;
act ("$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM);
act ("You wear $p about your waist.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WAIST);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_WRIST)) {
if (get_eq_char (ch, WEAR_WRIST_L) != NULL
&& get_eq_char (ch, WEAR_WRIST_R) != NULL
&& !remove_obj (ch, WEAR_WRIST_L, fReplace)
&& !remove_obj (ch, WEAR_WRIST_R, fReplace))
return;
if (get_eq_char (ch, WEAR_WRIST_L) == NULL) {
act ("$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM);
act ("You wear $p around your left wrist.",
ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WRIST_L);
return;
}
if (get_eq_char (ch, WEAR_WRIST_R) == NULL) {
act ("$n wears $p around $s right wrist.",
ch, obj, NULL, TO_ROOM);
act ("You wear $p around your right wrist.",
ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WRIST_R);
return;
}
bug ("Wear_obj: no free wrist.", 0);
send_to_char ("You already wear two wrist items.\n\r", ch);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_SHIELD)) {
OBJ_DATA *weapon;
if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
{
send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch);
return;
}
if (!remove_obj (ch, WEAR_SHIELD, fReplace))
return;
weapon = get_eq_char (ch, WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT (weapon, WEAPON_TWO_HANDS)) {
send_to_char ("Your hands are tied up with your weapon!\n\r", ch);
return;
}
act ("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM);
act ("You wear $p as a shield.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_SHIELD);
return;
}
if (CAN_WEAR (obj, ITEM_WIELD)) {
int sn, skill;
if (!remove_obj (ch, WEAR_WIELD, fReplace))
return;
if (!IS_NPC (ch)
&& get_obj_weight (obj) >
(str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) {
send_to_char ("It is too heavy for you to wield.\n\r", ch);
return;
}
if (!IS_NPC (ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)
&& get_eq_char (ch, WEAR_SHIELD) != NULL) {
send_to_char ("You need two hands free for that weapon.\n\r", ch);
return;
}
/*
* Do not allow switching of primary weapon when seconding
* Fixed by TAKA SECOND WEAPON BUG!
*/
if ( (get_eq_char( ch, WEAR_SECONDARY ) ) != NULL )
{
send_to_char( "Remove your secondary weapon first.\n\r", ch );
return;
}
act ("$n wields $p.", ch, obj, NULL, TO_ROOM);
act ("You wield $p.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_WIELD);
sn = get_weapon_sn (ch);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill (ch, sn);
if (skill >= 100)
act ("$p feels like a part of you!", ch, obj, NULL, TO_CHAR);
else if (skill > 85)
act ("You feel quite confident with $p.", ch, obj, NULL, TO_CHAR);
else if (skill > 70)
act ("You are skilled with $p.", ch, obj, NULL, TO_CHAR);
else if (skill > 50)
act ("Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR);
else if (skill > 25)
act ("$p feels a little clumsy in your hands.", ch, obj, NULL,
TO_CHAR);
else if (skill > 1)
act ("You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR);
else
act ("You don't even know which end is up on $p.",
ch, obj, NULL, TO_CHAR);
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn,skill;
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( !IS_NPC(ch)
&& get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield * 10))
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if (!IS_NPC(ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& get_eq_char(ch,WEAR_SHIELD) != NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
/*
* Do not allow switching of primary weapon when seconding
* Fixed by TAKA SECOND WEAPON BUG!
*/
if ( (get_eq_char( ch, WEAR_SECONDARY ) ) != NULL )
{
send_to_char( "Remove your secondary weapon first.\n\r", ch );
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD );
sn = get_weapon_sn(ch);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
else
act("You don't even know which end is up on $p.",
ch,obj,NULL,TO_CHAR);
return;
}
if (CAN_WEAR (obj, ITEM_HOLD)) {
if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
{
send_to_char ("You cannot hold an item while using 2 weapons.\n\r",ch);
return;
}
if (!remove_obj (ch, WEAR_HOLD, fReplace))
return;
act ("$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM);
act ("You hold $p in your hand.", ch, obj, NULL, TO_CHAR);
equip_char (ch, obj, WEAR_HOLD);
return;
}
if (CAN_WEAR (obj, ITEM_WEAR_FLOAT)) {
if (!remove_obj (ch, WEAR_FLOAT, fReplace))
return;
act ("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM);
act ("You release $p and it floats next to you.", ch, obj, NULL,
TO_CHAR);
equip_char (ch, obj, WEAR_FLOAT);
return;
}
/* TAKA wear location updates */
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
/*
* Make tail a conditional wear location
* IS_SET(ch-part,Part name)
*/
if ( CAN_WEAR( obj, ITEM_WEAR_TAIL ) && IS_SET(ch->parts,PART_TAIL) )
{
if ( !remove_obj( ch, WEAR_TAIL, fReplace ) )
return;
act( "$n wears $p on $s tail.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your tail.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_TAIL );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EYES ) )
{
if ( !remove_obj( ch, WEAR_EYES, fReplace ) )
return;
act( "$n wears $p on $s eyes.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your eyes.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_EYES );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EARS ) )
{
if ( !remove_obj( ch, WEAR_EARS, fReplace ) )
return;
act( "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your ears.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_EARS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BELLY ) )
{
if ( !remove_obj( ch, WEAR_BELLY, fReplace ) )
return;
act( "$n wears $p on $s stomach.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your stomach.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BELLY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_UNDERWEAR ) )
{
if ( !remove_obj( ch, WEAR_UNDERWEAR, fReplace ) )
return;
act( "$n wears $p on $s underwear.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your underwear.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_UNDERWEAR );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHOULDERS ) )
{
if ( !remove_obj( ch, WEAR_SHOULDERS, fReplace ) )
return;
act( "$n wears $p on $s shoulders.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your shoulders.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHOULDERS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BACK ) )
{
if ( !remove_obj( ch, WEAR_BACK, fReplace ) )
return;
act( "$n wears $p on $s back.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your back.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BACK );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_KNEES ) )
{
if ( !remove_obj( ch, WEAR_KNEES, fReplace ) )
return;
act( "$n wears $p on $s knees.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your knees.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_KNEES );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ANKLE ) )
{
if ( get_eq_char( ch, WEAR_ANKLE_L ) != NULL
&& get_eq_char( ch, WEAR_ANKLE_R ) != NULL
&& !remove_obj( ch, WEAR_ANKLE_L, fReplace )
&& !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_ANKLE_L ) == NULL )
{
act( "$n wears $p around $s left ankle.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your left ankle.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ANKLE_L );
return;
}
if ( get_eq_char( ch, WEAR_ANKLE_R ) == NULL )
{
act( "$n wears $p around $s right ankle.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your right ankle.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ANKLE_R );
return;
}
bug( "Wear_obj: no free ankle.", 0 );
send_to_char( "You already wear two ankle items.\n\r", ch );
return;
}
/* Wear item location modifacations */
if (fReplace)
send_to_char ("You can't wear, wield, or hold that.\n\r", ch);
return;
}
void do_wear (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Wear, wield, or hold what?\n\r", ch);
return;
}
if (!str_cmp (arg, "all"))
{
OBJ_DATA *obj_next;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj))
wear_obj (ch, obj, FALSE);
}
return;
}
else
{
if ((obj = get_obj_carry (ch, arg, ch)) == NULL) {
send_to_char ("You do not have that item.\n\r", ch);
return;
}
/*
* Ensure your newaffects data lists all the classes in the same
* order as your class and race tables. Remember race has a null
* first element hence + 50 not + 51.
*
* Be careful here.
* I also added a flag to show weather there were race and class
* restrictions on an item.
*
* This code is by Taka of Ghost Dancer
*/
if IS_SETX(obj->pIndexData->newoaff[(CLASS_ONLY/8)], (CLASS_ONLY))
{
if (!IS_SETX(obj->pIndexData->newoaff[((ch->class + CLASS_INDEX)/8)],
(ch->class + CLASS_INDEX)))
{
send_to_char( "{RYou can not use this item you are the wrong class!{x", ch);
return;
}
}
if IS_SETX(obj->pIndexData->newoaff[(RACE_ONLY/8)], (RACE_ONLY))
{
if (!IS_SETX(obj->pIndexData->newoaff[((ch->race + RACE_INDEX)/8)],
(ch->race + RACE_INDEX)))
{
send_to_char( "{RYou can not use this item you are the wrong race!{x", ch);
return;
}
}
/*
* We use remort code here this checks an item for remort use only.
* By TAKA of Ghost Dancer
*/
if IS_SETX(obj->pIndexData->newoaff[(REMORT_ONLY / 8)], (REMORT_ONLY))
{
if (ch->pcdata->incarnations <= 1)
{
send_to_char( "{RYou are not a remort!{x", ch);
return;
}
}
/*
* End of class and race checking for an item.
*/
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;
}
/* remove all added taka of ghost dancers */
if ( !str_cmp( arg, "all" ) )
{
int iWear = 0;
for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
{
if ( ( obj = get_eq_char( ch, iWear ) ) != NULL )
{
remove_obj( ch, obj->wear_loc, TRUE );
}
}
return;
}
/* end remove all by taka of ghost dancer */
if ((obj = get_obj_wear (ch, arg)) == NULL) {
send_to_char ("You do not have that item.\n\r", ch);
return;
}
remove_obj (ch, obj->wear_loc, TRUE);
return;
}
void do_sacrifice (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int silver;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument (argument, arg);
if (arg[0] == '\0' || !str_cmp (arg, ch->name)) {
act ("$n offers $mself to Mota, who graciously declines.",
ch, NULL, NULL, TO_ROOM);
send_to_char
("Mota appreciates your offer and may accept it later.\n\r", ch);
return;
}
/* Sac all by TAKA */
if (!str_cmp("all",arg) || !str_prefix("all.",arg))
{
OBJ_DATA *obj_next;
bool found = FALSE;
for (obj = ch->in_room->contents;obj;obj = obj_next)
{
obj_next = obj->next_content;
if (arg[3] != '\0' && !is_name(&arg[4],obj->name))
continue;
if ( (!CAN_WEAR(obj,ITEM_TAKE) || CAN_WEAR(obj,ITEM_NO_SAC))
|| (obj->item_type == ITEM_CORPSE_PC && obj->contains))
continue;
silver = UMAX(1,obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type !=
ITEM_CORPSE_PC)
silver = UMIN(silver,obj->cost);
found = TRUE;
sprintf(buf, "{cMota gives you {Y%d{c silver for your sacrifice
of {w%s{c.{x\n\r", silver, obj->short_descr );
send_to_char(buf, ch);
act( "$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM );
ch->silver += silver;
extract_obj( obj );
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{
members = 0;
for (gch = ch->in_room->people;gch;gch = gch->next_in_room)
if (is_same_group(ch,gch))
members++;
if (members > 1 && silver > 1)
{
sprintf(buf,"%d",silver);
do_split(ch,buffer);
// do_function( ch, &do_split, buf);
}
}
}
if (found)
wiznet("$N sends up everything in that room as a burnt
offering.",ch,obj,WIZ_SACCING,0,0);
else
send_to_char("There is nothing sacrificable in this
room.\n\r",ch);
return;
}
/* End sac all by Taka */
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 (obj->item_type == ITEM_CORPSE_PC) {
if (obj->contains) {
send_to_char ("Mota wouldn't like that.\n\r", ch);
return;
}
}
if (!CAN_WEAR (obj, ITEM_TAKE) || CAN_WEAR (obj, ITEM_NO_SAC)) {
act ("$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR);
return;
}
if (obj->in_room != NULL) {
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj) {
act ("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
return;
}
}
silver = UMAX (1, obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
silver = UMIN (silver, obj->cost);
if (silver == 1)
send_to_char
("Mota gives you one silver coin for your sacrifice.\n\r", ch);
else {
sprintf (buf,
"Mota gives you %d silver coins for your sacrifice.\n\r",
silver);
send_to_char (buf, ch);
}
ch->silver += silver;
if (IS_SET (ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) {
if (is_same_group (gch, ch))
members++;
}
if (members > 1 && silver > 1) {
sprintf (buffer, "%d", silver);
do_function (ch, &do_split, buffer);
}
}
act ("$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM);
wiznet ("$N sends up $p as a burnt offering.",
ch, obj, WIZ_SACCING, 0, 0);
extract_obj (obj);
return;
}
void do_quaff (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Quaff what?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg, ch)) == NULL) {
send_to_char ("You do not have that potion.\n\r", ch);
return;
}
if (obj->item_type != ITEM_POTION) {
send_to_char ("You can quaff only potions.\n\r", ch);
return;
}
if (ch->level < obj->level) {
send_to_char ("This liquid is too powerful for you to drink.\n\r",
ch);
return;
}
act ("$n quaffs $p.", ch, obj, NULL, TO_ROOM);
act ("You quaff $p.", ch, obj, NULL, TO_CHAR);
obj_cast_spell (obj->value[1], obj->value[0], ch, ch, NULL);
obj_cast_spell (obj->value[2], obj->value[0], ch, ch, NULL);
obj_cast_spell (obj->value[3], obj->value[0], ch, ch, NULL);
extract_obj (obj);
return;
}
void do_recite (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if ((scroll = get_obj_carry (ch, arg1, ch)) == NULL) {
send_to_char ("You do not have that scroll.\n\r", ch);
return;
}
if (scroll->item_type != ITEM_SCROLL) {
send_to_char ("You can recite only scrolls.\n\r", ch);
return;
}
if (ch->level < scroll->level) {
send_to_char ("This scroll is too complex for you to comprehend.\n\r",
ch);
return;
}
obj = NULL;
if (arg2[0] == '\0') {
victim = ch;
}
else {
if ((victim = get_char_room (ch, arg2)) == NULL
&& (obj = get_obj_here (ch, arg2)) == NULL) {
send_to_char ("You can't find it.\n\r", ch);
return;
}
}
act ("$n recites $p.", ch, scroll, NULL, TO_ROOM);
act ("You recite $p.", ch, scroll, NULL, TO_CHAR);
if (number_percent () >= 20 + get_skill (ch, gsn_scrolls) * 4 / 5) {
send_to_char ("You mispronounce a syllable.\n\r", ch);
check_improve (ch, gsn_scrolls, FALSE, 2);
}
else {
obj_cast_spell (scroll->value[1], scroll->value[0], ch, victim, obj);
obj_cast_spell (scroll->value[2], scroll->value[0], ch, victim, obj);
obj_cast_spell (scroll->value[3], scroll->value[0], ch, victim, obj);
check_improve (ch, gsn_scrolls, TRUE, 2);
}
extract_obj (scroll);
return;
}
void do_brandish (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ((staff = get_eq_char (ch, WEAR_HOLD)) == NULL) {
send_to_char ("You hold nothing in your hand.\n\r", ch);
return;
}
if (staff->item_type != ITEM_STAFF) {
send_to_char ("You can brandish only with a staff.\n\r", ch);
return;
}
if ((sn = staff->value[3]) < 0
|| sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) {
bug ("Do_brandish: bad sn %d.", sn);
return;
}
WAIT_STATE (ch, 2 * PULSE_VIOLENCE);
if (staff->value[2] > 0) {
act ("$n brandishes $p.", ch, staff, NULL, TO_ROOM);
act ("You brandish $p.", ch, staff, NULL, TO_CHAR);
if (ch->level < staff->level
|| number_percent () >= 20 + get_skill (ch, gsn_staves) * 4 / 5) {
act ("You fail to invoke $p.", ch, staff, NULL, TO_CHAR);
act ("...and nothing happens.", ch, NULL, NULL, TO_ROOM);
check_improve (ch, gsn_staves, FALSE, 2);
}
else
for (vch = ch->in_room->people; vch; vch = vch_next) {
vch_next = vch->next_in_room;
switch (skill_table[sn].target) {
default:
bug ("Do_brandish: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
if (vch != ch)
continue;
break;
case TAR_CHAR_OFFENSIVE:
if (IS_NPC (ch) ? IS_NPC (vch) : !IS_NPC (vch))
continue;
break;
case TAR_CHAR_DEFENSIVE:
if (IS_NPC (ch) ? !IS_NPC (vch) : IS_NPC (vch))
continue;
break;
case TAR_CHAR_SELF:
if (vch != ch)
continue;
break;
}
obj_cast_spell (staff->value[3], staff->value[0], ch, vch,
NULL);
check_improve (ch, gsn_staves, TRUE, 2);
}
}
if (--staff->value[2] <= 0) {
act ("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM);
act ("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR);
extract_obj (staff);
}
return;
}
void do_zap (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0' && ch->fighting == NULL) {
send_to_char ("Zap whom or what?\n\r", ch);
return;
}
if ((wand = get_eq_char (ch, WEAR_HOLD)) == NULL) {
send_to_char ("You hold nothing in your hand.\n\r", ch);
return;
}
if (wand->item_type != ITEM_WAND) {
send_to_char ("You can zap only with a wand.\n\r", ch);
return;
}
obj = NULL;
if (arg[0] == '\0') {
if (ch->fighting != NULL) {
victim = ch->fighting;
}
else {
send_to_char ("Zap whom or what?\n\r", ch);
return;
}
}
else {
if ((victim = get_char_room (ch, arg)) == NULL
&& (obj = get_obj_here (ch, arg)) == NULL) {
send_to_char ("You can't find it.\n\r", ch);
return;
}
}
WAIT_STATE (ch, 2 * PULSE_VIOLENCE);
if (wand->value[2] > 0) {
if (victim != NULL) {
act ("$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT);
act ("You zap $N with $p.", ch, wand, victim, TO_CHAR);
act ("$n zaps you with $p.", ch, wand, victim, TO_VICT);
}
else {
act ("$n zaps $P with $p.", ch, wand, obj, TO_ROOM);
act ("You zap $P with $p.", ch, wand, obj, TO_CHAR);
}
if (ch->level < wand->level
|| number_percent () >= 20 + get_skill (ch, gsn_wands) * 4 / 5) {
act ("Your efforts with $p produce only smoke and sparks.",
ch, wand, NULL, TO_CHAR);
act ("$n's efforts with $p produce only smoke and sparks.",
ch, wand, NULL, TO_ROOM);
check_improve (ch, gsn_wands, FALSE, 2);
}
else {
obj_cast_spell (wand->value[3], wand->value[0], ch, victim, obj);
check_improve (ch, gsn_wands, TRUE, 2);
}
}
if (--wand->value[2] <= 0) {
act ("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM);
act ("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR);
extract_obj (wand);
}
return;
}
void do_steal (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0') {
send_to_char ("Steal what from whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg2)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch) {
send_to_char ("That's pointless.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (IS_NPC (victim)
&& victim->position == POS_FIGHTING) {
send_to_char ("Kill stealing is not permitted.\n\r"
"You'd better not -- you might get hit.\n\r", ch);
return;
}
WAIT_STATE (ch, skill_table[gsn_steal].beats);
percent = number_percent ();
if (!IS_AWAKE (victim))
percent -= 10;
else if (!can_see (victim, ch))
percent += 25;
else
percent += 50;
if (((ch->level + 7 < victim->level || ch->level - 7 > victim->level)
&& !IS_NPC (victim) && !IS_NPC (ch))
|| (!IS_NPC (ch) && percent > get_skill (ch, gsn_steal))
|| (!IS_NPC (ch) && !is_clan (ch))) {
/*
* Failure.
*/
send_to_char ("Oops.\n\r", ch);
affect_strip (ch, gsn_sneak);
REMOVE_BIT (ch->affected_by, AFF_SNEAK);
act ("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT);
act ("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT);
switch (number_range (0, 3)) {
case 0:
sprintf (buf, "%s is a lousy thief!", ch->name);
break;
case 1:
sprintf (buf, "%s couldn't rob %s way out of a paper bag!",
ch->name, (ch->sex == 2) ? "her" : "his");
break;
case 2:
sprintf (buf, "%s tried to rob me!", ch->name);
break;
case 3:
sprintf (buf, "Keep your hands out of there, %s!", ch->name);
break;
}
if (!IS_AWAKE (victim))
do_function (victim, &do_wake, "");
if (IS_AWAKE (victim))
do_function (victim, &do_yell, buf);
if (!IS_NPC (ch)) {
if (IS_NPC (victim)) {
check_improve (ch, gsn_steal, FALSE, 2);
multi_hit (victim, ch, TYPE_UNDEFINED);
}
else {
sprintf (buf, "$N tried to steal from %s.", victim->name);
wiznet (buf, ch, NULL, WIZ_FLAGS, 0, 0);
if (!IS_SET (ch->act, PLR_THIEF)) {
SET_BIT (ch->act, PLR_THIEF);
send_to_char ("*** You are now a THIEF!! ***\n\r", ch);
save_char_obj (ch);
}
}
}
return;
}
if (!str_cmp (arg1, "coin")
|| !str_cmp (arg1, "coins")
|| !str_cmp (arg1, "gold")
|| !str_cmp (arg1, "silver")) {
int gold, silver;
gold = victim->gold * number_range (1, ch->level) / MAX_LEVEL;
silver = victim->silver * number_range (1, ch->level) / MAX_LEVEL;
if (gold <= 0 && silver <= 0) {
send_to_char ("You couldn't get any coins.\n\r", ch);
return;
}
ch->gold += gold;
ch->silver += silver;
victim->silver -= silver;
victim->gold -= gold;
if (silver <= 0)
sprintf (buf, "Bingo! You got %d gold coins.\n\r", gold);
else if (gold <= 0)
sprintf (buf, "Bingo! You got %d silver coins.\n\r", silver);
else
sprintf (buf, "Bingo! You got %d silver and %d gold coins.\n\r",
silver, gold);
send_to_char (buf, ch);
check_improve (ch, gsn_steal, TRUE, 2);
return;
}
if ((obj = get_obj_carry (victim, arg1, ch)) == NULL) {
send_to_char ("You can't find it.\n\r", ch);
return;
}
if (!can_drop_obj (ch, obj)
|| IS_SET (obj->extra_flags, ITEM_INVENTORY)
|| obj->level > ch->level) {
send_to_char ("You can't pry it away.\n\r", ch);
return;
}
if (ch->carry_number + get_obj_number (obj) > can_carry_n (ch)) {
send_to_char ("You have your hands full.\n\r", ch);
return;
}
if (ch->carry_weight + get_obj_weight (obj) > can_carry_w (ch)) {
send_to_char ("You can't carry that much weight.\n\r", ch);
return;
}
obj_from_char (obj);
obj_to_char (obj, ch);
act ("You pocket $p.", ch, obj, NULL, TO_CHAR);
check_improve (ch, gsn_steal, TRUE, 2);
send_to_char ("Got it!\n\r", ch);
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper (CHAR_DATA * ch)
{
/*char buf[MAX_STRING_LENGTH]; */
CHAR_DATA *keeper;
SHOP_DATA *pShop;
pShop = NULL;
for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room) {
if (IS_NPC (keeper) && (pShop = keeper->pIndexData->pShop) != NULL)
break;
}
if (pShop == NULL) {
send_to_char ("You can't do that here.\n\r", ch);
return NULL;
}
/*
* Undesirables.
*
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
{
do_function(keeper, &do_say, "Killers are not welcome!");
sprintf(buf, "%s the KILLER is over here!\n\r", ch->name);
do_function(keeper, &do_yell, buf );
return NULL;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
{
do_function(keeper, &do_say, "Thieves are not welcome!");
sprintf(buf, "%s the THIEF is over here!\n\r", ch->name);
do_function(keeper, &do_yell, buf );
return NULL;
}
*/
/*
* Shop hours.
*/
if (time_info.hour < pShop->open_hour) {
do_function (keeper, &do_say, "Sorry, I am closed. Come back later.");
return NULL;
}
if (time_info.hour > pShop->close_hour) {
do_function (keeper, &do_say,
"Sorry, I am closed. Come back tomorrow.");
return NULL;
}
/*
* Invisible or hidden people.
*/
if (!can_see (keeper, ch)) {
do_function (keeper, &do_say,
"I don't trade with folks I can't see.");
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper (OBJ_DATA * obj, CHAR_DATA * ch)
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next) {
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp (obj->short_descr, t_obj->short_descr)) {
/* if this is an unlimited item, destroy the new one */
if (IS_OBJ_STAT (t_obj, ITEM_INVENTORY)) {
extract_obj (obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL) {
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else {
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number (obj);
ch->carry_weight += get_obj_weight (obj);
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper (CHAR_DATA * ch, CHAR_DATA * keeper, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument (argument, arg);
count = 0;
for (obj = keeper->carrying; obj != NULL; obj = obj->next_content) {
if (obj->wear_loc == WEAR_NONE && can_see_obj (keeper, obj)
&& can_see_obj (ch, obj)
&& is_name (arg, obj->name)) {
if (++count == number)
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp (obj->short_descr,
obj->next_content->short_descr)) obj =
obj->next_content;
}
}
return NULL;
}
int get_cost (CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy)
{
SHOP_DATA *pShop;
int cost;
if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL)
return 0;
if (fBuy) {
cost = obj->cost * pShop->profit_buy / 100;
}
else {
OBJ_DATA *obj2;
int itype;
cost = 0;
for (itype = 0; itype < MAX_TRADE; itype++) {
if (obj->item_type == pShop->buy_type[itype]) {
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT))
for (obj2 = keeper->carrying; obj2; obj2 = obj2->next_content) {
if (obj->pIndexData == obj2->pIndexData
&& !str_cmp (obj->short_descr, obj2->short_descr)) {
if (IS_OBJ_STAT (obj2, ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
}
}
}
if (obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND) {
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int cost, roll;
if (argument[0] == '\0') {
send_to_char ("Buy what?\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP)) {
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
smash_tilde (argument);
if (IS_NPC (ch))
return;
argument = one_argument (argument, arg);
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index (9706);
else
pRoomIndexNext = get_room_index (ch->in_room->vnum + 1);
if (pRoomIndexNext == NULL) {
bug ("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum);
send_to_char ("Sorry, you can't buy that here.\n\r", ch);
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room (ch, arg);
ch->in_room = in_room;
if (pet == NULL || !IS_SET (pet->act, ACT_PET)) {
send_to_char ("Sorry, you can't buy that here.\n\r", ch);
return;
}
if (ch->pet != NULL) {
send_to_char ("You already own a pet.\n\r", ch);
return;
}
cost = 10 * pet->level * pet->level;
if ((ch->silver + 100 * ch->gold) < cost) {
send_to_char ("You can't afford it.\n\r", ch);
return;
}
if (ch->level < pet->level) {
send_to_char
("You're not powerful enough to master this pet.\n\r", ch);
return;
}
/* haggle */
roll = number_percent ();
if (roll < get_skill (ch, gsn_haggle)) {
cost -= cost / 2 * roll / 100;
sprintf (buf, "You haggle the price down to %d coins.\n\r", cost);
send_to_char (buf, ch);
check_improve (ch, gsn_haggle, TRUE, 4);
}
deduct_cost (ch, cost);
pet = create_mobile (pet->pIndexData);
SET_BIT (pet->act, ACT_PET);
SET_BIT (pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
argument = one_argument (argument, arg);
if (arg[0] != '\0') {
sprintf (buf, "%s %s", pet->name, arg);
free_string (pet->name);
pet->name = str_dup (buf);
}
sprintf (buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name);
free_string (pet->description);
pet->description = str_dup (buf);
char_to_room (pet, ch->in_room);
add_follower (pet, ch);
pet->leader = ch;
ch->pet = pet;
send_to_char ("Enjoy your pet.\n\r", ch);
act ("$n bought $N as a pet.", ch, NULL, pet, TO_ROOM);
return;
}
else {
CHAR_DATA *keeper;
OBJ_DATA *obj, *t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ((keeper = find_keeper (ch)) == NULL)
return;
number = mult_argument (argument, arg);
obj = get_obj_keeper (ch, keeper, arg);
cost = get_cost (keeper, obj, TRUE);
if (number < 1 || number > 99) {
act ("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT);
return;
}
if (cost <= 0 || !can_see_obj (ch, obj)) {
act ("$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (!IS_OBJ_STAT (obj, ITEM_INVENTORY)) {
for (t_obj = obj->next_content;
count < number && t_obj != NULL; t_obj = t_obj->next_content) {
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp (t_obj->short_descr, obj->short_descr))
count++;
else
break;
}
if (count < number) {
act ("$n tells you 'I don't have that many in stock.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
}
if ((ch->silver + ch->gold * 100) < cost * number) {
if (number > 1)
act ("$n tells you 'You can't afford to buy that many.",
keeper, obj, ch, TO_VICT);
else
act ("$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (obj->level > ch->level) {
act ("$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (ch->carry_number + number * get_obj_number (obj) >
can_carry_n (ch)) {
send_to_char ("You can't carry that many items.\n\r", ch);
return;
}
if (ch->carry_weight + number * get_obj_weight (obj) >
can_carry_w (ch)) {
send_to_char ("You can't carry that much weight.\n\r", ch);
return;
}
/* haggle */
roll = number_percent ();
if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)
&& roll < get_skill (ch, gsn_haggle)) {
cost -= obj->cost / 2 * roll / 100;
act ("You haggle with $N.", ch, NULL, keeper, TO_CHAR);
check_improve (ch, gsn_haggle, TRUE, 4);
}
if (number > 1) {
sprintf (buf, "$n buys $p[%d].", number);
act (buf, ch, obj, NULL, TO_ROOM);
sprintf (buf, "You buy $p[%d] for %d silver.", number,
cost * number);
act (buf, ch, obj, NULL, TO_CHAR);
}
else {
act ("$n buys $p.", ch, obj, NULL, TO_ROOM);
sprintf (buf, "You buy $p for %d silver.", cost);
act (buf, ch, obj, NULL, TO_CHAR);
}
deduct_cost (ch, cost * number);
keeper->gold += cost * number / 100;
keeper->silver += cost * number - (cost * number / 100) * 100;
for (count = 0; count < number; count++) {
if (IS_SET (obj->extra_flags, ITEM_INVENTORY))
t_obj = create_object (obj->pIndexData, obj->level);
else {
t_obj = obj;
obj = obj->next_content;
obj_from_char (t_obj);
}
if (t_obj->timer > 0 && !IS_OBJ_STAT (t_obj, ITEM_HAD_TIMER))
t_obj->timer = 0;
REMOVE_BIT (t_obj->extra_flags, ITEM_HAD_TIMER);
obj_to_char (t_obj, ch);
if (cost < t_obj->cost)
t_obj->cost = cost;
}
}
}
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;
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index (9706);
else
pRoomIndexNext = get_room_index (ch->in_room->vnum + 1);
if (pRoomIndexNext == NULL) {
bug ("Do_list: bad pet shop at vnum %d.", ch->in_room->vnum);
send_to_char ("You can't do that here.\n\r", ch);
return;
}
found = FALSE;
for (pet = pRoomIndexNext->people; pet; pet = pet->next_in_room) {
if (IS_SET (pet->act, ACT_PET)) {
if (!found) {
found = TRUE;
send_to_char ("Pets for sale:\n\r", ch);
}
sprintf (buf, "[%2d] %8d - %s\n\r",
pet->level,
10 * pet->level * pet->level, pet->short_descr);
send_to_char (buf, ch);
}
}
if (!found)
send_to_char ("Sorry, we're out of pets right now.\n\r", ch);
return;
}
else {
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost, count;
bool found;
char arg[MAX_INPUT_LENGTH];
if ((keeper = find_keeper (ch)) == NULL)
return;
one_argument (argument, arg);
found = FALSE;
for (obj = keeper->carrying; obj; obj = obj->next_content) {
if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj)
&& (cost = get_cost (keeper, obj, TRUE)) > 0
&& (arg[0] == '\0' || is_name (arg, obj->name))) {
if (!found) {
found = TRUE;
send_to_char ("[Lv Price Qty] Item\n\r", ch);
}
if (IS_OBJ_STAT (obj, ITEM_INVENTORY))
sprintf (buf, "[%2d %5d -- ] %s\n\r",
obj->level, cost, obj->short_descr);
else {
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp (obj->short_descr,
obj->next_content->short_descr)) {
obj = obj->next_content;
count++;
}
sprintf (buf, "[%2d %5d %2d ] %s\n\r",
obj->level, cost, count, obj->short_descr);
}
send_to_char (buf, ch);
}
}
if (!found)
send_to_char ("You can't buy anything here.\n\r", ch);
return;
}
}
void do_sell (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost, roll;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Sell what?\n\r", ch);
return;
}
if ((keeper = find_keeper (ch)) == NULL)
return;
if ((obj = get_obj_carry (ch, arg, ch)) == NULL) {
act ("$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (!can_drop_obj (ch, obj)) {
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
if (!can_see_obj (keeper, obj)) {
act ("$n doesn't see what you are offering.", keeper, NULL, ch,
TO_VICT);
return;
}
if ((cost = get_cost (keeper, obj, FALSE)) <= 0) {
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
if (cost > (keeper->silver + 100 * keeper->gold)) {
act ("$n tells you 'I'm afraid I don't have enough wealth to buy $p.",
keeper, obj, ch, TO_VICT);
return;
}
act ("$n sells $p.", ch, obj, NULL, TO_ROOM);
/* haggle */
roll = number_percent ();
if (!IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)
&& roll < get_skill (ch, gsn_haggle)) {
send_to_char ("You haggle with the shopkeeper.\n\r", ch);
cost += obj->cost / 2 * roll / 100;
cost = UMIN (cost, 95 * get_cost (keeper, obj, TRUE) / 100);
cost = UMIN (cost, (keeper->silver + 100 * keeper->gold));
check_improve (ch, gsn_haggle, TRUE, 4);
}
sprintf (buf, "You sell $p for %d silver and %d gold piece%s.",
cost - (cost / 100) * 100, cost / 100, cost == 1 ? "" : "s");
act (buf, ch, obj, NULL, TO_CHAR);
ch->gold += cost / 100;
ch->silver += cost - (cost / 100) * 100;
deduct_cost (keeper, cost);
if (keeper->gold < 0)
keeper->gold = 0;
if (keeper->silver < 0)
keeper->silver = 0;
if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)) {
extract_obj (obj);
}
else {
obj_from_char (obj);
if (obj->timer)
SET_BIT (obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer = number_range (50, 100);
obj_to_keeper (obj, keeper);
}
return;
}
void do_value (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Value what?\n\r", ch);
return;
}
if ((keeper = find_keeper (ch)) == NULL)
return;
if ((obj = get_obj_carry (ch, arg, ch)) == NULL) {
act ("$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (!can_see_obj (keeper, obj)) {
act ("$n doesn't see what you are offering.", keeper, NULL, ch,
TO_VICT);
return;
}
if (!can_drop_obj (ch, obj)) {
send_to_char ("You can't let go of it.\n\r", ch);
return;
}
if ((cost = get_cost (keeper, obj, FALSE)) <= 0) {
act ("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
sprintf (buf,
"$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
cost - (cost / 100) * 100, cost / 100);
act (buf, keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
void do_consume( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$n bites $mself hard and draws blood.", ch, NULL, NULL, TO_ROOM );
send_to_char("You are a sick puppy, consuming yourself!\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_CORPSE_PC )
{
if (obj->contains)
{
send_to_char("Cormac wouldn't like that.\n\r",ch);
return;
}
}
if ((obj->level * 2) <= 10)
{
ch->hit += 10;
ch->mana += 20;
ch->move += 10;
sprintf(buf, "You gain 10 hit points 20 mana 10 movement by consuming the corpse!");
}
else
{
ch->hit += (obj->level * 2);
ch->mana += (obj->level * 4);
ch->move += (obj->level * 2);
sprintf(buf, "You gain %d hit points %d mana %d movement by consuming the corpse!",
(obj->level * 2), (obj->level * 4), (obj->level * 2));
}
act( "$n consumes the blood of the corpse.", ch, obj, NULL, TO_ROOM );
wiznet("$N consumed the corpse $p.", ch,obj,WIZ_SACCING,0,0);
send_to_char( buf, ch );
extract_obj( obj );
return;
}
void do_second (CHAR_DATA *ch, char *argument)
/* wear object as a secondary weapon */
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */
if (argument[0] == '\0') /* empty */
{
send_to_char ("Wield which weapon in your off-hand?\n\r",ch);
return;
}
obj = get_obj_carry (ch, argument, ch); /* find the obj withing ch's inventory */
if (obj == NULL)
{
send_to_char ("You have no such thing in your inventory.\n\r",ch);
return;
}
/* Allow only secondary weapons to be wielded */
if (obj->item_type != ITEM_WEAPON )
{
send_to_char("You can only weapons.\n\r",ch);
return;
}
/* check if the char is using a shield or a held weapon */
if ( (get_eq_char (ch,WEAR_SHIELD) != NULL) ||
(get_eq_char (ch,WEAR_HOLD) != NULL) )
{
send_to_char ("You cannot use a secondary weapon while using a shield or holding an item\n\r",ch);
return;
}
if ( ch->level < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
/* check that the character is using a first weapon at all */
if (get_eq_char (ch, WEAR_WIELD) == NULL) /* oops - != here was a bit wrong :) */
{
send_to_char ("You need to wield a primary weapon, before using a secondary one!\n\r",ch);
return;
}
/* check for str - secondary weapons have to be lighter */
if ( get_obj_weight( obj ) > ( str_app[get_curr_stat(ch,STAT_INT)].wield / 2) )
{
send_to_char( "This weapon is too heavy to be used as a secondary weapon by you.\n\r", ch );
return;
}
/* check if the secondary weapon is at least half as light as the primary weapon */
if ( (get_obj_weight (obj)*2) > get_obj_weight(get_eq_char(ch,WEAR_WIELD)) )
{
send_to_char ("Your secondary weapon has to be considerably lighter than the primary one.\n\r",ch);
return;
}
/* at last - the char uses the weapon */
if (!remove_obj(ch, WEAR_SECONDARY, TRUE)) /* remove the current weapon if any */
return; /* remove obj tells about any no_remove */
/* char CAN use the item! that didn't take long at aaall */
act ("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM);
act ("You wield $p in your off-hand.",ch,obj,NULL,TO_CHAR);
equip_char ( ch, obj, WEAR_SECONDARY);
return;
}