/**************************************************************************** * 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 * ***************************************************************************/ /**************************************************************************** * Demon's Dance MUD, and source code are property of Eric Goetschalckx * * By compiling this code, you agree to include the following in your * * login screen: * * Derivative of Demon's Dance, by Enzo/Stan * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <io.h> #include <direct.h> #include <ctype.h> #include <errno.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "interp.h" void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,bool fShort, bool fShowNothing ) ); //Joe:Lockers Check if theres a locker in the room and if so return the obj data OBJ_DATA *get_obj_locker_room( CHAR_DATA *ch, sh_int vnum ) { OBJ_DATA *obj; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->pIndexData->vnum == 3034 ) return obj; else return NULL; } return NULL; } /* * Find an obj in player's inventory without checking for invis blind etc.... Used for lockers */ OBJ_DATA *get_locker( CHAR_DATA *ch) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if (obj->pIndexData->vnum==LOCKER_VNUM) return obj; } return NULL; } void do_locker (CHAR_DATA *ch,char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *container; argument=one_argument(argument,arg1); argument=one_argument(argument,arg2); if ( ( container=get_locker(ch))==NULL) { if (!str_cmp(arg1,"buy")) { /* give player a box */ obj = create_object( get_obj_index( LOCKER_VNUM ), 0 ); obj_to_char(obj,ch); send_to_char("You buy a box",ch); return; } else { send_to_char("You already own a locker",ch); return; } } if(!str_cmp(arg1,"list") || ( arg1[0] == '\0')) { //do the locker list command send_to_char("Your locker contains:\n\r",ch); show_list_to_char(container->contains,ch,TRUE,TRUE); return; } if (ch->in_room->vnum!=LOCKER_ROOM) { send_to_char("Go the locker room eeeediot!!\n\r",ch); return; } if (!str_cmp(arg1,"get")) { //do the locker get command /* 'get obj container' */ obj = get_obj_list( ch, arg2, container->contains ); if ( obj == NULL ) { act( "Your locker doesn't contain that.",ch, NULL, arg2, TO_CHAR ); return; } get_obj( ch, obj, container ); } else if(!str_cmp(arg1,"put") || !str_cmp(arg1,"put")) { //you guessed it, do the the locker put command //First get the object from inventory if ( ( obj = get_obj_carry( ch, arg2, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } //Now check to see if meets conditions if ( obj->item_type==ITEM_CONTAINER || obj->item_type == ITEM_GOLEM_BAG) { send_to_char( "Containers are not allowed in lockers.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } //Put obj in locker obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $s locker.", ch, obj, container, TO_ROOM ); act( "You put $p in your locker.", ch, obj, container, TO_CHAR ); } else { //dumb fucks cant spell and need teaching :) send_to_char("Syntax:\nlocker store <object>\nlocker get <object>\nlocker list\n",ch); } return; }