/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 * **************************************************************************/ /* QuickMUD - The Lazy Man's ROM - $Id: act_obj.c,v 1.2 2000/12/01 10:48:33 ring0 Exp $ */ #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" #include "world.h" /* * Local functions. */ #define CD CHAR_DATA #define OD OBJ_DATA #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->gold += 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; } void do_get (CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if (!str_cmp (arg2, "from")) argument = one_argument (argument, arg2); /* Get type. */ if (arg1[0] == '\0') { send_to_char ("Get what?\n\r", ch); return; } if (arg2[0] == '\0') { if (str_cmp (arg1, "all") && str_prefix ("all.", arg1)) { /* 'get obj' */ obj = get_obj_list (ch, arg1, ch->in_room->contents); if (obj == NULL) { act ("You see no $T here.", ch, NULL, arg1, TO_CHAR); return; } if (ch->on_wild) { if ((ch->x != obj->x) || (ch->y != obj->y)) { act ("You see no $T here.", ch, NULL, arg1, TO_CHAR); return; } } get_obj (ch, obj, NULL); } else { /* 'get all' or 'get all.obj' */ found = FALSE; for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name)) && can_see_obj (ch, obj)) { found = TRUE; if ((ch->x != obj->x) || (ch->y != obj->y)) { act ("You see no $T here.", ch, NULL, arg1, TO_CHAR); return; } get_obj (ch, obj, NULL); } } if (!found) { if (arg1[3] == '\0') send_to_char ("I see nothing here.\n\r", ch); else act ("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR); } } } else { /* 'get ... container' */ if (!str_cmp (arg2, "all") || !str_prefix ("all.", arg2)) { send_to_char ("You can't do that.\n\r", ch); return; } if ((container = get_obj_here (ch, arg2)) == NULL) { act ("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } switch (container->item_type) { default: send_to_char ("That's not a container.\n\r", ch); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: { if (!can_loot (ch, container)) { send_to_char ("You can't do that.\n\r", ch); return; } } } if (IS_SET (container->value[1], CONT_CLOSED)) { act ("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp (arg1, "all") && str_prefix ("all.", arg1)) { /* 'get obj container' */ obj = get_obj_list (ch, arg1, container->contains); if (obj == NULL) { act ("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); return; } get_obj (ch, obj, container); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for (obj = container->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name)) && can_see_obj (ch, obj)) { found = TRUE; if (container->pIndexData->vnum == OBJ_VNUM_PIT && !IS_IMMORTAL (ch)) { send_to_char ("Don't be so greedy!\n\r", ch); return; } get_obj (ch, obj, container); } } if (!found) { if (arg1[3] == '\0') act ("I see nothing in the $T.", ch, NULL, arg2, TO_CHAR); else act ("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); } } } return; } void do_put (CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if (!str_cmp (arg2, "in") || !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 $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp (arg1, "all") && str_prefix ("all.", arg1)) { /* 'put obj container' */ if ((obj = get_obj_carry (ch, arg1, ch)) == NULL) { send_to_char ("You do not have that item.\n\r", ch); return; } if (obj == container) { send_to_char ("You can't fold it into itself.\n\r", ch); return; } if (!can_drop_obj (ch, obj)) { send_to_char ("You can't let go of it.\n\r", ch); return; } if (WEIGHT_MULT (obj) != 100) { send_to_char ("You have a feeling that would be a bad idea.\n\r", ch); return; } if (get_obj_weight (obj) + get_true_weight (container) > (container->value[0] * 10) || get_obj_weight (obj) > (container->value[3] * 10)) { send_to_char ("It won't fit.\n\r", ch); return; } if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR (container, ITEM_TAKE)) { if (obj->timer) SET_BIT (obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range (100, 200); } obj_from_char (obj); obj_to_obj (obj, container); if (IS_SET (container->value[1], CONT_PUT_ON)) { act ("$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 $P.", ch, obj, container, TO_CHAR); } } else { /* 'put all container' or 'put all.obj container' */ for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name (&arg1[4], obj->name)) && can_see_obj (ch, obj) && WEIGHT_MULT (obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj (ch, obj) && get_obj_weight (obj) + get_true_weight (container) <= (container->value[0] * 10) && get_obj_weight (obj) < (container->value[3] * 10)) { if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR (obj, ITEM_TAKE)) { if (obj->timer) SET_BIT (obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range (100, 200); } obj_from_char (obj); obj_to_obj (obj, container); if (IS_SET (container->value[1], CONT_PUT_ON)) { act ("$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 $P.", ch, obj, container, TO_CHAR); } } } } return; } void do_drop (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Drop what?\n\r", ch); return; } if (is_number (arg)) { /* 'drop NNNN coins' */ int amount, gold = 0, silver = 0; amount = atoi (arg); argument = one_argument (argument, arg); if (amount <= 0 || (str_cmp (arg, "coins") && str_cmp (arg, "coin") && str_cmp (arg, "gold") && str_cmp (arg, "silver"))) { send_to_char ("Sorry, you can't do that.\n\r", ch); return; } if (!str_cmp (arg, "coins") || !str_cmp (arg, "coin") || !str_cmp (arg, "silver")) { if (ch->gold < amount) { send_to_char ("You don't have that much silver.\n\r", ch); return; } ch->gold -= amount; silver = amount; } else { if (ch->gold < amount) { send_to_char ("You don't have that much gold.\n\r", ch); return; } ch->gold -= amount; gold = amount; } for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; switch (obj->pIndexData->vnum) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj (obj); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj (obj); break; case OBJ_VNUM_SILVER_SOME: silver += obj->value[0]; extract_obj (obj); break; case OBJ_VNUM_GOLD_SOME: gold += obj->value[1]; extract_obj (obj); break; case OBJ_VNUM_COINS: silver += obj->value[0]; gold += obj->value[1]; extract_obj (obj); break; } } if (ch->on_wild) { obj->on_wild = TRUE; obj->x = ch->x; obj->y = ch->y; } obj_to_room (create_money (gold, silver), ch->in_room); act ("$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)) { /* '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; } if (ch->on_wild) { obj->on_wild = TRUE; obj->x = ch->x; obj->y = ch->y; } 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 ("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR); extract_obj (obj); } } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg[3] == '\0' || is_name (&arg[4], obj->name)) && can_see_obj (ch, obj) && obj->wear_loc == WEAR_NONE && can_drop_obj (ch, obj)) { found = TRUE; if (ch->on_wild) { obj->on_wild = TRUE; obj->x = ch->x; obj->y = ch->y; } obj_from_char (obj); obj_to_room (obj, ch->in_room); act ("$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 $T.", ch, NULL, &arg[4], TO_CHAR); } } return; } void do_give (CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char ("Give what to whom?\n\r", ch); return; } if (is_number (arg1)) { /* 'give NNNN coins victim' */ int amount; bool silver; amount = atoi (arg1); if (amount <= 0 || (str_cmp (arg2, "coins") && str_cmp (arg2, "coin") && str_cmp (arg2, "gold") && str_cmp (arg2, "silver"))) { send_to_char ("Sorry, you can't do that.\n\r", ch); return; } silver = str_cmp (arg2, "gold"); argument = one_argument (argument, arg2); if (arg2[0] == '\0') { send_to_char ("Give what to whom?\n\r", ch); return; } if ((victim = get_char_room (ch, arg2)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->on_wild && return_direction(ch, victim) != DIR_NONE) { stc("They are too far to give items to!\n", ch); return; } if ((!silver && ch->gold < amount) || (silver && ch->gold < amount)) { send_to_char ("You haven't got that much.\n\r", ch); return; } if (silver) { ch->gold -= amount; victim->gold += amount; } else { ch->gold -= amount; victim->gold += amount; } sprintf (buf, "$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 $N %d %s.", amount, silver ? "silver" : "gold"); act (buf, ch, NULL, victim, TO_CHAR); /* * Bribe trigger */ if (IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_BRIBE)) mp_bribe_trigger (victim, ch, silver ? amount : amount * 100); if (IS_NPC (victim) && IS_SET (victim->act, ACT_IS_CHANGER)) { int change; change = (silver ? 95 * amount / 100 / 100 : 95 * amount); if (!silver && change > victim->gold) victim->gold += change; if (silver && change > victim->gold) victim->gold += change; if (change < 1 && can_see (victim, ch)) { act ("$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_function (victim, &do_give, buf); } else if (can_see (victim, ch)) { sprintf (buf, "%d %s %s", change, silver ? "gold" : "silver", ch->name); do_function (victim, &do_give, buf); if (silver) { sprintf (buf, "%d silver %s", (95 * amount / 100 - change * 100), ch->name); do_function (victim, &do_give, buf); } act ("$n tells you 'Thank you, come again.'", victim, NULL, ch, TO_VICT); ch->reply = victim; } } return; } if ((obj = get_obj_carry (ch, arg1, ch)) == NULL) { send_to_char ("You do not have that item.\n\r", ch); return; } if (obj->wear_loc != WEAR_NONE) { send_to_char ("You must remove it first.\n\r", ch); return; } if ((victim = get_char_room (ch, arg2)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->on_wild && return_direction(ch, victim) != DIR_NONE) { stc("They are too far to give items to!\n", ch); } if (!can_drop_obj (ch, obj)) { send_to_char ("You can't let go of it.\n\r", ch); return; } if (victim->carry_number + get_obj_number (obj) > can_carry_n (victim)) { act ("$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 ("$N can't see it.", ch, NULL, victim, TO_CHAR); return; } obj_from_char (obj); obj_to_char (obj, victim); MOBtrigger = FALSE; act ("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT); act ("$n gives you $p.", ch, obj, victim, TO_VICT); act ("You give $p to $N.", ch, obj, victim, TO_CHAR); MOBtrigger = TRUE; /* * Give trigger */ if (IS_NPC (victim) && HAS_TRIGGER (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; } return; } act ("You fail to poison $p.", ch, obj, NULL, TO_CHAR); 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); return; } else { act ("You fail to envenom $p.", ch, obj, NULL, TO_CHAR); 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 $p.", ch, obj, NULL, TO_CHAR); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj (CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace) { if (IS_SET(obj->extra_flags, ITEM_INVENTORY)) { stc("You cannot wear inventory items. If your a player, tell thri.\n", ch); return; } if (obj->item_type == ITEM_LIGHT) { if (!remove_obj (ch, WEAR_LIGHT, fReplace)) return; act ("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM); act ("You light $p and hold it.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_LIGHT); return; } if (CAN_WEAR (obj, ITEM_WEAR_FINGER)) { if (get_eq_char (ch, WEAR_FINGER_L) != NULL && get_eq_char (ch, WEAR_FINGER_R) != NULL && !remove_obj (ch, WEAR_FINGER_L, fReplace) && !remove_obj (ch, WEAR_FINGER_R, fReplace)) return; if (get_eq_char (ch, WEAR_FINGER_L) == NULL) { act ("$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 $p on your legs.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_LEGS); return; } if (CAN_WEAR (obj, ITEM_WEAR_FEET)) { if (get_eq_char (ch, WEAR_FEET_L) != NULL && get_eq_char (ch, WEAR_FEET_R) != NULL && !remove_obj (ch, WEAR_FEET_L, fReplace) && !remove_obj (ch, WEAR_FEET_R, fReplace)) return; if (get_eq_char (ch, WEAR_FEET_L) == NULL) { act ("$n wears $p on $s left foot.", ch, obj, NULL, TO_ROOM); act ("You wear $p on your left foot.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_FEET_L); return; } if (get_eq_char (ch, WEAR_FEET_R) == NULL) { act ("$n wears $p on $s right foot.", ch, obj, NULL, TO_ROOM); act ("You wear $p on your right foot.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_FEET_R); return; } bug ("Wear_obj: no free arm.", 0); send_to_char ("You already wear two pauldens.\n\r", ch); return; } if (CAN_WEAR (obj, ITEM_WEAR_HANDS)) { if (get_eq_char (ch, WEAR_HANDS_L) != NULL && get_eq_char (ch, WEAR_HANDS_R) != NULL && !remove_obj (ch, WEAR_HANDS_L, fReplace) && !remove_obj (ch, WEAR_HANDS_R, fReplace)) return; if (get_eq_char (ch, WEAR_HANDS_L) == NULL) { act ("$n wears $p on $s left hand.", ch, obj, NULL, TO_ROOM); act ("You wear $p on your left hand.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_HANDS_L); return; } if (get_eq_char (ch, WEAR_HANDS_R) == NULL) { act ("$n wears $p on $s right hand.", ch, obj, NULL, TO_ROOM); act ("You wear $p on your right hand.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_HANDS_R); return; } bug ("Wear_obj: no free arm.", 0); send_to_char ("You already wear two gauntlets.\n\r", ch); return; } if (CAN_WEAR (obj, ITEM_WEAR_ARMS)) { if (get_eq_char (ch, WEAR_ARMS_L) != NULL && get_eq_char (ch, WEAR_ARMS_R) != NULL && !remove_obj (ch, WEAR_ARMS_L, fReplace) && !remove_obj (ch, WEAR_ARMS_R, fReplace)) return; if (get_eq_char (ch, WEAR_ARMS_L) == NULL) { act ("$n wears $p on $s left shoulder.", ch, obj, NULL, TO_ROOM); act ("You wear $p on your left shoulder.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_ARMS_L); return; } if (get_eq_char (ch, WEAR_ARMS_R) == NULL) { act ("$n wears $p on $s right shoulder.", ch, obj, NULL, TO_ROOM); act ("You wear $p on your right shoulder.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_ARMS_R); return; } bug ("Wear_obj: no free arm.", 0); send_to_char ("You already wear two sleeves.\n\r", ch); return; } if (CAN_WEAR (obj, ITEM_WEAR_ABOUT)) { if (!remove_obj (ch, WEAR_ABOUT, fReplace)) return; act ("$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 $p around your right wrist.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_WRIST_R); return; } bug ("Wear_obj: no free wrist.", 0); send_to_char ("You already wear two wrist items.\n\r", ch); return; } if (CAN_WEAR (obj, ITEM_WEAR_SHIELD)) { OBJ_DATA *weapon; if (!remove_obj (ch, WEAR_SHIELD, fReplace)) return; weapon = get_eq_char (ch, WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT (weapon, WEAPON_TWO_HANDS)) { send_to_char ("Your hands are tied up with your weapon!\n\r", ch); return; } if (get_eq_char (ch, WEAR_SECONDARY) != NULL) { send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch); return; } act ("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM); act ("You wear $p as a shield.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_SHIELD); return; } if (CAN_WEAR (obj, ITEM_WIELD)) { int sn, skill; if (!remove_obj (ch, WEAR_WIELD, fReplace)) return; if (!IS_NPC (ch) && get_obj_weight (obj) > (str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) { send_to_char ("It is too heavy for you to wield.\n\r", ch); return; } if (!IS_NPC (ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS) && get_eq_char (ch, WEAR_SHIELD) != NULL) { send_to_char ("You need two hands free for that weapon.\n\r", ch); return; } act ("$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 $p.", ch, obj, NULL, TO_CHAR); return; } if (CAN_WEAR (obj, ITEM_HOLD)) { if (!remove_obj (ch, WEAR_HOLD, fReplace)) return; if (get_eq_char (ch, WEAR_SECONDARY) != NULL) { send_to_char ("You cannot hold an item while wielding two weapons.\n\r",ch); return; } act ("$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 $p and it floats next to you.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_FLOAT); return; } if (CAN_WEAR (obj, ITEM_WEAR_TATTOO)) { if (!remove_obj (ch, WEAR_TATTOO, fReplace)) return; act ("$n enscribes $p on $s arm.", ch, obj, NULL, TO_ROOM); act ("You enscribe $p on your arm. OUCH was that painful!", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_TATTOO); return; } if (CAN_WEAR (obj, ITEM_WEAR_SHEATH)) { if (get_eq_char (ch, WEAR_SHEATH1) != NULL && get_eq_char (ch, WEAR_SHEATH2) != NULL && !remove_obj (ch, WEAR_SHEATH1, fReplace) && !remove_obj (ch, WEAR_SHEATH2, fReplace)) return; if (get_eq_char (ch, WEAR_SHEATH1) == NULL) { act ("$n wears $p as a sheath.", ch, obj, NULL, TO_ROOM); act ("You wear $p as a sheath.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_SHEATH1); return; } if (get_eq_char (ch, WEAR_SHEATH2) == NULL) { act ("$n wears $p as a sheath.", ch, obj, NULL, TO_ROOM); act ("You wear $p as a sheath.", ch, obj, NULL, TO_CHAR); equip_char (ch, obj, WEAR_SHEATH2); return; } bug ("Wear_obj: no free sheath slot.", 0); send_to_char ("You already wear two sheath items.\n\r", ch); return; } if (fReplace) send_to_char ("You can't wear, wield, or hold that.\n\r", ch); return; } void do_wear (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Wear, wield, or hold what?\n\r", ch); return; } if (!str_cmp (arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE && can_see_obj (ch, obj)) wear_obj (ch, obj, FALSE); } return; } else { if ((obj = get_obj_carry (ch, arg, ch)) == NULL) { send_to_char ("You do not have that item.\n\r", ch); return; } wear_obj (ch, obj, TRUE); } return; } void do_remove (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Remove what?\n\r", ch); return; } if (!str_cmp (arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (get_obj_wear(ch, obj->name) == NULL) continue; remove_obj (ch, obj->wear_loc, TRUE); } return; } if ((obj = get_obj_wear (ch, arg)) == NULL) { send_to_char ("You do not have that item.\n\r", ch); return; } remove_obj (ch, obj->wear_loc, TRUE); return; } void do_sacrifice (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int silver; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument (argument, arg); if (arg[0] == '\0' || !str_cmp (arg, ch->name)) { act ("$n offers $mself to Mota, who graciously declines.", ch, NULL, NULL, TO_ROOM); send_to_char ("Mota appreciates your offer and may accept it later.\n\r", ch); return; } obj = get_obj_list (ch, arg, ch->in_room->contents); if (obj == NULL) { send_to_char ("You can't find it.\n\r", ch); return; } if (obj->item_type == ITEM_CORPSE_PC) { if (obj->contains) { send_to_char ("Mota wouldn't like that.\n\r", ch); return; } } if (!CAN_WEAR (obj, ITEM_TAKE) || CAN_WEAR (obj, ITEM_NO_SAC)) { act ("$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 $p.", ch, obj, gch, TO_CHAR); return; } } silver = UMAX (1, obj->level * 3); if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) silver = UMIN (silver, obj->cost); if (silver == 1) send_to_char ("Mota gives you one gold coin for your sacrifice.\n\r", ch); else { sprintf (buf, "Mota gives you %d gold coins for your sacrifice.\n\r", silver); send_to_char (buf, ch); } ch->gold += silver; heal_char(ch, silver, FALSE); ch->mana += silver; ch->move += silver; if (ch->mana >= ch->max_mana) ch->mana = ch->max_mana; if (ch->move >= ch->max_move) ch->move = ch->max_move; if (IS_SET (ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (is_same_group (gch, ch)) members++; } if (members > 1 && silver > 1) { sprintf (buffer, "%d", silver); do_function (ch, &do_split, buffer); } } act ("$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 $p.", ch, scroll, NULL, TO_CHAR); if (number_percent () >= 20 + get_skill (ch, gsn_scrolls) * 4 / 5) { send_to_char ("You mispronounce a syllable.\n\r", ch); } else { obj_cast_spell (scroll->value[1], scroll->value[0], ch, victim, obj); obj_cast_spell (scroll->value[2], scroll->value[0], ch, victim, obj); obj_cast_spell (scroll->value[3], scroll->value[0], ch, victim, obj); } extract_obj (scroll); return; } void do_brandish (CHAR_DATA * ch, char *argument) { return; } void do_zap (CHAR_DATA * ch, char *argument) { return; } void do_steal (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char ("Steal what from whom?\n\r", ch); return; } if ((victim = get_char_room (ch, arg2)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("That's pointless.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (IS_NPC (victim) && victim->position == POS_FIGHTING) { send_to_char ("Kill stealing is not permitted.\n\r" "You'd better not -- you might get hit.\n\r", ch); return; } percent = number_percent (); if (!IS_AWAKE (victim)) percent -= 10; else if (!can_see (victim, ch)) percent += 25; else percent += 50; if (((ch->level + 7 < victim->level || ch->level - 7 > victim->level) && !IS_NPC (victim) && !IS_NPC (ch)) || (!IS_NPC (ch) && percent > get_skill (ch, gsn_steal)) || (!IS_NPC (ch) && !is_clan (ch))) { /* * Failure. */ send_to_char ("Oops.\n\r", ch); affect_strip (ch, gsn_sneak); REMOVE_BIT (ch->affected_by, AFF_SNEAK); act ("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT); act ("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT); switch (number_range (0, 3)) { case 0: sprintf (buf, "%s is a lousy thief!", ch->name); break; case 1: sprintf (buf, "%s couldn't rob %s way out of a paper bag!", ch->name, (ch->sex == 2) ? "her" : "his"); break; case 2: sprintf (buf, "%s tried to rob me!", ch->name); break; case 3: sprintf (buf, "Keep your hands out of there, %s!", ch->name); break; } if (!IS_AWAKE (victim)) do_function (victim, &do_wake, ""); if (IS_AWAKE (victim)) do_function (victim, &do_yell, buf); if (!IS_NPC (ch)) { if (IS_NPC (victim)) { multi_hit (victim, ch, TYPE_UNDEFINED); } else { sprintf (buf, "$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->gold * 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->gold += silver; victim->gold -= 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); 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); 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->gold + 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); } 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->gold + 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 (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 $N.", ch, NULL, keeper, TO_CHAR); } if (number > 1) { sprintf (buf, "$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->gold += cost * number - (cost * number / 100) * 100; for (count = 0; count < number; count++) { t_obj = create_object (get_obj_index (obj->pIndexData->vnum), 0); clone_object(obj, t_obj); REMOVE_BIT (t_obj->extra_flags, ITEM_INVENTORY); obj_to_char(t_obj, ch); } } } 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, "[Cost: %8d %2d ] %s\n\r", cost, count, 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, "[Cost: %8d %2d ] %s\n\r", 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 ("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if (cost > (keeper->gold + 100 * keeper->gold)) { act ("$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->gold + 100 * keeper->gold)); } sprintf (buf, "You sell $p for %d gold piece.", cost); act (buf, ch, obj, NULL, TO_CHAR); ch->gold += cost / 100; ch->gold += cost - (cost / 100) * 100; deduct_cost (keeper, cost); if (keeper->gold < 0) keeper->gold = 0; if (keeper->gold < 0) keeper->gold = 0; if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT (obj, ITEM_SELL_EXTRACT)) { extract_obj (obj); } else { obj_from_char (obj); if (obj->timer) SET_BIT (obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range (50, 100); obj_to_keeper (obj, keeper); } return; } void do_value (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Value what?\n\r", ch); return; } if ((keeper = find_keeper (ch)) == NULL) return; if ((obj = get_obj_carry (ch, arg, ch)) == NULL) { act ("$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 ("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if (!can_drop_obj (ch, obj)) { send_to_char ("You can't let go of it.\n\r", ch); return; } sprintf (buf, "$n tells you 'I'll give you %d silver and %d gold coins for $p'.", cost - (cost / 100) * 100, cost / 100); act (buf, keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } void do_donate( CHAR_DATA *ch, char *argument) { OBJ_DATA *pit; OBJ_DATA *obj; char arg[MSL]; ROOM_INDEX_DATA *original; argument = one_argument(argument, arg); if (arg[0] == '\0' ) { send_to_char("Donate what?\n\r",ch); return; } original = ch->in_room; if (ch->position == POS_FIGHTING) { send_to_char(" You're {Yfighting!{x\n\r",ch); return; } if ( (obj = get_obj_carry (ch, arg, ch)) == NULL) { send_to_char("You do not have that!\n\r",ch); return; } else { if (!can_drop_obj(ch, obj) && ch->level < 51) { send_to_char("Its stuck to you.\n\r",ch); return; } if ((obj->item_type == ITEM_CORPSE_NPC) || (obj->item_type == ITEM_CORPSE_PC)) { send_to_char("You cannot donate that!\n\r",ch); return; } if (obj->timer > 0) { send_to_char("You cannot donate that.\n\r",ch); return; } if (ch->in_room != get_room_index(ROOM_VNUM_ALTAR)) act("$n donates {Y$p{x.",ch,obj,NULL,TO_ROOM); act("You donate {Y$p{x.",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); pit = get_obj_list(ch, "pit", ch->in_room->contents); obj_from_char(obj); obj_to_obj(obj, pit); char_from_room(ch); char_to_room(ch,original); return; } } void do_second (CHAR_DATA *ch, char *argument) /* wear object as a secondary weapon */ { OBJ_DATA *obj; if (argument[0] == '\0') /* empty */ { send_to_char ("Wear 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 backpack.\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; } /* 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[ch->mod_stat[STAT_STR]].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 $p in your off-hand.",ch,obj,NULL,TO_CHAR); equip_char ( ch, obj, WEAR_SECONDARY); return; } void do_study( CHAR_DATA *ch, char *argument ) /* study by Absalom */ { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int sn = 0; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Study what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if (obj->item_type != ITEM_WIZ_SCROLL) { send_to_char( "You can only study scrolls.\n\r", ch ); return; } act( "$n studies $p.", ch, obj, NULL, TO_ROOM ); act( "You study $p.", ch, obj, NULL, TO_CHAR ); if (ch->level < obj->level) { send_to_char("You cannot glean any knowledge from it.\n\r",ch); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } if (obj->item_type == ITEM_WIZ_SCROLL) { sn = obj->value[1]; if ( sn < 0 || sn >= MAX_SKILL) { bug( "Do_study: bad sn %d.", sn ); return; } if ( number_percent() >= 20 + get_curr_stat (ch, STAT_INT) * 5) { send_to_char("You cannot glean any knowledge from it.\n\r",ch); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if ( ch->pcdata->learned[sn]) { send_to_char("You already know that spell!\n\r",ch); return; } ch->pcdata->learned[sn] = 1; act("You have learned the art of $t!", ch,skill_table[sn].name,NULL,TO_CHAR); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } }