/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
void check_effect_pot args((CHAR_DATA * ch, OBJ_DATA * obj));
void random_cook_say args((CHAR_DATA * ch));
bool know_ingredient args((CHAR_DATA * ch, int value));
void do_hobbitarmor(CHAR_DATA * ch, char *argument)
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_HOBBIT))
{
send_to_char("What?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Please specify which piece of hobbit armor you wish to make: Knife Mace\n\r"
"Bracer Charm Ring Vestment Hat Leggings Boots Gloves Sleeves Cloak Belt Mask Pot.\n\r",
ch);
return;
}
if (ch->practice < 60)
{
send_to_char
("It costs 60 points of primal to create hobbit equipment.\n\r",
ch);
return;
}
if (!str_cmp(arg, "knife"))
vnum = 33240;
else if (!str_cmp(arg, "mace"))
vnum = 33241;
else if (!str_cmp(arg, "bracer"))
vnum = 33242;
else if (!str_cmp(arg, "charm"))
vnum = 33243;
else if (!str_cmp(arg, "ring"))
vnum = 33244;
else if (!str_cmp(arg, "vestment"))
vnum = 33245;
else if (!str_cmp(arg, "hat"))
vnum = 33246;
else if (!str_cmp(arg, "leggings"))
vnum = 33247;
else if (!str_cmp(arg, "boots"))
vnum = 33248;
else if (!str_cmp(arg, "gloves"))
vnum = 33249;
else if (!str_cmp(arg, "sleeves"))
vnum = 33250;
else if (!str_cmp(arg, "cloak"))
vnum = 33251;
else if (!str_cmp(arg, "belt"))
vnum = 33252;
else if (!str_cmp(arg, "mask"))
vnum = 33253;
else if (!str_cmp(arg, "pot"))
vnum = 33254;
else
{
do_hobbitarmor(ch, "");
return;
}
if (vnum == 0 || (pObjIndex = get_obj_index(vnum)) == NULL)
{
send_to_char("Missing object, please inform a God.\n\r", ch);
return;
}
obj = create_object(pObjIndex, 50);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
ch->practice -= 60;
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
return;
}
void do_bettercook(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int new_power;
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_HOBBIT))
{
send_to_char("What?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("What secrets of the kitchen would you like to explore? [spice, vegetables, meat, cake]\n\r",
ch);
return;
}
if (!str_cmp(arg, "cake"))
new_power = HOBBIT_CAKE;
else if (!str_cmp(arg, "spice"))
new_power = HOBBIT_SPICE;
else if (!str_cmp(arg, "meat"))
new_power = HOBBIT_MEAT;
else if (!str_cmp(arg, "vegetables"))
new_power = HOBBIT_VEGETABLES;
else
{
send_to_char("No such dish.\n\r", ch);
return;
}
if (ch->pcdata->powers[new_power] > 3)
{
send_to_char("You already know all those secrets.\n\r", ch);
return;
}
if (ch->practice < (ch->pcdata->powers[new_power] + 1) * 40)
{
send_to_char
("You don't haven enough primal to learn this (40 primal per level).\n\r",
ch);
return;
}
ch->pcdata->powers[new_power]++;
ch->pcdata->powers[HOBBIT_DISHES]++;
ch->practice -= ch->pcdata->powers[new_power] * 40;
send_to_char("You learn the ancient secret of a new ingredient.\n\r",
ch);
return;
}
void do_dishes(CHAR_DATA * ch, char *argument)
{
int i;
bool found = FALSE;
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_HOBBIT))
{
send_to_char("What?\n\r", ch);
return;
}
for (i = 1; i <= ch->pcdata->powers[HOBBIT_SPICE]; i++)
{
if (i == 1)
send_to_char
("You have uncovered the ancient secrets of : Pepper",
ch);
if (i == 2)
send_to_char(" Chilli", ch);
if (i == 3)
send_to_char(" Garlic", ch);
if (i == 4)
send_to_char(" Curry", ch);
found = TRUE;
}
if (found)
send_to_char("\n\r", ch);
for (i = 1; i <= ch->pcdata->powers[HOBBIT_VEGETABLES]; i++)
{
if (i == 1)
send_to_char
("You have uncovered the ancient secrets of : Carrot",
ch);
if (i == 2)
send_to_char(" Potato", ch);
if (i == 3)
send_to_char(" Tomato", ch);
if (i == 4)
send_to_char(" Mushroom", ch);
found = TRUE;
}
if (found)
send_to_char("\n\r", ch);
for (i = 1; i <= ch->pcdata->powers[HOBBIT_CAKE]; i++)
{
if (i == 1)
send_to_char
("You have uncovered the ancient secrets of : Sugar",
ch);
if (i == 2)
send_to_char(" Chocolate", ch);
if (i == 3)
send_to_char(" Cream", ch);
if (i == 4)
send_to_char(" Cherry", ch);
found = TRUE;
}
if (found)
send_to_char("\n\r", ch);
for (i = 1; i <= ch->pcdata->powers[HOBBIT_MEAT]; i++)
{
if (i == 1)
send_to_char
("You have uncovered the ancient secrets of : Pork",
ch);
if (i == 2)
send_to_char(" Beef", ch);
if (i == 3)
send_to_char(" Herring", ch);
if (i == 4)
send_to_char(" Sausage", ch);
found = TRUE;
}
if (found)
send_to_char("\n\r", ch);
if (!found)
send_to_char("You know nothing!\n\r", ch);
return;
}
void do_cook(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int i = 0, value = 0, j;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (!IS_CLASS(ch, CLASS_HOBBIT))
{
send_to_char("Huh?\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("Cook what? (ingredient or spill (to empty))\n\r",
ch);
return;
}
if ((obj = get_eq_char(ch, WEAR_SPECIAL)) == NULL)
{
send_to_char
("your not ready to cook, get your pot out first.\n\r",
ch);
return;
}
if (obj->item_type != ITEM_COOKINGPOT)
{
send_to_char
("your not ready to cook, get your pot out first.\n\r",
ch);
return;
}
if (!str_cmp(arg, "spill"))
{
obj->value[0] = 0;
obj->value[1] = 0;
obj->value[2] = 0;
obj->value[3] = 0;
send_to_char
("You spill the contents of the pot onto the floor!\n\r",
ch);
return;
}
if (ch->mana < 100)
{
send_to_char
("You don't have enough mana to summon the blessings of the great chef.\n\r",
ch);
return;
}
if (ch->move < 100)
{
send_to_char("Your to tired to cook anything.\n\r", ch);
return;
}
while (obj->value[i] != 0 && i < 4)
i++;
if (obj->value[i] == 0)
{
/*
* Bits, so the order in which we cook doesn't matter :)
*/
if (!str_cmp(arg, "pepper"))
value = 1;
else if (!str_cmp(arg, "chilli"))
value = 2;
else if (!str_cmp(arg, "curry"))
value = 4;
else if (!str_cmp(arg, "garlic"))
value = 8;
else if (!str_cmp(arg, "beef"))
value = 16;
else if (!str_cmp(arg, "pork"))
value = 32;
else if (!str_cmp(arg, "sausage"))
value = 64;
else if (!str_cmp(arg, "herring"))
value = 128;
else if (!str_cmp(arg, "cream"))
value = 256;
else if (!str_cmp(arg, "sugar"))
value = 512;
else if (!str_cmp(arg, "chocolate"))
value = 1024;
else if (!str_cmp(arg, "cherry"))
value = 2048;
else if (!str_cmp(arg, "potato"))
value = 4096;
else if (!str_cmp(arg, "carrot"))
value = 8192;
else if (!str_cmp(arg, "mushroom"))
value = 16384;
else if (!str_cmp(arg, "tomato"))
value = 32768;
else
{
send_to_char("You know of no such ingredience.\n\r",
ch);
return;
}
if (!know_ingredient(ch, value))
return;
for (j = 0; j < i; j++)
{
if (obj->value[j] == value)
{
send_to_char("That's already in the pot.\n\r",
ch);
return;
}
}
obj->value[i] = value;
xprintf(buf,
"You throw the strange and exotic ingredient known as #s%s#n into the pot.\n\r",
arg);
send_to_char(buf, ch);
ch->move -= 100;
ch->mana -= 100;
if (i == 3)
check_effect_pot(ch, obj);
}
else
{
do_say(ch,
"Hmmm, there really isn't any space in this pot for anything else, I'd better empty it.");
do_cook(ch, "spill");
}
return;
}
void random_cook_say(CHAR_DATA * ch)
{
int i = number_range(1, 4);
switch (i)
{
default:
do_say(ch, "ooOOoo, I bet this will taste just wonderful!");
break;
case (1):
do_say(ch, "There can only be one..... And I'm Da Cook!");
break;
case (2):
do_say(ch, "Get out of my kitchen or....");
break;
case (3):
do_say(ch, "Boggles, wonder how this will taste");
break;
case (4):
do_say(ch,
"Soup?!?!?! This is no stinking soup, it's a super deluxe pot o'soup!");
break;
case (5):
do_say(ch, " ");
break;
}
return;
}
void check_effect_pot(CHAR_DATA * ch, OBJ_DATA * obj)
{
CHAR_DATA *victim;
int i = 0;
int sn;
int level = ch->pcdata->powers[HOBBIT_DISHES] * 3;
if (obj->pIndexData->vnum == 33255) // mastery item
level += 15;
// empty pot and get the number
i += obj->value[0];
obj->value[0] = 0;
i += obj->value[1];
obj->value[1] = 0;
i += obj->value[2];
obj->value[2] = 0;
i += obj->value[3];
obj->value[3] = 0;
if (i == 16772) // food frenzy : mushroom, herring, cream, curry
{
victim = ch;
sn = skill_lookup("food frenzy");
if (sn > 0)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
do_say(ch, "Fooooood, I need foooood!");
}
else if (i == 10273) // Clay ball : pepper carrot cherry pork
{
do_say(ch, "Ick, this is all sticky, here hold this.");
if ((victim = ch->fighting) == NULL)
{
send_to_char("Noone is close enough to hold it.\n\r",
ch);
return;
}
sn = skill_lookup("clay ball");
if (sn > 0)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
WAIT_STATE(ch, 8);
return;
}
else if (i == 34834) // Sweet dreams : chilli tomato cherry beef
{
do_say(ch,
"oooOOOooo, this rocks, try and give it a taste, I've never tasted anything like it");
if ((victim = ch->fighting) == NULL)
{
send_to_char("Noone is close enough to taste it.\n\r",
ch);
return;
}
if (number_range(1, 3) == 2)
{
send_to_char
("They refuse to take a sip, what a pansy.\n\r",
ch);
return;
}
send_to_char
("Damn this tastes good, better sheath those weapons so you can get a better grip on the spoon.\n\r",
victim);
do_say(victim,
"oooOOOooo, your right, it really tastes good");
do_sheath(victim, "both");
WAIT_STATE(victim, 10);
WAIT_STATE(ch, 16);
return;
}
else if (i == 17473) // Burning mocha : pepper mushroom chocolate sausage
{
if ((victim = ch->fighting) == NULL)
{
send_to_char
("You spill the burning mocha on the floor, causing no damage.\n\r",
ch);
return;
}
WAIT_STATE(ch, 8);
do_say(ch, "Take a sip of this!!!");
one_hit(ch, victim, gsn_mocha, 1);
one_hit(ch, victim, gsn_mocha, 1);
if (level > 40)
one_hit(ch, victim, gsn_mocha, 0);
if (level > 50)
one_hit(ch, victim, gsn_mocha, 0);
if (victim == NULL)
return;
if (!IS_SET(victim->affected_by, AFF_FLAMING))
{
send_to_char("The burning mocha starts a fire.\n\r",
ch);
SET_BIT(victim->affected_by, AFF_FLAMING);
}
return;
}
else if (i == 4488) // Potato Grenade : garlic potato cream herring
{
CHAR_DATA *victim_next;
victim_next = ch->in_room->people;
victim = victim_next;
do_say(ch,
"Eat my potato grenades, they are tasty as HeLL!!");
while (victim_next != NULL)
{
if (level > 40)
i = number_range(1, 3);
else
i = number_range(1, 2);
victim_next = victim->next_in_room;
if (IS_NPC(victim))
{
if (is_safe(ch, victim))
break;
while (i-- > 0)
one_hit(ch, victim, gsn_potato, 1);
}
victim = victim_next;
}
WAIT_STATE(ch, 14);
}
else if (i == 8516) // Foggie Woggie : curry carrot cream sausage
{
WAIT_STATE(ch, 24);
do_say(ch, "Foggie Woggie, this sure is steamy");
if (number_range(1, 3) == 2)
return;
if (ch->in_room != NULL)
{
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
send_to_char("Your in the arena.\n\r", ch);
return;
}
}
if (in_fortress(ch))
{
send_to_char("Your in The Forbidden Fortress.\n\r",
ch);
return;
}
act("A cloud of steam erupts from the pot, and when it disappears $n is gone.", ch, NULL, NULL, TO_ROOM);
stc("You are swallowed by the pot.\n\r", ch);
if (ch->fighting != NULL)
stop_fighting(ch, TRUE);
char_from_room(ch);
char_to_room(ch, get_random_room(ch));
stc("You stick your head out of the pot and is somewhere else.\n\r", ch);
act("$n appears from inside a cooking pot.", ch, NULL, NULL,
TO_ROOM);
do_look(ch, "auto");
return;
}
else if (i == 33314) // Hot Bread : chilli tomato sugar pork
{
do_say(ch,
"Sweet Bread... yummi... wait, this is hot breads, oh well...");
ch->hit += number_range(10 * level, 30 * level);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
send_to_char("You feel much better.\n\r", ch);
WAIT_STATE(ch, 8);
return;
}
else if (i == 4632) // Stinky stinky : garlic potato sugar beef
{
if (ch->in_room == NULL)
return;
do_say(ch,
"Stinky Stinky, I can't eat this... try and smell it people");
for (victim = ch->in_room->people; victim != NULL;
victim = victim->next_in_room)
{
if (victim == ch)
continue;
if (is_safe(ch, victim))
continue;
if (victim->position != POS_STANDING
&& number_range(1, 4) != 2)
continue;
send_to_char
("You take one sniff of the smelly stuff in the pot, and drop to the ground.\n\r",
victim);
act("$n's eyes turns blank, and $e drops to the ground!", victim, NULL, NULL, TO_ROOM);
stop_fighting(victim, TRUE);
victim->position = POS_SLEEPING;
}
WAIT_STATE(ch, 10);
return;
}
else
{
send_to_char("nothing happens.\n\r", ch);
random_cook_say(ch);
}
return;
}
bool know_ingredient(CHAR_DATA * ch, int value)
{
bool can_cook = TRUE;
if (value == 1 && ch->pcdata->powers[HOBBIT_SPICE] < 1)
can_cook = FALSE;
if (value == 2 && ch->pcdata->powers[HOBBIT_SPICE] < 2)
can_cook = FALSE;
if (value == 4 && ch->pcdata->powers[HOBBIT_SPICE] < 4)
can_cook = FALSE;
if (value == 8 && ch->pcdata->powers[HOBBIT_SPICE] < 3)
can_cook = FALSE;
if (value == 16 && ch->pcdata->powers[HOBBIT_MEAT] < 2)
can_cook = FALSE;
if (value == 32 && ch->pcdata->powers[HOBBIT_MEAT] < 1)
can_cook = FALSE;
if (value == 64 && ch->pcdata->powers[HOBBIT_MEAT] < 4)
can_cook = FALSE;
if (value == 128 && ch->pcdata->powers[HOBBIT_MEAT] < 3)
can_cook = FALSE;
if (value == 256 && ch->pcdata->powers[HOBBIT_CAKE] < 3)
can_cook = FALSE;
if (value == 512 && ch->pcdata->powers[HOBBIT_CAKE] < 1)
can_cook = FALSE;
if (value == 1024 && ch->pcdata->powers[HOBBIT_CAKE] < 2)
can_cook = FALSE;
if (value == 2048 && ch->pcdata->powers[HOBBIT_CAKE] < 4)
can_cook = FALSE;
if (value == 4096 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 2)
can_cook = FALSE;
if (value == 8192 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 1)
can_cook = FALSE;
if (value == 16384 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 4)
can_cook = FALSE;
if (value == 32768 && ch->pcdata->powers[HOBBIT_VEGETABLES] < 3)
can_cook = FALSE;
if (!can_cook)
send_to_char("You don't know how to do that.\n\r", ch);
return can_cook;
}
const struct flag_type hobbit_dishes[] = {
{"empty", 0, TRUE},
{"pepper", 1, TRUE},
{"chilli", 2, TRUE},
{"curry", 4, TRUE},
{"garlic", 8, TRUE},
{"beef", 16, TRUE},
{"pork", 32, TRUE},
{"sausage", 64, TRUE},
{"herring", 128, TRUE},
{"cream", 256, TRUE},
{"sugar", 512, TRUE},
{"chocolate", 1024, TRUE},
{"cherry", 2048, TRUE},
{"potato", 4096, TRUE},
{"carrot", 8192, TRUE},
{"mushroom", 16384, TRUE},
{"tomato", 32768, TRUE},
{"", 0, 0}
};