/*~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ~ 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. ~ ~ ~ ~ Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley ~ ~ ACK!MUD is modified Merc2.0/2.1/2.2 code (c)Stephen Zepp 1998 Ver: 4.3 ~ ~ ~ ~ In order to use any part of this PA Diku Mud, you must comply with ~ ~ both the original Diku license in 'license.doc' as well the Merc ~ ~ license in 'license.txt', and the Ack!Mud license in 'ack_license.txt'.~ ~ In particular, you may not remove any of these copyright notices. ~ ~ ~ ~ _______ _____ ~ ~ / __ /\ / ___ \ 222222 PA_MUD by Amnon Kruvi ~ ~ /______/ / / /___\ \ 2 PA_MUD is modified ~ ~ / _______/ / _______ \ 2 Ack!Mud, v4.3 ~ ~ /_/ /_/ \_\ 2 ~ ~ 2 ~ ~ 2222222 ~ ~ ~ ~ ~ ~ Years of work have been invested to create DIKU, Merc, Ack and PA. ~ ~ Please show your respect by following the licenses, and issuing ~ ~ credits where due. ~ ~ ~ ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "ack.h" /* * Local functions. */ #define CD CHAR_DATA 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 check_guards args( ( CHAR_DATA *ch ) ); #undef CD void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { if ( NOT_IN_ROOM(ch,obj) ) return; if ( !CAN_WEAR(obj, ITEM_TAKE) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( obj->item_type == ITEM_BOMB && obj->value[1] > 0 ) { send_to_char( "You can't pick up an armed bomb! Try @@edisarm@@Ning it.\n\r", ch ); return; } { BUILDING_DATA *bld; CHAR_DATA *vch; bld = get_char_building(ch); if ( bld && obj->item_type != ITEM_TOKEN ) { vch = get_ch(bld->owned); if ( ( (ch->played + (int) (current_time - ch->logon )) / 3600 ) <= 0 && vch != ch ) { send_to_char( "You can't steal from other people until you have played for at least 1 hour.\n\r", ch ); return; } if ( ( ( vch = get_ch(bld->owned)) == NULL || get_rank(vch) < 2) && !IS_IMMORTAL(ch) && ch != vch ) { send_to_char( "You can't steal stuff from rank 1 people.\n\r", ch ); return; } } } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } act( "You get $p.", ch, obj, container, TO_CHAR ); act( "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); obj_to_char( obj, ch ); if ( obj->item_type == ITEM_TOKEN && obj->value[0] == 1 ) { char buf[MSL]; ch->quest_points += obj->value[1]; sprintf( buf, "@@rYou have been rewarded @@W%d @@rquest points!@@N\n\r", obj->value[1] ); send_to_char( buf, ch ); if ( ch->quest_points > 5000 ) { send_to_char( "You have reached the cap 5000 QPs.\n\r", ch ); ch->quest_points = 5000; } extract_obj(obj); save_char_obj(ch); } return; } void do_get( CHAR_DATA *ch, char *argument ) { char container_name[MSL]; char object_list[MSL]; char one_object[MSL]; char object_number[MSL]; char victim_name[MSL]; char actbuf[MSL]; ROOM_INDEX_DATA *room; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found = FALSE; bool get_ok = FALSE; extern OBJ_DATA *map_obj[MAX_MAPS][MAX_MAPS]; victim_name[0] = '\0'; if ( ch->in_vehicle ) { send_to_char( "You can't reach while driving.\n\r", ch ); return; } pre_parse( argument, victim_name, container_name, object_list ); /* Get type. */ if ( object_list[0] == '\0' ) { send_to_char( "Get <object> or Get all\n\r", ch ); return; } { if ( !str_prefix( "1 all.", object_list ) ) { /* 'get all.obj' */ char * parse; parse = &object_list[6]; found = FALSE; room = ch->in_room; parse = one_argument(parse, one_object); for ( obj = map_obj[ch->x][ch->y]; obj != NULL; obj = obj_next ) { obj_next = obj->next_in_room; if ( is_name( one_object, obj->name ) && can_see_obj( ch, obj ) && !NOT_IN_ROOM(ch,obj) && obj->carried_by == NULL ) { found = TRUE; get_obj( ch, obj, NULL ); } } if ( !found ) { send_to_char( "I see nothing like that here.\n\r", ch); } do_save( ch, ""); return; } else if ( !str_prefix( "1 all", object_list ) ) { /* 'get all' */ found = FALSE; room = ch->in_room; if ( get_ok ) found = TRUE; for ( obj = map_obj[ch->x][ch->y]; obj != NULL; obj = obj_next ) { obj_next = obj->next_in_room; if ( can_see_obj( ch, obj ) && !NOT_IN_ROOM(ch,obj) && obj->carried_by == NULL ) { found = TRUE; get_obj( ch, obj, NULL ); } } if ( found ) do_save( ch, "" ); if ( !found && !get_ok ) { send_to_char( "I see nothing here.\n\r", ch ); } return; } else { bool found_one_obj = FALSE; char * parse; parse = object_list; for ( ; ; ) { sh_int looper; sprintf( bug_buf, "In get thing room, parse is %s.", parse ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG ); parse = one_argument( parse, object_number ); if ( object_number[0] == '\0' ) break; parse = one_argument( parse, one_object ); if ( one_object[0] == '\0' ) break; sprintf( bug_buf, "Looking for %s %s.", object_number, one_object ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG ); for ( looper = 0; looper < atoi( object_number ); looper++ ) { obj = get_obj_room( ch, one_object, map_obj[ch->x][ch->y] ); if ( obj == NULL ) { if ( found_one_obj ) { sprintf( actbuf, "There isn't another %s here.", one_object ); act( actbuf, ch, NULL, NULL, TO_CHAR ); break; } } else { room = ch->in_room; get_obj( ch, obj, NULL ); found_one_obj = TRUE; } } } if ( ( found == FALSE ) && ( found_one_obj == FALSE ) && ( get_ok == FALSE ) ) { send_to_char( "I don't see what your looking for in this room.\n\r", ch ); return; } do_save( ch, "" ); return; } } do_save( ch, "" ); return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char container_name[MSL]; char victim_name[MSL]; char object_list[MSL]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found = FALSE; char object_number[MSL]; char one_object[MSL]; char * parse; int objs = 0; extern OBJ_DATA *map_obj[MAX_MAPS][MAX_MAPS]; if ( ch->in_vehicle && !IS_IMMORTAL(ch) ) { send_to_char( "You can't do that while driving.\n\r", ch ); return; } if ( paintball(ch) ) return; victim_name[0] = '\0'; pre_parse( argument, victim_name, container_name, object_list ); if ( object_list[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( ch->in_building ) for ( obj=map_obj[ch->x][ch->y];obj;obj = obj->next_in_room ) if ( !NOT_IN_ROOM(ch,obj) && obj->carried_by == NULL && COUNTS_TOWARDS_OBJECT_LIMIT(obj)) objs++; if ( objs > get_item_limit(ch->in_building) ) { send_to_char( "You cannot place any more items in this building.\n\r", ch ); return; } if ( str_prefix( "1 all", object_list ) && str_prefix( "1 all.", object_list ) ) { parse = object_list; for ( ; ; ) { sh_int looper; sprintf( bug_buf, "In drop thing room, parse is %s.", parse ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG ); parse = one_argument( parse, object_number ); if ( object_number[0] == '\0' ) break; parse = one_argument( parse, one_object ); if ( one_object[0] == '\0' ) break; /* sprintf( bug_buf, "Looking for %s %s.", object_number, one_object ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG );*/ for ( looper = 0; looper < atoi( object_number ); looper++ ) { obj = get_obj_carry( ch, one_object ); if ( obj == NULL ) { break; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); if ( looper < 10 ) { continue; } else { break; } } if ( get_char_building(ch) == NULL && (obj->item_type != ITEM_COMPUTER || obj->value[8] != 0) && (obj->item_type != ITEM_BOMB || obj->value[1] <= 0 ) && obj->item_type != ITEM_BIOTUNNEL && obj->item_type != ITEM_DRONE && obj->item_type != ITEM_SCAFFOLD && !IS_IMMORTAL(ch) ) { send_to_char( "You can only drop in buildings.\n\r", ch ); return; } obj->x = ch->x; obj->y = ch->y; obj->z = ch->z; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); if ( obj->item_type == ITEM_SCAFFOLD ) if ( open_scaffold(ch,obj) ) return; { act( "$n drops $p.", ch, obj, NULL, TO_ROOM); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); move_obj(obj,ch->x,ch->y,ch->z); } if ( IS_IMMORTAL(ch) && ch->trust < 90 ) { char buf[MSL]; sprintf( buf, "%s dropped %s", ch->name, obj->short_descr ); log_string(buf); } } } do_save( ch, "" ); return; } /* 'drop all' or 'drop all.obj' */ found = FALSE; if ( !str_prefix( "1 all.", object_list ) ) { int i =0; if ( get_char_building(ch) == NULL ) return; parse = &object_list[6]; parse = one_argument(parse, one_object); sprintf( object_list, "1 all.%s", one_object ); sprintf( bug_buf, "In drop allthing, object_list is %s.", object_list ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG ); for ( obj = ch->first_carry ; obj != NULL ; obj = obj_next ) { obj_next = obj->next_in_carry_list; i++; if ( i > 50 ) break; if ( is_name( one_object, obj->name ) && obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && can_drop_obj( ch, obj ) ) { if ( get_char_building(ch) == NULL && (obj->item_type != ITEM_COMPUTER || obj->value[8] != 0) && (obj->item_type != ITEM_BOMB || obj->value[1] <= 0 ) && obj->item_type != ITEM_DRONE && obj->item_type != ITEM_SCAFFOLD && !IS_IMMORTAL(ch) ) { send_to_char( "You can only drop in buildings.\n\r", ch ); continue; } if ( objs > get_item_limit(ch->in_building) ) { send_to_char( "You cannot place any more items in this building.\n\r", ch ); return; } /* found something to put in container... */ found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); if ( obj->item_type == ITEM_SCAFFOLD ) if ( open_scaffold(ch,obj) ) continue; { act( "$n drops $p.", ch, obj, NULL, TO_ROOM); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); move_obj(obj,ch->x,ch->y,ch->z); } objs++; if ( IS_IMMORTAL(ch) && ch->trust < 90 ) { char buf[MSL]; sprintf( buf, "%s dropped %s", ch->name, obj->short_descr ); log_string(buf); } } } } else { for ( obj = ch->first_carry; obj != NULL; obj = obj_next ) { obj_next = obj->next_in_carry_list; if ( can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { if ( get_char_building(ch) == NULL && (obj->item_type != ITEM_COMPUTER || obj->value[8] != 0) && (obj->item_type != ITEM_BOMB || obj->value[1] <= 0 ) && obj->item_type != ITEM_DRONE && obj->item_type != ITEM_SCAFFOLD && !IS_IMMORTAL(ch) ) // if ( get_char_building(ch) == NULL && (obj->item_type != ITEM_BOMB || obj->value[1] <= 0 ) && obj->item_type != ITEM_DRONE && obj->item_type != ITEM_SCAFFOLD && IS_IMMORTAL(ch) ) { send_to_char( "You can only drop in buildings.\n\r", ch ); continue; } if ( objs > get_item_limit(ch->in_building) ) { send_to_char( "You cannot place any more items in this building.\n\r", ch ); return; } found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); if ( obj->item_type == ITEM_SCAFFOLD ) if ( open_scaffold(ch,obj) ) continue; { act( "$n drops $p.", ch, obj, NULL, TO_ROOM); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); move_obj(obj,ch->x,ch->y,ch->z); } objs++; } } } if ( !found ) { act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); } if ( found ) do_save( ch, "" ); return; } void do_give( CHAR_DATA *ch, char *argument ) { char victim_name[MSL]; char container_name[MSL]; char object_list[MSL]; char one_object[MSL]; char object_number[MSL]; int tax; CHAR_DATA *victim; OBJ_DATA *obj; if ( ch->in_vehicle ) { send_to_char( "Not while driving.\n\r", ch ); return; } if ( paintball(ch) ) { send_to_char( "You can't trade in paintball - Trade in the real world, where there is real danger.\n\r", ch ); return; } tax = 0; container_name[0] = '\0'; pre_parse( argument, victim_name, container_name, object_list ); if ( object_list[0] == '\0' || victim_name[0] == '\0' ) { send_to_char( "Give what TO whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, victim_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( str_prefix( "1 all", object_list ) && str_prefix( "all.", object_list ) ) { char * parse; parse = object_list; for ( ; ; ) { sh_int looper; sprintf( bug_buf, "In give thing, parse is %s.", parse ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG ); parse = one_argument( parse, object_number ); if ( object_number[0] == '\0' ) break; parse = one_argument( parse, one_object ); if ( one_object[0] == '\0' ) break; sprintf( bug_buf, "Looking for %s %s.", object_number, one_object ); monitor_chan( NULL, bug_buf, MONITOR_DEBUG ); for ( looper = 0; looper < atoi( object_number ); looper++ ) { obj = get_obj_carry( ch, one_object ); if ( obj == NULL ) { break; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); continue; } if ( obj->item_type == ITEM_BOMB && obj->value[1] != 0 ) { send_to_char( "Are you nuts?! Giving away an ARMED bomb?!\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); if ( looper < 10 ) { continue; } else { break; } } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); continue; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); continue; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); continue; } obj_from_char( obj ); obj_to_char( obj, victim ); act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); if ( IS_IMMORTAL(ch) && ch->trust < 90 ) { char buf[MSL]; sprintf( buf, "%s gave %s to %s", ch->name, obj->short_descr, victim->name ); log_string(buf); } } } } do_save( victim, "" ); 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 $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* MAG can_wear_at(ch,obj,location) returns true if the char can wear the object at the location. */ bool can_wear_at(CHAR_DATA * ch, OBJ_DATA * obj, int location) { int loc_flag; switch(location) { case WEAR_NONE: loc_flag=0; break; case WEAR_BODY: loc_flag=ITEM_WEAR_BODY; break; case WEAR_HEAD: loc_flag=ITEM_WEAR_HEAD; break; case WEAR_LEGS: loc_flag=ITEM_WEAR_LEGS; break; case WEAR_FEET: loc_flag=ITEM_WEAR_FEET; break; case WEAR_ARMS: loc_flag=ITEM_WEAR_ARMS; break; case WEAR_WAIST: loc_flag=ITEM_WEAR_WAIST; break; case WEAR_FACE: loc_flag=ITEM_WEAR_FACE; break; case WEAR_SHOULDERS: loc_flag=ITEM_WEAR_SHOULDERS; break; case WEAR_HOLD_HAND_L: case WEAR_HOLD_HAND_R: loc_flag=ITEM_WEAR_HOLD_HAND; break; case WEAR_EYES: loc_flag=ITEM_WEAR_EYES; break; default: loc_flag=0; break; } if ( ( (obj->wear_flags & loc_flag ) == 0 ) && ( obj->wear_loc == -1 ) ) { send_to_char( "That item can't be worn there!\n\r", ch ); return FALSE; } if ( obj->pIndexData->vnum == 505 && get_eq_char(ch,location) ) { // send_to_char( "Searching...\n\r", ch ); return FALSE; } return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { if ( ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) && ( can_wear_at( ch, obj, WEAR_BODY ) ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act( "$n pulls $p down over $s body.", ch, obj, NULL, TO_ROOM ); act( "You pull $p down over your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) && ( can_wear_at( ch, obj, WEAR_HEAD ) ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$n places $p onto $s head.", ch, obj, NULL, TO_ROOM ); act( "You place $p onto your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) && can_wear_at( ch, obj, WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; act( "$n slides $s feet into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your feet into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) && can_wear_at( ch, obj, WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FACE ); return; } if ( ( CAN_WEAR( obj, ITEM_WEAR_EYES ) ) && ( can_wear_at( ch, obj, WEAR_EYES ) ) ) { if ( !remove_obj( ch, WEAR_EYES, fReplace ) ) return; act( "$n wears $p over $s eyes.", ch, obj, NULL, TO_ROOM ); act( "You wear $p over your eyes.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_EYES ); return; } if ( ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) && ( can_wear_at( ch, obj, WEAR_LEGS ) ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; act( "$n pushes $s legs into $p.", ch, obj, NULL, TO_ROOM ); act( "You push your legs into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) && ( can_wear_at( ch, obj, WEAR_WAIST ) ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; act( "$n secures $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( "You secure $p about your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) && ( can_wear_at( ch, obj, WEAR_ARMS ) ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act( "$n secures $p around $s arms.", ch, obj, NULL, TO_ROOM ); act( "You secure $p around your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } #if 0 if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( get_eq_char( ch, WEAR_WIELD_2 ) != NULL ) { send_to_char( "Cannot use a shield when dual wielding.\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; act( "$n starts using $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You start using $p as a shield.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { /* * Need to handle dual wielding here.... * To DW, player must have no shield or held items * as well as the weapon meeting weight restrictions */ /* First, work out if this is a DW */ if ( !fReplace && */ if ( ( get_eq_char( ch, WEAR_WIELD ) != NULL ) /* first weapon slot used */ && ( IS_NPC( ch ) ? IS_SET( ch->skills, MOB_DUALWIELD ) ) ) { if ( get_eq_char( ch, WEAR_SHIELD ) != NULL ) { send_to_char( "To dual wield a weapon, you must remove any item used as a shield.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_HOLD ) != NULL ) { send_to_char( "To dual wield a weapon, you must remove any items you are holding.\n\r", ch ); return; } if ( get_obj_weight( obj ) + 0 > str_app[curr_attr(ch, ATTR_STR)].wield ) /* To set a weight restrict /^\ change this value */ { send_to_char( "It is too heavy to dual wield.\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_WIELD_2, fReplace ) ) return; act( "$n wields $p as a second weapon.", ch, obj, NULL, TO_ROOM ); act( "You wield $p as a second weapon.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD_2 ); return; } if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( get_obj_weight( obj ) > str_app[curr_attr(ch, ATTR_STR)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( get_eq_char( ch, WEAR_WIELD_2 ) != NULL ) { send_to_char( "Cannot hold objects when dual wielding.\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD ); return; } #endif if ( ( CAN_WEAR( obj, ITEM_WEAR_SHOULDERS ) ) && ( can_wear_at( ch, obj, WEAR_SHOULDERS ) ) ) { if ( !remove_obj( ch, WEAR_SHOULDERS, fReplace ) ) return; act( "$n slides $p onto $s shoulders.", ch, obj, NULL, TO_ROOM ); act( "You slide $p onto your shoulders.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHOULDERS ); return; } if ( ( CAN_WEAR( obj, ITEM_WEAR_HOLD_HAND ) ) && ( can_wear_at( ch, obj, WEAR_HOLD_HAND_L ) ) ) { if ( get_eq_char( ch, WEAR_HOLD_HAND_L ) != NULL && get_eq_char( ch, WEAR_HOLD_HAND_R ) != NULL && !remove_obj( ch, WEAR_HOLD_HAND_L, fReplace ) && !remove_obj( ch, WEAR_HOLD_HAND_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_HOLD_HAND_L ) == NULL ) { act( "$n holds $p in $s left hand.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your left hand.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD_HAND_L ); return; } if ( get_eq_char( ch, WEAR_HOLD_HAND_R ) == NULL ) { act( "$n holds $p in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your right hand.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD_HAND_R ); return; } bug( "Wear_obj: no free hand.", 0 ); send_to_char( "You already hold two items.\n\r", ch ); return; } #if 0 if ( fReplace ) send_to_char( "Well, that didn't work!\n\r", ch ); #endif send_to_char( "You can't wear it.\n\r", ch ); return; } char * format_obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch, bool fShort ) ); void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; sh_int num_unique = 0; if (ch->class == CLASS_PHASER ) { send_to_char( "Phasers cannot wear things.", ch ); return; } { OBJ_DATA *obj_next; for ( obj = ch->first_carry; obj != NULL; obj = obj_next ) { obj_next = obj->next_in_carry_list; if ( obj->wear_loc != WEAR_NONE && IS_SET( obj->extra_flags, ITEM_UNIQUE ) ) num_unique++; } } one_argument( argument, arg ); if ( arg[0] == '\0' ) { sh_int location; char outbuf[MSL]; char catbuf[MSL]; char colbuf[MSL],eqbuf[MSL]; OBJ_DATA * worn; extern char * const where_name []; sprintf( outbuf, "%s", "Wear slots:\n\r" ); for ( location = 0; location < MAX_WEAR ; location++ ) { if ( (worn = get_eq_char( ch, location ) ) != NULL ) { sprintf( colbuf, "%s", "@@!" ); sprintf( eqbuf, "%s", format_obj_to_char( worn, ch, TRUE ) ); } else { sprintf( colbuf, "%s", "@@." ); sprintf( eqbuf, "%s", "@@dNothing@@N" ); } sprintf( catbuf, "%s%25s@@N %-*s\n\r", colbuf, where_name[location], ccode_len( eqbuf, 40 ), eqbuf ); safe_strcat( MSL, outbuf, catbuf ); } send_to_char( outbuf, ch ); return; } else if ( !str_cmp(arg,"status") ) { sh_int location; char outbuf[MSL]; char catbuf[MSL]; char colbuf[MSL],eqbuf[MSL]; OBJ_DATA * worn; extern char * const where_name []; int heat; int general=0,bullet=0,blast=0,fire=0,laser=0,acid=0,sound=0; heat = ch->heat + wildmap_table[map_table.type[ch->x][ch->y][ch->z]].heat; sprintf( outbuf, "%s", "Wear slots:\n\r" ); for ( location = 0; location < MAX_WEAR ; location++ ) { if ( (worn = get_eq_char( ch, location ) ) != NULL ) { sprintf( colbuf, "%s", "@@d" ); if ( worn->item_type == ITEM_ARMOR ) { sprintf( eqbuf, "%d%% %s", worn->level, ( worn->value[0] == -2 ) ? "All" : ( worn->value[0] == 1 ) ? "Bulletproof" : (worn->value[0] == 2) ? "Blastproof" : (worn->value[0] == 3 ) ? "Acidproof" : ( worn->value[0] == 4 ) ? "Flameproof" : (worn->value[0]==5) ? "Laserproof" : (worn->value[0] == -1) ? "General" : "INVALID!" ); if ( worn->value[1] > 0 ) sprintf( eqbuf+strlen(eqbuf), " (%d Damage)", worn->value[1] ); general += worn->value[2]; bullet += worn->value[3]; blast += worn->value[4]; acid += worn->value[5]; fire += worn->value[6]; laser += worn->value[7]; sound += worn->value[8]; } else if ( worn->item_type == ITEM_WEAPON ) { sprintf( eqbuf, "%d/%d Ammo, %d Range", worn->value[0], worn->value[1], worn->value[4]+1); } else { sprintf( colbuf, "%s", "@@." ); sprintf( eqbuf, "%s", "@@dNothing@@N" ); } } else { sprintf( colbuf, "%s", "@@." ); sprintf( eqbuf, "%s", "@@dNothing@@N" ); } sprintf( catbuf, "%s%25s@@N %-*s\n\r", colbuf, where_name[location], ccode_len( eqbuf, 40 ), eqbuf ); safe_strcat( MSL, outbuf, catbuf ); } send_to_char( outbuf, ch ); sprintf( outbuf, "\n\r@@RHeat: @@e%d@@N\n\r", heat) ; send_to_char( outbuf, ch ); sprintf( outbuf, "\n\rProtection values:\n\r" ); sprintf( outbuf+strlen(outbuf), "General: %d%% (%d%% Average)\n\r", general, general / MAX_WEAR ); sprintf( outbuf+strlen(outbuf), "Bullets: %d%% (%d%% Average)\n\r", bullet, bullet / MAX_WEAR ); sprintf( outbuf+strlen(outbuf), "Blast : %d%% (%d%% Average)\n\r", blast, blast / MAX_WEAR ); sprintf( outbuf+strlen(outbuf), "Acid : %d%% (%d%% Average)\n\r", acid, acid / MAX_WEAR ); sprintf( outbuf+strlen(outbuf), "Fire : %d%% (%d%% Average)\n\r", fire, fire / MAX_WEAR ); sprintf( outbuf+strlen(outbuf), "Laser : %d%% (%d%% Average)\n\r", laser, laser / MAX_WEAR ); sprintf( outbuf+strlen(outbuf), "Sound : %d%% (%d%% Average)\n\r", sound, sound / MAX_WEAR ); send_to_char( outbuf,ch); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->first_carry; obj != NULL; obj = obj_next ) { obj_next = obj->next_in_carry_list; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) { if ( ( num_unique > 4 ) && ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) ) ) send_to_char( "You may only wear 5 unique items at one time.\n\r", ch ); else wear_obj( ch, obj, FALSE ); } if ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) ) num_unique++; } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( ( num_unique > 4 ) && ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) ) ) { send_to_char(" You may only wear 5 unique items at one time.\n\r", ch ); } else wear_obj( ch, obj, TRUE ); } return; } void remove_all ( CHAR_DATA *ch ) { int counter = 0; while ( counter < MAX_WEAR ) { remove_obj ( ch, counter, TRUE ); counter = counter + 1; } 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" ) ) { remove_all ( ch ); return; } if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if (( obj->pIndexData == get_obj_index(1060) && ch->z == Z_SPACE_EARTH && ch->in_vehicle == NULL)) { send_to_char("@@eYou can not remove a spacesuit while in the middle of a space walk!@@n\n\r", ch); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MSL]; extern OBJ_DATA *map_obj[MAX_MAPS][MAX_MAPS]; if ( argument[0] == '\0' ) { send_to_char( "Junk what?\n\r", ch ); return; } argument = one_argument(argument,arg); if ( !str_cmp(arg,"all") ) { OBJ_DATA *obj_next; bool found = FALSE; if ( argument[0] == '\0' ) { send_to_char( "Junk all what?\n\r", ch ); return; } for ( obj = ch->first_carry;obj;obj = obj_next ) { obj_next = obj->next_in_carry_list; if ( is_name(argument, obj->name) ) { do_sacrifice(ch,argument); found = TRUE; } } if ( !found ) send_to_char( "You don't have any of those.\n\r", ch ); return; } if ( ( obj = get_obj_carry(ch,arg) ) == NULL ) { if ( ( obj = get_obj_room( ch, arg, map_obj[ch->x][ch->y] ) ) == NULL ) { send_to_char( "You are not carrying that item.\n\r", ch ); return; } } if ( obj->carried_by == NULL && str_cmp(obj->owner,ch->name) ) { send_to_char( "It's not yours to junk!\n\r", ch ); return; } if ( obj->item_type == ITEM_BOMB && obj->value[1] != 0 ) { send_to_char( "Junk an armed bomb? Heh, you wish!\n\r", ch ); return; } if ( IS_SET(obj->extra_flags,ITEM_STICKY) ) { send_to_char( "You can't junk that.\n\r", ch ); return; } act( "You junk $p.", ch, obj, NULL, TO_CHAR ); act( "$n junks $p.", ch, obj, NULL, TO_ROOM ); if ( IS_SET(obj->extra_flags,ITEM_STICKY) ) { char buf[MSL]; sprintf( buf, "%s junked by %s (Sticky)", obj->short_descr, ch->name ); log_f(buf); return; } extract_obj( obj ); return; } void do_swap( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj1; OBJ_DATA *obj2; char buf[MSL]; if ( paintball(ch) ) { send_to_char( "Not here.\n\r", ch ); return; } if ( ( obj1 = get_eq_char(ch, WEAR_HOLD_HAND_L) ) == NULL || ( obj2 = get_eq_char(ch, WEAR_HOLD_HAND_R) ) == NULL ) { send_to_char( "You must be holding weapons in both hands in order to use SWAP.\n\r", ch ); return; } /* if ( obj1->item_type != ITEM_WEAPON || obj2->item_type != ITEM_WEAPON ) { sprintf( buf, "%s is not a weapon!\n\r", ( obj1->item_type != ITEM_WEAPON ) ? obj1->short_descr : obj2->short_descr ); send_to_char( buf, ch ); return; }*/ remove_obj( ch, obj1->wear_loc, FALSE ); remove_obj( ch, obj2->wear_loc, FALSE ); obj1->wear_loc = WEAR_HOLD_HAND_R; obj2->wear_loc = WEAR_HOLD_HAND_L; sprintf( buf, "You swap %s and %s!", obj1->short_descr, obj2->short_descr ); if ( obj2->item_type == ITEM_WEAPON ) sprintf(buf+strlen(buf), " (New weapon has %d ammo)\n\r",obj2->value[0]); if ( ch->victim != ch ) ch->victim = ch; send_to_char( buf, ch ); act( "$n swaps weapons!", ch, NULL, NULL, TO_ROOM ); return; } void do_clean(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; OBJ_DATA *obj_next; extern OBJ_DATA *map_obj[MAX_MAPS][MAX_MAPS]; if ( !ch->in_building || str_cmp(ch->in_building->owned,ch->name) ) { send_to_char ("You can't here.\n\r", ch ); return; } for ( obj = map_obj[ch->x][ch->y];obj;obj = obj_next ) { obj_next = obj->next_in_room; if ( !str_cmp(obj->owner,ch->name) && obj->z == ch->z ) extract_obj(obj); } send_to_char( "Room cleaned.\n\r", ch ); if ( WAREHOUSE(ch->in_building) ) { char buf[MSL]; sprintf(buf,"%s cleaned a warehouse.\n\r", ch->name ); log_f(buf); } return; } void do_sell( CHAR_DATA *ch, char *argument ) { long c; int p=0,i; char buf[MSL]; OBJ_DATA *obj; BUILDING_DATA *bld; if ( ( bld = ch->in_building ) == NULL ) mreturn("You can only sell items in a pawn shop.\n\r",ch) if ( argument[0] == '\0' ) mreturn("Which item would you like to sell?\n\r",ch); if ( ( obj = get_obj_carry(ch,argument) ) == NULL ) mreturn("You do not carry that object.\n\r", ch); if ( !obj->pIndexData || obj->pIndexData->cost <= 0 ) mreturn("The shop is not interested in this item.\n\r", ch ); c = obj->pIndexData->cost; c /= ((13-bld->level)/3)+1; if ( c < 30 ) mreturn("The shop is not interested in this item.\n\r", ch ); gain_money(ch,c); sprintf(buf,"You sell %s for $%ld.\n\r", obj->short_descr,c); send_to_char(buf,ch); sprintf(buf, "%s sells %s.", ch->name, obj->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); c = 0; for ( i = 0;i<MAX_PAWN;i++ ) if (pawn_obj[i] == NULL) { p++; if ( p == 1 ) c = i; } obj_from_char(obj); obj->carried_by = NULL; obj->in_building = NULL; pawn_obj[c] = obj; obj->x = -1; obj->y = -1; SET_BIT(obj->extra_flags,ITEM_PAWN); if ( ++c == MAX_PAWN ) c = 0; if ( p <= 1 ) { if ( pawn_obj[c] != NULL ) extract_obj(pawn_obj[c]); pawn_obj[c] = NULL; } // extract_obj(obj); return; } void do_drink(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; int type,potion_time = 5; if ( ( obj = get_obj_carry(ch,argument) ) == NULL ) mreturn("You do not carry that item.\n\r", ch ); if ( obj->item_type != ITEM_POTION ) mreturn( "You can't drink that.", ch ); type = obj->value[0]; potion_time = obj->value[1]; act( "You drink the contents of $p.", ch, obj,NULL, TO_CHAR); act( "$n drinks the contents of $p.", ch, obj,NULL, TO_ROOM); extract_obj(obj); if ( ch->effect2 > 0 && type != 7 ) type = 0; if ( type == 1 ) { send_to_char( "Your body buffs up!\n\r", ch ); act( "$n's body buffs up!", ch, NULL, NULL, TO_ROOM ); } else if ( type == 2 ) { send_to_char( "You feel lighter!\n\r", ch ); act( "$n seems lighter!", ch, NULL, NULL, TO_ROOM ); } else if ( type == 3 ) { send_to_char( "You feel more creative...\n\r", ch ); act( "$n looks smarter.", ch, NULL, NULL, TO_ROOM ); } else if ( type == 4 ) { send_to_char( "You feel normal.\n\r", ch ); act( "$n looks... normal...", ch, NULL, NULL, TO_ROOM ); ch->effect2 = 0; ch->effect = 0; ch->poison = 0; return; } else if ( type == 5 ) { send_to_char( "You feel... enraged!\n\r", ch ); act( "$n looks enraged!", ch, NULL, NULL, TO_ROOM ); ch->effect2 = (EFFECT2_RAGE*100)+potion_time; return; } else if ( type == 6 ) { send_to_char( "You feel refreshed.\n\r", ch ); act( "$n looks refreshed.", ch, NULL, NULL, TO_ROOM ); ch->effect2 = (EFFECT2_REGENERATION*100)+potion_time; return; } else if ( type == 7 ) { int c = number_range(1,100); if ( number_percent() < potion_time ) c = 96; if ( c < 20 ) { send_to_char("You feel a buzz...\n\r",ch); } else if ( c < 40 && !IS_SET(ch->effect,EFFECT_CONFUSE) ) { send_to_char( "You feel dizzy...\n\r", ch ); SET_BIT(ch->effect,EFFECT_CONFUSE); } else if ( c < 60 && !IS_SET(ch->effect,EFFECT_SLOW) ) { send_to_char( "You feel sluggish...\n\r", ch ); SET_BIT(ch->effect,EFFECT_SLOW); } else if ( c < 80 && !IS_SET(ch->effect,EFFECT_DRUNK) ) { send_to_char( "You feel dizzy...\n\r", ch ); SET_BIT(ch->effect,EFFECT_DRUNK); } else if ( c < 95 && !IS_SET(ch->effect,EFFECT_VISION) ) { send_to_char( "You feel... weird!\n\r", ch ); SET_BIT(ch->effect,EFFECT_VISION); } else if ( ch->in_building && ch->in_building->type == BUILDING_BAR && ch->in_building->value[0] <= 0 ) { CHAR_DATA *wch; int p = 0,i; char buf[MSL]; for ( wch=first_char;wch;wch = wch->next ) if ( !IS_NEWBIE(wch) && !IS_IMMORTAL(wch) && wch != ch && ((wch->pcdata->alliance != ch->pcdata->alliance) || ch->pcdata->alliance == -1) ) p++; if ( p <= 0 ) return; i=number_range(1,p); wch = first_char; for (;i>0;) { wch = (wch->next)?wch->next:first_char; if ( !IS_NEWBIE(wch) && !IS_IMMORTAL(wch) && wch != ch && ((wch->pcdata->alliance != ch->pcdata->alliance) || ch->pcdata->alliance == -1)) i--; } sprintf(buf,"@@NThe barkeep approaches you and says, \"You know, you've been drinking here so much that I feel like helping you out. I hear there's a guy called @@c%s@@N who's hanging about at @@c%d@@g/@@c%d@@N. Good huntin'!\"\n\r", wch->name,wch->x,wch->y); send_to_char(buf,ch); send_to_char("\n\rThe barkeep adds, \"I have to close down for a while now, come back later.\"\n\r", ch ); ch->in_building->value[0] = build_table[ch->in_building->type].value[0]; } else send_to_char("You feel a buzz...\n\r", ch ); return; } else { send_to_char( "Nothing happens...\n\r", ch ); act( "Nothing seems to happen to $m.", ch, NULL, NULL, TO_ROOM ); return; } ch->effect2 = (type*100) + potion_time; return; } void do_donate( CHAR_DATA *ch, char *argument ) { char arg[MSL]; CHAR_DATA *victim; char buf[MSL]; long m = 0; argument = one_argument(argument,arg); if ( argument[0] == '\0' || arg[0] == '\0' ) { send_to_char( "Syntax: Donate <amount> <player>\n\r", ch ); return; } if ( ( victim = get_char_world(ch,argument) ) == NULL ) { if ( (victim = get_char_world(ch,arg) ) == NULL ) { send_to_char( "You cannot find that player.\n\r", ch ); return; } else m = atol(argument); } if ( m <= 0 ) m = atol(arg); if ( m <= 0 || m > ch->money ) { send_to_char("You can't donate that amount.\n\r", ch ); return; } if ( get_rank(victim) > 2 || !IS_NEWBIE(victim) ) { send_to_char( "You may only send items to -new- players of Rank 2 and below.\n\r", ch ); return; } gain_money(victim,m); ch->money -= m; save_char_obj(ch); save_char_obj(victim); sprintf(buf,"You donate $%ld to %s.\n\r", m, victim->name ); send_to_char(buf,ch); sprintf(buf,"You have received $%ld as a donation from %s.\n\r", m, ch->name ); send_to_char(buf,victim); return; }