/*~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
~ 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_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;
{
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;
}
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 )
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 ) 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;
}