/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ #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 "recycle.h" #include "tables.h" #include "magic.h" /* RT part of the corpse looting code */ bool can_loot ( CHAR_DATA * ch, OBJ_DATA * obj ) { CHAR_DATA *owner, *wch, *killer; 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; killer = NULL; if ( obj->killer || obj->killer != NULL ) for ( wch = char_list; wch != NULL; wch = wch->next ) if ( !str_cmp ( wch->name, obj->killer ) ) killer = wch; if ( owner == NULL ) return TRUE; if ( !str_cmp ( ch->name, owner->name ) ) return TRUE; if ( killer != NULL ) if ( !str_cmp ( ch->name, killer->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; } BUFFER *get_obj ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) { /* variables for AUTOSPLIT */ char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; BUFFER *output; CHAR_DATA *gch; int members; char buffer[100]; output = new_buf ( ); if ( !CAN_WEAR ( obj, ITEM_TAKE ) && ( ch->level < IMPLEMENTOR ) ) { sprintf ( buf, "You can't take that.\n\r" ); add_buf ( output, buf ); return output; } if ( ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) ) { sprintf ( buf, "%s: you can't carry that many items.\n\r", obj->short_descr ); add_buf ( output, buf ); return output; } if ( get_carry_weight ( ch ) + get_obj_weight ( obj ) > can_carry_w ( ch ) ) { sprintf ( buf, "%s: you can't carry that much weight.\n\r", obj->short_descr ); add_buf ( output, buf ); return output; } if ( !can_loot ( ch, obj ) ) { sprintf ( buf, "Corpse looting is not permitted.\n\r" ); add_buf ( output, buf ); return output; } if ( obj->in_room != NULL ) { for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room ) if ( gch->on == obj ) { sprintf ( buf, "%s appears to be using %s.\n\r", gch->name, obj->short_descr ); add_buf ( output, buf ); return output; } } if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) && ch->level <= HERO ) { if ( !can_quest ( ch ) ) { sprintf ( buf, "%s: You already have a quest item.\n\r", obj->short_descr ); add_buf ( output, buf ); return output; } } if ( IS_QUESTOR ( ch ) && ch->pcdata->questobj > 0 ) { if ( ch->pcdata->questobj == obj->pIndexData->vnum ) { send_to_char ( "{RYou have almost completed your QUEST!{x\n\r", ch ); send_to_char ( "{RReturn to the questmaster before your time runs out!{x\n\r", ch ); /* sprintf(buf, "$N has found %s, their questobject.", obj->short_descr); wiznet(buf, ch, NULL, WIZ_QUESTS, 0, 0); */ } } if ( container != NULL ) { if ( container->pIndexData->item_type == ITEM_PIT && ( ( ( get_trust ( ch ) < obj->level ) && ( ch->class < MAX_CLASS / 2 ) && ( obj->level > 19 ) ) || ( ( get_trust ( ch ) < obj->level ) && ( ch->class >= MAX_CLASS / 2 ) && ( obj->level > 27 ) ) ) ) { sprintf ( buf, "%s: You are not powerful enough to use it.\n\r", obj->short_descr ); add_buf ( output, buf ); return output; } if ( container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR ( container, ITEM_TAKE ) && !IS_OBJ_STAT ( obj, ITEM_HAD_TIMER ) ) obj->timer = 0; sprintf ( buf, "You get %s from %s.\n\r", obj->short_descr, container->short_descr ); add_buf ( output, buf ); act ( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); REMOVE_BIT ( obj->extra_flags, ITEM_HAD_TIMER ); obj_from_obj ( obj ); } else { sprintf ( buf, "You get %s.\n\r", obj->short_descr ); add_buf ( output, buf ); act ( "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room ( obj ); } if ( obj->item_type == ITEM_MONEY ) { if ( obj->value[0] > 0 ) add_cost ( ch, obj->value[0], VALUE_SILVER ); if ( obj->value[1] > 0 ) add_cost ( ch, obj->value[1], VALUE_GOLD ); if ( obj->value[2] > 0 ) add_cost ( ch, obj->value[2], VALUE_PLATINUM ); 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] || obj->value[2] ) ) { sprintf ( buffer, "%ld %ld %ld", obj->value[0], obj->value[1], obj->value[2] ); do_split ( ch, buffer ); } } extract_obj ( obj ); } else { obj_to_char ( obj, ch ); } if ( IS_OBJ_STAT ( obj, ITEM_FORCED ) && ( ch->level <= HERO ) ) { do_wear ( ch, obj->name ); } if ( ( obj->pIndexData->vnum == OBJ_VNUM_VOODOO ) && !IS_NPC ( ch ) ) { one_argument ( obj->name, arg ); if ( !str_cmp ( arg, ch->name ) || ch->level < 20 ) { obj->timer = 1; } } return output; } CH_CMD ( do_get ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; BUFFER *output; BUFFER *outlist; 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; } output = new_buf ( ); 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 ( "I see no $T here.", ch, NULL, arg1, TO_CHAR ); } else { outlist = get_obj ( ch, obj, NULL ); send_to_char ( buf_string ( outlist ), ch ); free_buf ( outlist ); } } 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; outlist = get_obj ( ch, obj, NULL ); add_buf ( output, buf_string ( outlist ) ); free_buf ( outlist ); } } 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 { page_to_char ( buf_string ( output ), ch ); } } } else { /* 'get ... container' */ if ( !str_cmp ( arg2, "all" ) || !str_prefix ( "all.", arg2 ) ) { send_to_char ( "You can't do that.\n\r", ch ); free_buf ( output ); return; } if ( ( container = get_obj_here ( ch, arg2 ) ) == NULL ) { act ( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); free_buf ( output ); return; } switch ( container->item_type ) { default: send_to_char ( "That's not a container.\n\r", ch ); free_buf ( output ); return; case ITEM_CONTAINER: case ITEM_PIT: 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 ); free_buf ( output ); return; } } } if ( IS_SET ( container->value[1], CONT_CLOSED ) ) { act ( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); free_buf ( output ); 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 ); free_buf ( output ); return; } outlist = get_obj ( ch, obj, container ); send_to_char ( buf_string ( outlist ), ch ); free_buf ( outlist ); } 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->item_type == ITEM_PIT && !IS_IMMORTAL ( ch ) ) { send_to_char ( "Don't be so greedy!\n\r", ch ); free_buf ( output ); return; } outlist = get_obj ( ch, obj, container ); add_buf ( output, buf_string ( outlist ) ); free_buf ( outlist ); } } 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 $T.", ch, NULL, arg2, TO_CHAR ); } else { page_to_char ( buf_string ( output ), ch ); } } } free_buf ( output ); return; } CH_CMD ( do_donate ) { char arg1[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; bool found = FALSE; argument = one_argument ( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char ( "Donate what?\n\r", ch ); return; } if ( !str_cmp ( arg1, "all" ) || !str_prefix ( "all.", arg1 ) ) { send_to_char ( "One item at a time please.\n\r", ch ); return; } for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != 3010 ) continue; found = TRUE; break; } if ( !found ) { send_to_char ( "I can't seem to find the donation pit!\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "You can't let go of it.\n\r", ch ); return; } if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "You can't donate a quest item.\n\r", ch ); return; } if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) ) { send_to_char ( "You have a feeling noone's going to want that.\n\r", ch ); return; } if ( obj->item_type == ITEM_TRASH ) { send_to_char ( "The donation pit is not a trash can.\n\r", ch ); return; } if ( WEIGHT_MULT ( obj ) != 100 ) { send_to_char ( "You have a feeling that would be a bad idea.\n\r", ch ); return; } /* if (get_obj_weight( obj ) + get_true_weight( container ) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { send_to_char( "The donation pit can't hold that.\n\r", ch ); return; }*/ if ( !CAN_WEAR ( container, ITEM_TAKE ) ) { if ( obj->timer ) SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range ( 100, 200 ); } obj_from_char ( obj ); obj_to_obj ( obj, container ); act ( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch, obj, container, TO_ROOM ); act ( "$p glows {Mpurple{x, then disappears..", ch, obj, container, TO_CHAR ); return; } CH_CMD ( do_clan_donate ) { char arg1[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; bool found = FALSE; argument = one_argument ( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char ( "Clan Donate what?\n\r", ch ); return; } if ( !str_cmp ( arg1, "all" ) || !str_prefix ( "all.", arg1 ) ) { send_to_char ( "One item at a time please.\n\r", ch ); return; } for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != clan_table[ch->clan].pit ) continue; found = TRUE; break; } if ( !found ) { for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != OBJ_VNUM_PIT ) continue; found = TRUE; break; } } if ( !found ) { send_to_char ( "I can't seem to find the donation room!\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg1 ) ) == 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 ( IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "You can't donate a quest item.\n\r", ch ); return; } if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) ) { send_to_char ( "You have a feeling noone's going to want that.\n\r", ch ); return; } if ( obj->item_type == ITEM_TRASH ) { send_to_char ( "The donation room is not a trash can.\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 ( "The donation pit can't hold that.\n\r", ch ); return; } if ( !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, obj ); act ( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch, obj, container, TO_ROOM ); act ( "$p glows {Mpurple{x, then disappears..", ch, obj, container, TO_CHAR ); return; } CH_CMD ( do_put ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; BUFFER *output; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; int count; 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 ) && ( container->item_type != ITEM_PIT ) ) { 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 ) ) == 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 ( ( obj->pIndexData->vnum == OBJ_VNUM_CUBIC ) && ( container->pIndexData->vnum != OBJ_VNUM_CPOUCH ) ) { send_to_char ( "Cubic Zirconium may only be placed in silk gem pouches.\n\r", ch ); return; } if ( ( obj->item_type == ITEM_GEM ) && ( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) && ( container->pIndexData->vnum != OBJ_VNUM_DPOUCH ) ) { send_to_char ( "Gems may only be placed in leather gem pouches.\n\r", ch ); return; } if ( ( container->pIndexData->vnum == OBJ_VNUM_DPOUCH ) && ( obj->item_type != ITEM_GEM ) ) { send_to_char ( "Only gems may be placed in leather gem pouches.\n\r", ch ); return; } if ( ( container->pIndexData->vnum == OBJ_VNUM_CPOUCH ) && ( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) ) { send_to_char ( "Only cubic zirconium may be placed in silk gem pouches.\n\r", ch ); return; } if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "You can't put a quest item in something.\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->item_type == ITEM_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 $P.", ch, obj, container, TO_CHAR ); } } else { /* 'put all container' or 'put all.obj container' */ /* check for gem or cubic pouches first */ if ( container->pIndexData->vnum == OBJ_VNUM_DPOUCH ) { count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) && obj->item_type == ITEM_GEM && obj->pIndexData->vnum != OBJ_VNUM_CUBIC && !IS_OBJ_STAT ( obj, ITEM_QUEST ) && can_see_obj ( ch, obj ) && WEIGHT_MULT ( obj ) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj ( ch, obj ) && get_obj_weight ( obj ) + get_true_weight ( container ) <= ( container->value[0] * 10 ) && get_obj_weight ( obj ) <= ( container->value[3] * 10 ) ) { if ( container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR ( obj, ITEM_TAKE ) ) { if ( obj->timer ) SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range ( 100, 200 ); } obj_from_char ( obj ); obj_to_obj ( obj, container ); count++; } } if ( count != 0 ) { sprintf ( buf, "You put %d gems in %s.\n\r", count, container->short_descr ); send_to_char ( buf, ch ); sprintf ( buf, "$n puts %d gems in %s.\n\r", count, container->short_descr ); act ( buf, ch, NULL, NULL, TO_ROOM ); } else { send_to_char ( "You are not carrying any gems.\n\r", ch ); } return; } if ( container->pIndexData->vnum == OBJ_VNUM_CPOUCH ) { count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) && obj->pIndexData->vnum == OBJ_VNUM_CUBIC && !IS_OBJ_STAT ( obj, ITEM_QUEST ) && 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->item_type == ITEM_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 ); count++; } } if ( count != 0 ) { sprintf ( buf, "You put %d cubic zirconiums in %s.\n\r", count, container->short_descr ); send_to_char ( buf, ch ); sprintf ( buf, "$n puts %d cubic zirconiums in %s.\n\r", count, container->short_descr ); act ( buf, ch, NULL, NULL, TO_ROOM ); } else { send_to_char ( "You are not carrying any cubic zirconiums.\n\r", ch ); } return; } output = new_buf ( ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) && !IS_OBJ_STAT ( obj, ITEM_QUEST ) && can_see_obj ( ch, obj ) && WEIGHT_MULT ( obj ) == 100 && obj->wear_loc == WEAR_NONE && obj != container && obj->item_type != ITEM_GEM && obj->pIndexData->vnum != OBJ_VNUM_CUBIC && can_drop_obj ( ch, obj ) && get_obj_weight ( obj ) + get_true_weight ( container ) <= ( container->value[0] * 10 ) && get_obj_weight ( obj ) < ( container->value[3] * 10 ) ) { if ( container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR ( obj, ITEM_TAKE ) ) { if ( obj->timer ) SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range ( 100, 200 ); } obj_from_char ( obj ); obj_to_obj ( obj, container ); count++; if ( IS_SET ( container->value[1], CONT_PUT_ON ) ) { sprintf ( buf, "You put %s on %s.\n\r", obj->short_descr, container->short_descr ); add_buf ( output, buf ); } else { sprintf ( buf, "You put %s in %s.\n\r", obj->short_descr, container->short_descr ); add_buf ( output, buf ); } } } if ( count != 0 ) { if ( IS_SET ( container->value[1], CONT_PUT_ON ) ) { act ( "$n puts some things on $P.", ch, NULL, container, TO_ROOM ); } else { act ( "$n puts some things in $P.", ch, NULL, container, TO_ROOM ); } page_to_char ( buf_string ( output ), ch ); } free_buf ( output ); } return; } CH_CMD ( do_drop ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; BUFFER *output; 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, platinum = 0, 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" ) && str_cmp ( arg, "platinum" ) ) ) { send_to_char ( "Sorry, you can't do that.\n\r", ch ); return; } if ( amount > 50 ) { send_to_char ( "You can't drop that much at once.\n\r", ch ); return; } if ( !str_cmp ( arg, "coins" ) || !str_cmp ( arg, "coin" ) || !str_cmp ( arg, "silver" ) ) { if ( ( ch->silver + ( 100 * ch->gold ) + ( 10000 * ch->platinum ) ) < amount ) { send_to_char ( "You don't have that much silver.\n\r", ch ); return; } deduct_cost ( ch, amount, VALUE_SILVER ); silver = amount; } else if ( !str_cmp ( arg, "gold" ) ) { if ( ( ch->silver + ( 100 * ch->gold ) + ( 10000 * ch->platinum ) ) < amount * 100 ) { send_to_char ( "You don't have that much gold.\n\r", ch ); return; } deduct_cost ( ch, amount, VALUE_GOLD ); gold = amount; } else if ( !str_cmp ( arg, "platinum" ) ) { if ( ( ch->silver + ( 100 * ch->gold ) + ( 10000 * ch->platinum ) ) < amount * 10000 ) { send_to_char ( "You don't have that much platinum.\n\r", ch ); return; } deduct_cost ( ch, amount, VALUE_PLATINUM ); platinum = 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_PLATINUM_ONE: platinum += 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_PLATINUM_SOME: platinum += obj->value[2]; extract_obj ( obj ); break; case OBJ_VNUM_COINS: silver += obj->value[0]; gold += obj->value[1]; platinum += obj->value[2]; extract_obj ( obj ); break; } } while ( silver >= 100 ) { gold++; silver -= 100; } while ( gold >= 100 ) { platinum++; gold -= 100; } if ( platinum > 50000 ) { platinum = 50000; } obj_to_room ( create_money ( platinum, gold, silver ), ch->in_room ); act ( "$n drops some money.", 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 ) ) == 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; } 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 { output = new_buf ( ); /* '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; obj_from_char ( obj ); obj_to_room ( obj, ch->in_room ); sprintf ( buf, "You drop %s\n\r", obj->short_descr ); add_buf ( output, buf ); if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) ) { sprintf ( buf, "%s dissolves into smoke.\n\r", obj->short_descr ); add_buf ( output, buf ); 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 $T.", ch, NULL, &arg[4], TO_CHAR ); } else { act ( "$n drops some things.", ch, NULL, NULL, TO_ROOM ); page_to_char ( buf_string ( output ), ch ); } free_buf ( output ); } return; } CH_CMD ( do_give ) { 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, cost; long fullamount; int silver = 0, gold = 0, platinum = 0; amount = atoi ( arg1 ); if ( amount <= 0 || ( str_cmp ( arg2, "coins" ) && str_cmp ( arg2, "coin" ) && str_cmp ( arg2, "gold" ) && str_cmp ( arg2, "silver" ) && str_cmp ( arg2, "platinum" ) ) ) { send_to_char ( "Sorry, you can't do that.\n\r", ch ); return; } if ( !str_cmp ( arg2, "gold" ) ) { gold = amount; fullamount = amount * 100; } else if ( !str_cmp ( arg2, "platinum" ) ) { platinum = amount; fullamount = amount * 10000; } else { silver = amount; fullamount = amount; } 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->silver + ( ch->gold * 100 ) + ( ch->platinum * 10000 ) < fullamount ) { send_to_char ( "You haven't got that much.\n\r", ch ); return; } if ( amount > 50000 ) { send_to_char ( "You can't give that much all at once.\n\r", ch ); return; } if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) && ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) && ( ch != victim ) && ( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) ) { act ( "You can't seem to give $N anything.\n\r", ch, NULL, victim, TO_CHAR ); return; } cost = 0; if ( silver != 0 ) { cost = silver; deduct_cost ( ch, cost, VALUE_SILVER ); add_cost ( victim, cost, VALUE_SILVER ); } else if ( gold != 0 ) { cost = gold; deduct_cost ( ch, cost, VALUE_GOLD ); add_cost ( victim, cost, VALUE_GOLD ); } else { cost = platinum; deduct_cost ( ch, cost, VALUE_PLATINUM ); add_cost ( victim, cost, VALUE_PLATINUM ); } act ( "$n gives $N some money.", ch, NULL, victim, TO_NOTVICT ); if ( platinum != 0 ) { sprintf ( buf, "$n gives you %d platinum.", platinum ); act ( buf, ch, NULL, victim, TO_VICT ); sprintf ( buf, "You give $N %d platinum.", platinum ); act ( buf, ch, NULL, victim, TO_CHAR ); } else if ( gold != 0 ) { sprintf ( buf, "$n gives you %d gold.", gold ); act ( buf, ch, NULL, victim, TO_VICT ); sprintf ( buf, "You give $N %d gold.", gold ); act ( buf, ch, NULL, victim, TO_CHAR ); } else { sprintf ( buf, "$n gives you %d silver.", silver ); act ( buf, ch, NULL, victim, TO_VICT ); sprintf ( buf, "You give $N %d silver.", silver ); act ( buf, ch, NULL, victim, TO_CHAR ); } /* * Bribe trigger */ if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_BRIBE ) ) mp_bribe_trigger ( victim, ch, silver ? amount : amount * 100 ); if ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_IS_CHANGER ) && !IS_NPC ( ch ) ) { int change; act ( "$n tells you '{aI'm sorry, I no longer provide this service.{x'.", victim, NULL, ch, TO_VICT ); ch->reply = victim; if ( platinum != 0 ) sprintf ( buf, "%d platinum %s", platinum, ch->name ); if ( gold != 0 ) sprintf ( buf, "%d gold %s", gold, ch->name ); if ( silver != 0 ) sprintf ( buf, "%d silver %s", silver, ch->name ); do_give ( victim, buf ); return; if ( platinum != 0 ) { act ( "$n tells you '{aI'm sorry, I can't convert past platinum.{x'.", victim, NULL, ch, TO_VICT ); ch->reply = victim; sprintf ( buf, "%d platinum %s", platinum, ch->name ); do_give ( victim, buf ); return; } if ( silver != 0 ) { change = ( 95 * silver / 100 / 100 ); } else { change = ( 95 * gold / 100 / 100 ); } if ( silver != 0 && change > victim->gold ) victim->gold += change; if ( gold != 0 && change > victim->platinum ) victim->platinum += change; if ( change < 1 && can_see ( victim, ch ) ) { act ( "$n tells you '{aI'm sorry, you did not give me enough to change{x'.", victim, NULL, ch, TO_VICT ); ch->reply = victim; sprintf ( buf, "%d %s %s", amount, silver != 0 ? "silver" : "gold", ch->name ); do_give ( victim, buf ); } else if ( can_see ( victim, ch ) ) { sprintf ( buf, "%d %s %s", change, silver != 0 ? "gold" : "platinum", ch->name ); do_give ( victim, buf ); sprintf ( buf, "%d %s %s", ( 95 * amount / 100 - change * 100 ), silver != 0 ? "silver" : "gold", ch->name ); do_give ( victim, buf ); act ( "$n tells you '{aThank you, come again{x'.", victim, NULL, ch, TO_VICT ); ch->reply = victim; } } return; } if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char ( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } if ( IS_NPC ( victim ) && victim->pIndexData->pShop != NULL ) { act ( "$N tells you '{aSorry, you'll have to sell that{x'.", ch, NULL, victim, TO_CHAR ); ch->reply = victim; return; } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "You can't let go of it.\n\r", ch ); return; } if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) && ch->level <= IMMORTAL ) { send_to_char ( "You can't give quest items.\n\r", ch ); return; } if ( ( obj->pIndexData->vnum == OBJ_VNUM_VOODOO ) && ( ch->level <= HERO ) ) { send_to_char ( "You can't give voodoo dolls.\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; } if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) && ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) && ( ch != victim ) && ( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) ) { act ( "You can't seem to give $N anything.\n\r", ch, NULL, victim, TO_CHAR ); return; } obj_from_char ( obj ); obj_to_char ( obj, victim ); MOBtrigger = FALSE; act ( "$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 ); if ( IS_OBJ_STAT ( obj, ITEM_FORCED ) && ( victim->level <= HERO ) ) { do_wear ( victim, obj->name ); } return; } /* for poisoning weapons and food/drink */ CH_CMD ( do_envenom ) { OBJ_DATA *obj; AFFECT_DATA af; int percent, skill; /* find out what */ if ( argument == '\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; check_improve ( ch, gsn_envenom, TRUE, 4 ); } WAIT_STATE ( ch, skill_table[gsn_envenom].beats ); return; } act ( "You fail to poison $p.", ch, obj, NULL, TO_CHAR ); if ( !obj->value[3] ) check_improve ( ch, gsn_envenom, FALSE, 4 ); WAIT_STATE ( ch, skill_table[gsn_envenom].beats ); 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 ); check_improve ( ch, gsn_envenom, TRUE, 3 ); WAIT_STATE ( ch, skill_table[gsn_envenom].beats ); return; } else { act ( "You fail to envenom $p.", ch, obj, NULL, TO_CHAR ); check_improve ( ch, gsn_envenom, FALSE, 3 ); WAIT_STATE ( ch, skill_table[gsn_envenom].beats ); return; } } act ( "You can't poison $p.", ch, obj, NULL, TO_CHAR ); return; } CH_CMD ( do_fill ) { 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 ) ) == 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; } if ( !str_cmp ( liq_table[fountain->value[2]].liq_name, "blood" ) ) { sprintf ( buf, "You get some %s from $P.", liq_table[fountain->value[2]].liq_name ); act ( buf, ch, obj, fountain, TO_CHAR ); sprintf ( buf, "$n gets some %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]++; extract_obj ( fountain ); 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; } CH_CMD ( do_pour ) { 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 ) ) == 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 $N.", liq_table[out->value[2]].liq_name ); act ( buf, ch, NULL, vch, TO_NOTVICT ); } } CH_CMD ( do_drink ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char ( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char ( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char ( "You can't drink from that.\n\r", ch ); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) < 0 ) { bug ( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char ( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) < 0 ) { bug ( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN ( amount, obj->value[1] ); break; } if ( !IS_NPC ( ch ) && !IS_IMMORTAL ( ch ) && ch->pcdata->condition[COND_FULL] > 45 ) { send_to_char ( "You're too full to drink more.\n\r", ch ); return; } act ( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act ( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); gain_condition ( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 ); gain_condition ( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 4 ); gain_condition ( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 ); gain_condition ( ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 ); if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char ( "You feel drunk.\n\r", ch ); if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char ( "You are full.\n\r", ch ); if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char ( "Your thirst is quenched.\n\r", ch ); if ( !str_cmp ( liq_table[liquid].liq_name, "blood" ) && ( !str_cmp ( class_table[ch->class].name, "Vampire" ) || ( !str_cmp ( class_table[ch->class].name, "Cainite" ) || ( !str_cmp ( class_table[ch->class].name, "Revenant" ) || ( !str_cmp ( class_table[ch->class].name, "Lich" ) ) ) ) ) ) { ch->hit += ch->max_hit / 20; ch->hit = UMIN ( ch->hit, ch->max_hit ); ch->mana += ch->max_mana / 15; ch->mana = UMIN ( ch->mana, ch->max_mana ); ch->move += ch->max_move / 15; ch->move = UMIN ( ch->move, ch->max_move ); } if ( obj->value[3] != 0 ) { /* The drink was poisoned ! */ AFFECT_DATA af; act ( "$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; switch ( obj->item_type ) { default: send_to_char ( "You can't drink from that.\n\r", ch ); return; case ITEM_FOUNTAIN: if ( !str_cmp ( liq_table[liquid].liq_name, "blood" ) ) extract_obj ( obj ); break; case ITEM_DRINK_CON: break; } return; } CH_CMD ( do_restring ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *trainer; if ( IS_NPC ( ch ) ) return; argument = one_argument ( argument, arg ); for ( trainer = ch->in_room->people; trainer != NULL; trainer = trainer->next_in_room ) if ( IS_NPC ( trainer ) && IS_SET ( trainer->act, ACT_GAIN ) ) break; if ( trainer == NULL || !can_see ( ch, trainer ) ) { send_to_char ( "You can't do that here.\n\r", ch ); return; } if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char ( "Restring what to what?\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg ) ) == 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 ( ch->qps < 6 ) { send_to_char ( "Restrings cost 6 quest points, you do not have enough.\n\r", ch ); return; } smash_tilde ( argument ); sprintf ( buf, "%s{x", argument ); act ( "You give $p to $N.", ch, obj, trainer, TO_CHAR ); act ( "$n gives $p to $N.", ch, obj, trainer, TO_NOTVICT ); free_string ( obj->short_descr ); obj->short_descr = str_dup ( buf ); ch->qps -= 6; act ( "$N gives $p to you.", ch, obj, trainer, TO_CHAR ); act ( "$N gives $p to $n.", ch, obj, trainer, TO_NOTVICT ); return; } CH_CMD ( do_eat ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Eat what?\n\r", ch ); return; } if ( ch->stunned ) { send_to_char ( "You're still a little woozy.\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL ( ch ) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL ) { send_to_char ( "That's not edible.\n\r", ch ); return; } if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char ( "You are too full to eat more.\n\r", ch ); return; } } act ( "$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 ); obj_cast_spell ( obj->value[4], 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 ) && ( ch->level < LEVEL_IMMORTAL ) ) { 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 $p.", ch, obj, NULL, TO_CHAR ); if ( IS_NPC ( ch ) ) return TRUE; if ( ( obj->item_type == ITEM_DEMON_STONE ) && ( ch->pet != NULL ) && ( ch->pet->pIndexData->vnum == MOB_VNUM_DEMON ) ) { act ( "$N slowly fades away.", ch, NULL, ch->pet, TO_CHAR ); nuke_pets ( ch ); } 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 ) { OBJ_DATA *shieldobj; char buf[MAX_STRING_LENGTH]; if ( ( ( ch->level < obj->level ) && ( ch->class < MAX_CLASS / 2 ) && ( obj->level > 19 ) ) || ( ( ch->level < obj->level ) && ( ch->class >= MAX_CLASS / 2 ) && ( obj->level > 27 ) ) ) { sprintf ( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char ( buf, ch ); act ( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj ( ch, WEAR_LIGHT, fReplace ) ) return; act ( "$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 body.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your body.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj ( ch, WEAR_FACE, fReplace ) ) return; act ( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_FACE ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj ( ch, WEAR_HEAD, fReplace ) ) return; act ( "$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 $p on your legs.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj ( ch, WEAR_FEET, fReplace ) ) return; act ( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj ( ch, WEAR_HANDS, fReplace ) ) return; act ( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj ( ch, WEAR_ARMS, fReplace ) ) return; act ( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj ( ch, WEAR_ABOUT, fReplace ) ) return; act ( "$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 $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_WRIST_R ); return; } bug ( "Wear_obj: no free wrist.", 0 ); send_to_char ( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_SHIELD ) ) { OBJ_DATA *weapon; bool levitate; if ( !remove_obj ( ch, WEAR_SHIELD, fReplace ) ) return; if ( !remove_obj ( ch, WEAR_SHIELD, fReplace ) ) return; weapon = get_eq_char ( ch, WEAR_WIELD ); levitate = ( ( get_skill ( ch, gsn_shield_levitation ) != 0 ) && ( skill_table[gsn_shield_levitation]. skill_level[ch->class] <= ch->level ) ); if ( weapon != NULL && IS_WEAPON_STAT ( weapon, WEAPON_TWO_HANDS ) && !levitate ) { send_to_char ( "Your hands are tied up with your weapon!\n\r", ch ); return; } if ( ( get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) && !levitate ) { send_to_char ( "You cannot use a shield while using 2 weapons.\n\r", ch ); return; } if ( !levitate ) { act ( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); } if ( levitate ) { if ( ( weapon != NULL && IS_WEAPON_STAT ( weapon, WEAPON_TWO_HANDS ) ) || ( get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) ) { act ( "$n levitates $p in front of $m.", ch, obj, NULL, TO_ROOM ); act ( "You levitate $p in front of you.", ch, obj, NULL, TO_CHAR ); } else { act ( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); } } equip_char ( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR ( obj, ITEM_WIELD ) ) { int sn, skill; bool levitate; levitate = ( ( get_skill ( ch, gsn_shield_levitation ) != 0 ) && ( skill_table[gsn_shield_levitation]. skill_level[ch->class] <= ch->level ) ); if ( !remove_obj ( ch, WEAR_WIELD, fReplace ) ) return; if ( !IS_NPC ( ch ) && get_obj_weight ( obj ) > ( str_app[get_curr_stat ( ch, STAT_STR )].wield * 10 ) ) { send_to_char ( "It is too heavy for you to wield.\n\r", ch ); return; } if ( !IS_NPC ( ch ) && IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) && ( get_eq_char ( ch, WEAR_SHIELD ) != NULL || get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) ) { if ( !levitate && IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) && get_eq_char ( ch, WEAR_SHIELD ) != NULL ) { send_to_char ( "You need two hands free for that weapon.\n\r", ch ); return; } if ( !IS_NPC ( ch ) && IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) && get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) { send_to_char ( "You need two hands free for that weapon.\n\r", ch ); return; } else { shieldobj = get_eq_char ( ch, WEAR_SHIELD ); act ( "$n levitates $p in front of $m.", ch, shieldobj, NULL, TO_ROOM ); act ( "You levitate $p in front of you.", ch, shieldobj, NULL, TO_CHAR ); } } act ( "$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 $p.", ch, obj, NULL, TO_CHAR ); return; } if ( CAN_WEAR ( obj, ITEM_HOLD ) ) { if ( !remove_obj ( ch, WEAR_HOLD, fReplace ) ) return; if ( get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) { send_to_char ( "You cannot hold an item while using 2 weapons.\n\r", ch ); return; } act ( "$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 $p and it floats next to you.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_FLOAT ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_ANKLE ) ) { if ( get_eq_char ( ch, WEAR_ANKLE_L ) != NULL && get_eq_char ( ch, WEAR_ANKLE_R ) != NULL && !remove_obj ( ch, WEAR_ANKLE_L, fReplace ) && !remove_obj ( ch, WEAR_ANKLE_R, fReplace ) ) return; if ( get_eq_char ( ch, WEAR_ANKLE_L ) == NULL ) { act ( "$n wears $p on $s left ankle.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your left ankle.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_ANKLE_L ); return; } if ( get_eq_char ( ch, WEAR_ANKLE_R ) == NULL ) { act ( "$n wears $p on $s right ankle.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your right ankle.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_ANKLE_R ); return; } bug ( "Wear_obj: no free ankle.", 0 ); send_to_char ( "You already wearing two anklets.\n\r", ch ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_TATTOO ) ) { if ( !remove_obj ( ch, WEAR_TATTOO, fReplace ) ) return; act ( "$n wears $p as a tattoo.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p as a tattoo.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_TATTOO ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_CTATTOO ) ) { if ( !remove_obj ( ch, WEAR_CTATTOO, fReplace ) ) return; act ( "$n wears $p as a clan tattoo.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p as a clan tattoo.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_CTATTOO ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_AURA ) ) { if ( !remove_obj ( ch, WEAR_AURA, fReplace ) ) return; act ( "$n's aura is $p.", ch, obj, NULL, TO_ROOM ); act ( "Your aura is now $p.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_AURA ); return; } if ( CAN_WEAR ( obj, ITEM_WEAR_EAR ) ) { if ( get_eq_char ( ch, WEAR_EAR_L ) != NULL && get_eq_char ( ch, WEAR_EAR_R ) != NULL && !remove_obj ( ch, WEAR_EAR_L, fReplace ) && !remove_obj ( ch, WEAR_EAR_R, fReplace ) ) return; if ( get_eq_char ( ch, WEAR_EAR_L ) == NULL ) { act ( "$n wears $p on $s left ear.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your left ear.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_EAR_L ); return; } if ( get_eq_char ( ch, WEAR_EAR_R ) == NULL ) { act ( "$n wears $p on $s right ear.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p on your right ear.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_EAR_R ); return; } bug ( "Wear_obj: no free ear.", 0 ); send_to_char ( "You already wearing two earrings.\n\r", ch ); return; } if ( fReplace ) send_to_char ( "You can't wear, wield, or hold that.\n\r", ch ); return; } CH_CMD ( do_wear ) { 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 ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } wear_obj ( ch, obj, TRUE ); } return; } CH_CMD ( do_remove ) { 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 ( "Remove what?\n\r", ch ); return; } if ( str_cmp ( arg, "all" ) && str_prefix ( "all.", arg ) ) { 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 ); } else { 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 ) { found = TRUE; remove_obj ( ch, obj->wear_loc, TRUE ); } } if ( !found ) { if ( arg[3] == '\0' ) act ( "You are not wearing anything.", ch, NULL, arg, TO_CHAR ); else act ( "You are not wearing any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } CH_CMD ( do_sacrifice ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int silver; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument ( argument, arg ); if ( arg[0] == '\0' || !str_cmp ( arg, ch->name ) ) { act ( "$n offers $mself to $G, who graciously declines.", ch, NULL, NULL, TO_ROOM ); act ( "$G appreciates your offer and may accept it later.", ch, NULL, NULL, TO_CHAR ); return; } if ( !str_cmp ( "all", arg ) || !str_prefix ( "all.", arg ) ) { OBJ_DATA *obj_next; bool found = FALSE; for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( arg[3] != '\0' && !is_name ( &arg[4], obj->name ) ) continue; if ( ( !CAN_WEAR ( obj, ITEM_TAKE ) || CAN_WEAR ( obj, ITEM_NO_SAC ) ) || ( obj->item_type == ITEM_CORPSE_PC && obj->contains ) ) continue; silver = UMAX ( 1, obj->level * 3 ); if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC ) silver = UMIN ( silver, obj->cost ); found = TRUE; printf_to_char ( ch, "{cLoki gives you {Y%d{c silver for your sacrifice of {w%s{c.{x\n\r", silver, obj->short_descr ); act ( "$n sacrifices $p to Loki.", ch, obj, NULL, TO_ROOM ); ch->silver += silver; extract_obj ( obj ); if ( IS_SET ( ch->act, PLR_AUTOSPLIT ) ) { members = 0; for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) if ( is_same_group ( ch, gch ) ) members++; if ( members > 1 && silver > 1 ) { sprintf ( buf, "%d", silver ); } } } if ( found ) wiznet ( "$N sends up everything in that room as a burnt offering.", ch, obj, WIZ_SECURE, 0, 0 ); else send_to_char ( "There is nothing sacrificable in this room.\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 ) { act ( "$G wouldn't like that.", ch, NULL, NULL, TO_CHAR ); return; } } if ( !CAN_WEAR ( obj, ITEM_TAKE ) || CAN_WEAR ( obj, ITEM_NO_SAC ) ) { act ( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } 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 ) { act ( "$G gives you one silver coin for your sacrifice.", ch, NULL, NULL, TO_CHAR ); } else { sprintf ( buf, "$G gives you {g%d{x silver coins for your sacrifice.", silver ); act ( buf, ch, NULL, NULL, TO_CHAR ); } add_cost ( ch, silver, VALUE_SILVER ); 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_split ( ch, buffer ); } } act ( "$n sacrifices $p to $G.", ch, obj, NULL, TO_ROOM ); wiznet ( "$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0, 0 ); extract_obj ( obj ); return; } CH_CMD ( do_quaff ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL ) { send_to_char ( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char ( "You can quaff only potions.\n\r", ch ); return; } if ( ch->stunned ) { send_to_char ( "You're still a little woozy.\n\r", ch ); return; } if ( ch->level < obj->level ) { send_to_char ( "This liquid is too powerful for you to drink.\n\r", ch ); return; } act ( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act ( "You quaff $p.", ch, obj, NULL, TO_CHAR ); obj_cast_spell ( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell ( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell ( obj->value[3], obj->value[0], ch, ch, NULL ); obj_cast_spell ( obj->value[4], obj->value[0], ch, ch, NULL ); extract_obj ( obj ); return; } CH_CMD ( do_recite ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument ( argument, arg1 ); argument = one_argument ( argument, arg2 ); if ( ( scroll = get_obj_carry ( ch, arg1 ) ) == NULL ) { send_to_char ( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char ( "You can recite only scrolls.\n\r", ch ); return; } if ( ch->stunned ) { send_to_char ( "You're still a little woozy.\n\r", ch ); return; } if ( ch->level < scroll->level ) { send_to_char ( "This scroll is too complex for you to comprehend.\n\r", ch ); return; } WAIT_STATE ( ch, 2 * PULSE_VIOLENCE ); obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } } act ( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act ( "You recite $p.", ch, scroll, NULL, TO_CHAR ); if ( number_percent ( ) >= 20 + get_skill ( ch, gsn_scrolls ) * 4 / 5 ) { send_to_char ( "You mispronounce a syllable.\n\r", ch ); check_improve ( ch, gsn_scrolls, FALSE, 2 ); } else { obj_cast_spell ( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell ( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell ( scroll->value[3], scroll->value[0], ch, victim, obj ); obj_cast_spell ( scroll->value[4], scroll->value[0], ch, victim, obj ); check_improve ( ch, gsn_scrolls, TRUE, 2 ); } extract_obj ( scroll ); return; } CH_CMD ( do_brandish ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char ( ch, WEAR_HOLD ) ) == NULL ) { send_to_char ( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char ( "You can brandish only with a staff.\n\r", ch ); return; } if ( ch->stunned ) { send_to_char ( "You're still a little woozy.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug ( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE ( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act ( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act ( "You brandish $p.", ch, staff, NULL, TO_CHAR ); if ( ch->level < staff->level || number_percent ( ) >= 20 + get_skill ( ch, gsn_staves ) * 4 / 5 ) { act ( "You fail to invoke $p.", ch, staff, NULL, TO_CHAR ); act ( "...and nothing happens.", ch, NULL, NULL, TO_ROOM ); check_improve ( ch, gsn_staves, FALSE, 2 ); } else for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug ( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC ( ch ) ? IS_NPC ( vch ) : !IS_NPC ( vch ) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC ( ch ) ? !IS_NPC ( vch ) : IS_NPC ( vch ) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell ( staff->value[3], staff->value[0], ch, vch, NULL ); check_improve ( ch, gsn_staves, TRUE, 2 ); } } if ( --staff->value[2] <= 0 ) { act ( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act ( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj ( staff ); } return; } CH_CMD ( do_zap ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument ( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char ( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char ( ch, WEAR_HOLD ) ) == NULL ) { send_to_char ( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char ( "You can zap only with a wand.\n\r", ch ); return; } if ( ch->stunned ) { send_to_char ( "You're still a little woozy.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char ( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } } WAIT_STATE ( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act ( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act ( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { act ( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act ( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } if ( ch->level < wand->level || number_percent ( ) >= 20 + get_skill ( ch, gsn_wands ) * 4 / 5 ) { act ( "Your efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_CHAR ); act ( "$n's efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_ROOM ); check_improve ( ch, gsn_wands, FALSE, 2 ); } else { obj_cast_spell ( wand->value[3], wand->value[0], ch, victim, obj ); check_improve ( ch, gsn_wands, TRUE, 2 ); } } if ( --wand->value[2] <= 0 ) { act ( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act ( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj ( wand ); } return; } CH_CMD ( do_itake ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument ( argument, arg1 ); argument = one_argument ( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char ( "Take what from whom?\n\r", ch ); return; } if ( ( victim = get_char_world ( ch, arg2 ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } if ( ( obj = get_obj_carry ( victim, arg1 ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } obj_from_char ( obj ); obj_to_char ( obj, ch ); send_to_char ( "Item Taken From Character!\n\r", ch ); return; } CH_CMD ( do_steal ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument ( argument, arg1 ); argument = one_argument ( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char ( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char ( "That's pointless.\n\r", ch ); return; } if ( is_safe ( ch, victim ) ) return; if ( IS_NPC ( victim ) && victim->position == POS_FIGHTING ) { send_to_char ( "Kill stealing is not permitted.\n\r" "You'd better not -- you might get hit.\n\r", ch ); return; } WAIT_STATE ( ch, skill_table[gsn_steal].beats ); percent = number_percent ( ); if ( get_skill ( ch, gsn_steal ) >= 1 ) percent += ( IS_AWAKE ( victim ) ? 10 : -50 ); if ( ( ( ch->level + 7 < victim->level || ch->level - 7 > victim->level ) && !IS_NPC ( victim ) && !IS_NPC ( ch ) ) || ( !IS_NPC ( ch ) && percent > get_skill ( ch, gsn_steal ) ) || ( !IS_NPC ( ch ) && !is_clan ( ch ) ) ) { /* * Failure. */ send_to_char ( "Oops.\n\r", ch ); act ( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act ( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); switch ( number_range ( 0, 3 ) ) { case 0: sprintf ( buf, "{z{R%s{x{R is a lousy thief!{x", ch->name ); break; case 1: sprintf ( buf, "{z{R%s{x{R couldn't rob %s way out of a paper bag!{x", ch->name, ( ch->sex == 2 ) ? "her" : "his" ); break; case 2: sprintf ( buf, "{z{R%s{x{R tried to rob me!{x", ch->name ); break; case 3: sprintf ( buf, "{RKeep your hands out of there, {z%s{x{R!{x", ch->name ); break; } do_yell ( victim, buf ); if ( !IS_NPC ( ch ) ) { if ( IS_NPC ( victim ) ) { check_improve ( ch, gsn_steal, FALSE, 2 ); multi_hit ( victim, ch, TYPE_UNDEFINED ); } else { sprintf ( buf, "{R$N{x tried to steal from {B%s{x.", victim->name ); wiznet ( buf, ch, NULL, WIZ_FLAGS, 0, 0 ); } } 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 ) / 60; silver = victim->silver * number_range ( 1, ch->level ) / 60; if ( gold <= 0 && silver <= 0 ) { send_to_char ( "You couldn't get any coins.\n\r", ch ); return; } ch->gold += gold; ch->silver += silver; victim->silver -= silver; victim->gold -= gold; if ( silver <= 0 ) sprintf ( buf, "Bingo! You got {g%d{x gold coins.\n\r", gold ); else if ( gold <= 0 ) sprintf ( buf, "Bingo! You got {g%d{x silver coins.\n\r", silver ); else sprintf ( buf, "Bingo! You got {g%d{x silver and {g%d{x gold coins.\n\r", silver, gold ); send_to_char ( buf, ch ); check_improve ( ch, gsn_steal, TRUE, 2 ); return; } if ( ( obj = get_obj_carry ( victim, arg1 ) ) == 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 ); check_improve ( ch, gsn_steal, TRUE, 2 ); 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_TWIT ) ) { do_say ( keeper, "{aTwits are not welcome!{x" ); sprintf ( buf, "{a%s the {z{RTWIT{x is over here!{x\n\r", ch->name ); do_yell ( keeper, buf ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_say ( keeper, "{aSorry, I am closed. Come back later.{x" ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_say ( keeper, "{aSorry, I am closed. Come back tomorrow.{x" ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see ( keeper, ch ) ) { do_say ( keeper, "{aI don't trade with folks I can't see.{x" ); 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; } CH_CMD ( do_buy ) { char buf[MAX_STRING_LENGTH]; int cost, roll; long multicost; if ( argument[0] == '\0' ) { send_to_char ( "Buy what?\n\r", ch ); return; } smash_tilde ( argument ); 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; 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->silver + ( 100 * ch->gold ) + ( 10000 * ch->platinum ) ) < 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 {g%d{x coins.\n\r", cost ); send_to_char ( buf, ch ); check_improve ( ch, gsn_haggle, TRUE, 4 ); } deduct_cost ( ch, cost, VALUE_SILVER ); 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 '{cI belong to %s{x'.\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; pet->alignment = ch->alignment; send_to_char ( "Enjoy your pet.\n\r", ch ); act ( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj, *t_obj; char arg[MAX_INPUT_LENGTH]; int number, count = 1; if ( ( keeper = find_keeper ( ch ) ) == NULL ) return; number = mult_argument ( argument, arg ); obj = get_obj_keeper ( ch, keeper, arg ); cost = get_cost ( keeper, obj, TRUE ); if ( cost <= 0 || !can_see_obj ( ch, obj ) ) { act ( "$n tells you '{aI don't sell that -- try '{Mlist{a'{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( number < 0 ) { act ( "$n tells you '{aNice try, jackass!{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; multi_hit ( keeper, ch, TYPE_UNDEFINED ); return; } if ( number == 0 ) number = 1; if ( !IS_OBJ_STAT ( obj, ITEM_INVENTORY ) ) { for ( t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content ) { if ( t_obj->pIndexData == obj->pIndexData && !str_cmp ( t_obj->short_descr, obj->short_descr ) ) count++; else break; } if ( count < number ) { act ( "$n tells you '{aI don't have that many in stock{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } } if ( ( ch->silver + ( ch->gold * 100 ) + ( ch->platinum * 10000 ) ) < cost * number ) { if ( number > 1 ) act ( "$n tells you '{aYou can't afford to buy that many{x'.", keeper, obj, ch, TO_VICT ); else act ( "$n tells you '{aYou can't afford to buy $p{x'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ( ( obj->level > ch->level ) && ( ch->class < MAX_CLASS / 2 ) && ( obj->level > 19 ) ) || ( ( obj->level > ch->level ) && ( ch->class >= MAX_CLASS / 2 ) && ( obj->level > 27 ) ) ) { act ( "$n tells you '{aYou can't use $p {ayet{x'.", 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 $N.", ch, NULL, keeper, TO_CHAR ); check_improve ( ch, gsn_haggle, TRUE, 4 ); } if ( number > 1 ) { sprintf ( buf, "$n buys $p[%d].", number ); act ( buf, ch, obj, NULL, TO_ROOM ); sprintf ( buf, "You buy $p[%d] for {g%d{x silver.", number, cost * number ); act ( buf, ch, obj, NULL, TO_CHAR ); } else { act ( "$n buys $p.", ch, obj, NULL, TO_ROOM ); sprintf ( buf, "You buy $p for {g%d{x silver.", cost ); act ( buf, ch, obj, NULL, TO_CHAR ); } multicost = cost * number; while ( multicost >= 100000 ) { deduct_cost ( ch, 10, VALUE_PLATINUM ); add_cost ( keeper, 10, VALUE_PLATINUM ); multicost -= 100000; } while ( multicost >= 10000 ) { deduct_cost ( ch, 1, VALUE_PLATINUM ); add_cost ( keeper, 1, VALUE_PLATINUM ); multicost -= 10000; } while ( multicost >= 1000 ) { deduct_cost ( ch, 10, VALUE_GOLD ); add_cost ( keeper, 10, VALUE_GOLD ); multicost -= 1000; } while ( multicost >= 100 ) { deduct_cost ( ch, 1, VALUE_GOLD ); add_cost ( keeper, 1, VALUE_GOLD ); multicost -= 100; } if ( multicost > 0 ) { roll = multicost; deduct_cost ( ch, roll, VALUE_SILVER ); add_cost ( keeper, roll, VALUE_SILVER ); } for ( count = 0; count < number; count++ ) { if ( IS_SET ( obj->extra_flags, ITEM_INVENTORY ) ) t_obj = create_object ( obj->pIndexData, obj->level ); else { t_obj = obj; obj = obj->next_content; obj_from_char ( t_obj ); } if ( t_obj->timer > 0 && !IS_OBJ_STAT ( t_obj, ITEM_HAD_TIMER ) ) t_obj->timer = 0; REMOVE_BIT ( t_obj->extra_flags, ITEM_HAD_TIMER ); obj_to_char ( t_obj, ch ); if ( cost < t_obj->cost ) t_obj->cost = cost; } } } CH_CMD ( do_list ) { 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, "{g[{G%-3d{g]{W %8d{x - %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 ( "{g[{GLvl {WPrice {yQty{g]{x Item\n\r", ch ); } if ( IS_OBJ_STAT ( obj, ITEM_INVENTORY ) ) sprintf ( buf, "{g[{G%3d {W%6d{y -- {g]{x %s\n\r", obj->level, cost, 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, "{g[{G%3d{W %6d{y %2d {g]{x %s\n\r", obj->level, 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; } } CH_CMD ( do_sell ) { 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 ) ) == NULL ) { act ( "$n tells you '{aYou don't have that item{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "You should sell that to the questor instead!\n\r", ch ); return; } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "{RYou can't let go of it{z!!{x\n\r", ch ); return; } if ( !can_see_obj ( keeper, obj ) ) { act ( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT ); return; } if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 ) { act ( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost > ( keeper->silver + ( 100 * keeper->gold ) + ( 10000 * keeper->platinum ) ) ) { act ( "$n tells you '{aI'm afraid I don't have enough wealth to buy $p{x'.", keeper, obj, ch, TO_VICT ); return; } act ( "$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->silver + ( 100 * keeper->gold ) + ( 10000 * keeper->platinum ) ) ); check_improve ( ch, gsn_haggle, TRUE, 4 ); } sprintf ( buf, "You sell $p for {g%d{x silver piece%s.", cost, cost == 1 ? "" : "s" ); act ( buf, ch, obj, NULL, TO_CHAR ); while ( cost >= 10000 ) { deduct_cost ( keeper, 1, VALUE_PLATINUM ); add_cost ( ch, 1, VALUE_PLATINUM ); cost -= 10000; } while ( cost >= 1000 ) { deduct_cost ( keeper, 10, VALUE_GOLD ); add_cost ( ch, 10, VALUE_GOLD ); cost -= 1000; } while ( cost >= 100 ) { deduct_cost ( keeper, 1, VALUE_GOLD ); add_cost ( ch, 1, VALUE_GOLD ); cost -= 100; } if ( cost > 0 ) { deduct_cost ( keeper, cost, VALUE_SILVER ); add_cost ( ch, cost, VALUE_SILVER ); } if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT ( obj, ITEM_SELL_EXTRACT ) ) { extract_obj ( obj ); } else { obj_from_char ( obj ); if ( obj->timer ) SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range ( 50, 100 ); obj_to_keeper ( obj, keeper ); } return; } CH_CMD ( do_value ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper ( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL ) { act ( "$n tells you '{aYou don't have that item{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_see_obj ( keeper, obj ) ) { act ( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT ); return; } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 ) { act ( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf ( buf, "$n tells you '{aI'll give you {g%d{a silver coin%s for $p{x'.", cost, cost == 1 ? "" : "s" ); act ( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } CH_CMD ( do_second ) /* wear object as a secondary weapon */ { OBJ_DATA *shieldobj; OBJ_DATA *obj; int skill, sn; char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */ bool levitate; levitate = ( ( get_skill ( ch, gsn_shield_levitation ) != 0 ) && ( skill_table[gsn_shield_levitation]. skill_level[ch->class] <= ch->level ) ); if ( argument[0] == '\0' ) /* empty */ { send_to_char ( "Wear which weapon in your off-hand?\n\r", ch ); return; } obj = get_obj_carry ( ch, argument ); /* find the obj withing ch's inventory */ if ( obj == NULL ) { send_to_char ( "You have no such thing in your backpack.\n\r", ch ); return; } if ( !CAN_WEAR ( obj, ITEM_WIELD ) ) { send_to_char ( "You can't second that!\n\r", ch ); return; } /* check if the char is using a shield or a held weapon */ if ( get_eq_char ( ch, WEAR_SHIELD ) && !levitate ) { send_to_char ( "You cannot use a secondary weapon while using a shield.\n\r", ch ); return; } if ( get_eq_char ( ch, WEAR_HOLD ) ) { send_to_char ( "You cannot use a secondary weapon while holding an item.\n\r", ch ); return; } if ( ( ( ch->level < obj->level ) && ( ch->class < MAX_CLASS / 2 ) && ( obj->level > 19 ) ) || ( ( ch->level < obj->level ) && ( ch->class >= MAX_CLASS / 2 ) && ( obj->level > 27 ) ) ) { sprintf ( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char ( buf, ch ); act ( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } /* check that the character is using a first weapon at all */ if ( get_eq_char ( ch, WEAR_WIELD ) == NULL ) /* oops - != here was a bit wrong :) */ { send_to_char ( "You need to wield a primary weapon, before using a secondary one!\n\r", ch ); return; } if ( IS_WEAPON_STAT ( get_eq_char ( ch, WEAR_WIELD ), WEAPON_TWO_HANDS ) ) { send_to_char ( "Your primary weapon requires {z{Bboth{x hands!\n\r", ch ); return; } if ( IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) ) { send_to_char ( "This weapon requires {z{Bboth{x hands!\n\r", ch ); return; } /* check for str - secondary weapons have to be lighter */ if ( get_obj_weight ( obj ) > ( str_app[get_curr_stat ( ch, STAT_STR )].wield * 8 ) ) { send_to_char ( "This weapon is too heavy to be used as a secondary weapon by you.\n\r", ch ); return; } /* check if the secondary weapon is heavier than the primary weapon */ if ( ( get_obj_weight ( obj ) ) > get_obj_weight ( get_eq_char ( ch, WEAR_WIELD ) ) ) { send_to_char ( "Your secondary weapon cannot be heavier than the primary one.\n\r", ch ); return; } /* at last - the char uses the weapon */ if ( !remove_obj ( ch, WEAR_SECONDARY, TRUE ) ) /* remove the current weapon if any */ return; /* remove obj tells about any no_remove */ /* char CAN use the item! that didn't take long at aaall */ if ( ( ( shieldobj = get_eq_char ( ch, WEAR_SHIELD ) ) != NULL ) && levitate ) { act ( "$n levitates $p in front of $m.", ch, shieldobj, NULL, TO_ROOM ); act ( "You levitate $p in front of you.", ch, shieldobj, NULL, TO_CHAR ); } act ( "$n wields $p in $s off-hand.", ch, obj, NULL, TO_ROOM ); act ( "You wield $p in your off-hand.", ch, obj, NULL, TO_CHAR ); equip_char ( ch, obj, WEAR_SECONDARY ); sn = get_weapon_sn ( ch ); if ( sn == gsn_hand_to_hand ) return; skill = ( ( get_weapon_skill ( ch, sn ) * get_skill ( ch, gsn_dual_wield ) ) / 100 ); if ( skill >= 100 ) act ( "$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; } bool can_quest ( CHAR_DATA * ch ) { OBJ_DATA *object; bool found; if ( ch->desc == NULL ) return TRUE; if ( ch->level > HERO ) return TRUE; /* * search the list of objects. */ found = TRUE; for ( object = ch->carrying; object != NULL; object = object->next_content ) { if ( IS_OBJ_STAT ( object, ITEM_QUEST ) ) found = FALSE; } if ( found ) return TRUE; return FALSE; }