/***************************************************************************
* 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"
/* command procedures needed */
DECLARE_DO_FUN(do_split );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_at );
DECLARE_DO_FUN(do_wear );
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args( (CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD * find_keeper args( (CHAR_DATA *ch ) );
int get_cost args( (CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
bool can_quest args( (CHAR_DATA *ch ) );
#undef OD
#undef CD
/* 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) )
{
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, "You can't do that.\n\r");
add_buf(output,buf);
return output;
}
if (obj->pIndexData->item_type==ITEM_CORPSE_PC
&& !IS_IMMORTAL(ch))
{
add_buf(output,"You can't do that.\n\r");
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 ( container != NULL )
{
if(container->pIndexData->item_type == ITEM_CORPSE_PC)
{
CHAR_DATA *killer,*wch,*owner;
killer = NULL;
if (container->killer || container->killer != NULL)
for ( wch = char_list; wch != NULL ; wch = wch->next )
if (!str_cmp(wch->name,container->killer))
killer = wch;
owner = NULL;
if (container->owner || container->owner!=NULL)
for (wch = char_list; wch!=NULL; wch=wch->next)
if(!str_cmp(wch->name,container->owner))
owner = wch;
if(killer!=NULL && !strcmp(killer->name,ch->name)
&& ((owner==NULL)||strcmp(ch->name,owner->name)))
{
int cost;
if(obj->pIndexData->item_type==ITEM_CONTAINER||
IS_OBJ_STAT(obj,ITEM_QUEST))
cost = 2;
else
cost = 1;
if((container->lootpoint-cost)<0)
{
add_buf(output,"You have already looted as much as you can.\n\r");
return output;
}
container->lootpoint-=cost;
}
}
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;
if(ch->fighting != NULL &&
(number_percent()>((!IS_NPC(ch->fighting))?(33+ch->level-ch->fighting->level)
:((ch->level>ch->fighting->level)?(33+ch->level-ch->fighting->level):33))))
{
sprintf(buf,"You try to get %s{x from %s{x but are forced to defend yourself.\n\r",obj->short_descr,container->short_descr);
add_buf(output,buf);
WAIT_STATE(ch,6);
return output;
}
sprintf(buf, "You get %s from %s.\n\r", obj->short_descr, container->short_descr);
add_buf(output,buf);
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER);
obj_from_obj( obj );
}
else
{
if(ch->fighting != NULL &&
(number_percent()>((!IS_NPC(ch->fighting))?(33+ch->level-ch->fighting->level)
:((ch->level>ch->fighting->level)?(33+ch->level-ch->fighting->level):33))))
{
sprintf(buf,"You try to grab %s{x but are forced to defend yourself.\n\r", obj->short_descr);
add_buf(output,buf);
WAIT_STATE(ch,6);
return output;
}
sprintf(buf, "You get %s.\n\r", obj->short_descr);
add_buf(output,buf);
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( IS_SET(obj->extra_flags,ITEM_QUEST)
&& ((container==NULL)
|| ((container->pIndexData->item_type==ITEM_CORPSE_PC)
&& strcmp(container->owner,ch->name))))
printf_log("%s gets %s [Q] at room %d (from %s).",
ch->name,obj->short_descr,ch->in_room->vnum,
(container!=NULL)?container->short_descr:"floor");
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,"%d %d %d",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;
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
BUFFER *output;
BUFFER *outlist;
bool found;
int number=0;
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) && (number<MAX_ALL); 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);
number++;
if(number==MAX_ALL)
{
sprintf(buf,"{mThat's all you can get at once!{x\n\r");
add_buf(output,buf);
break;
}
}
}
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) && (number<MAX_ALL) ; 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);
number++;
if(number==MAX_ALL)
{
sprintf(buf,"{mThat's all you can get at once!{x\n\r");
add_buf(output,buf);
break;
}
}
}
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 $T.",
ch, NULL, arg2, TO_CHAR );
} else
{
page_to_char( buf_string(output), ch );
}
}
}
free_buf(output);
return;
}
void do_donate( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
bool found = FALSE;
argument = one_argument( argument, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char( "Donate what?\n\r", ch );
return;
}
if ( !str_cmp( arg1, "all" ) || !str_prefix( "all.", arg1 ) )
{
send_to_char( "One item at a time please.\n\r", ch );
return;
}
for ( container = object_list; container != NULL; container = container->next )
{
if ( container->pIndexData->item_type != ITEM_PIT
|| container->pIndexData->vnum != OBJ_VNUM_PIT )
continue;
found = TRUE;
break;
}
if (!found)
{
send_to_char( "I can't seem to find the donation pit!\n\r", ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (IS_OBJ_STAT(obj,ITEM_QUEST))
{
send_to_char( "You can't donate a quest item.\n\r", ch);
return;
}
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
send_to_char("You have a feeling noone's going to want that.\n\r",ch);
return;
}
if ( obj->item_type == ITEM_TRASH )
{
send_to_char( "The donation pit is not a trash can.\n\r", ch );
return;
}
if (WEIGHT_MULT(obj) != 100)
{
send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
return;
}
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "The donation pit can't hold that.\n\r", ch );
return;
}
if (!CAN_WEAR(container,ITEM_TAKE))
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$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;
}
void do_cdonate( CHAR_DATA *ch, char *argument )
{
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 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;
}
void do_put( CHAR_DATA *ch, char *argument )
{
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, "$n puts %d cubic zirconiums in %s.\n\r", count, container->short_descr );
act( buf, ch, NULL, NULL, TO_ROOM );
} else
{
send_to_char( "You are not carrying any cubic zirconiums.\n\r", ch );
}
return;
}
output = new_buf();
count = 0;
for ( obj = ch->carrying; (obj != NULL)&&(count<MAX_ALL); obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& !IS_OBJ_STAT(obj,ITEM_QUEST)
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& obj->item_type != ITEM_GEM
&& obj->pIndexData->vnum != OBJ_VNUM_CUBIC
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10))
{
if (container->pIndexData->item_type == ITEM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj_to_obj( obj, container );
count++;
if (IS_SET(container->value[1],CONT_PUT_ON))
{
sprintf( buf, "You put %s on %s.\n\r", obj->short_descr, container->short_descr );
add_buf(output,buf);
}
else
{
sprintf( buf, "You put %s in %s.\n\r", obj->short_descr, container->short_descr );
add_buf(output,buf);
}
if(count==MAX_ALL)
{
sprintf(buf, "{mThat's all you can put %s %s{m at once!{x\n\r",(IS_SET(container->value[1],CONT_PUT_ON)?"on":"in"),container->short_descr);
add_buf(output,buf);
break;
}
}
}
if (count != 0)
{
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$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;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
BUFFER *output;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
int number=0;
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 > 50000)
{
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;
}
if (IS_OBJ_STAT(obj,ITEM_QUEST))
printf_log("%s drops %s [Q] at room %d.",
ch->name,obj->short_descr,ch->in_room->vnum);
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) && (number<MAX_ALL); obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
if(IS_OBJ_STAT(obj,ITEM_QUEST))
printf_log("%s drops %s [Q] at room %d.",
ch->name,obj->short_descr,ch->in_room->vnum);
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);
}
number++;
if(number==MAX_ALL)
{
sprintf(buf,"{mThat's all you can drop at once!{x\n");
add_buf(output,buf);
break;
}
}
}
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;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount, 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 )
&& ( !strcmp(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 <= HERO)
{
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 )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act("You can't seem to give $N anything.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
if(IS_OBJ_STAT(obj,ITEM_QUEST))
printf_log("%s gives %s [Q] to %s at room %d.",
ch->name,obj->short_descr,victim->name,ch->in_room->vnum);
obj_from_char( obj );
obj_to_char( obj, victim );
MOBtrigger = FALSE;
act( "$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;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == 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 ( !strcmp(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;
}
void do_pour (CHAR_DATA *ch, char *argument)
{
char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument(argument,arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("Pour what into what?\n\r",ch);
return;
}
if ((out = get_obj_carry(ch,arg)) == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if (out->item_type != ITEM_DRINK_CON)
{
send_to_char("That's not a drink container.\n\r",ch);
return;
}
if (!str_cmp(argument,"out"))
{
if (out->value[1] == 0)
{
send_to_char("It's already empty.\n\r",ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf(buf,"You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_CHAR);
sprintf(buf,"$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_ROOM);
return;
}
if ((in = get_obj_here(ch,argument)) == NULL)
{
vch = get_char_room(ch,argument);
if (vch == NULL)
{
send_to_char("Pour into what?\n\r",ch);
return;
}
in = get_eq_char(vch,WEAR_HOLD);
if (in == NULL)
{
send_to_char("They aren't holding anything.",ch);
return;
}
}
if (in->item_type != ITEM_DRINK_CON)
{
send_to_char("You can only pour into other drink containers.\n\r",ch);
return;
}
if (in == out)
{
send_to_char("You cannot change the laws of physics!\n\r",ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2])
{
send_to_char("They don't hold the same liquid.\n\r",ch);
return;
}
if (out->value[1] == 0)
{
act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR);
return;
}
if (in->value[1] >= in->value[0])
{
act("$p is already filled to the top.",ch,in,NULL,TO_CHAR);
return;
}
amount = UMIN(out->value[1],in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL)
{
sprintf(buf,"You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_CHAR);
sprintf(buf,"$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_ROOM);
}
else
{
sprintf(buf,"You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_VICT);
sprintf(buf,"$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_NOTVICT);
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
break;
}
if (!IS_NPC(ch) && !IS_IMMORTAL(ch)
&& ch->pcdata->condition[COND_FULL] > 45)
{
send_to_char("You're too full to drink more.\n\r",ch);
return;
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL] / 4 );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 );
gain_condition(ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "Your thirst is quenched.\n\r", ch );
if (!strcmp(liq_table[liquid].liq_name, "blood")
&& (!strcmp(class_table[ch->class].name, "necromancer")
||(!strcmp(class_table[ch->class].name, "lich"))))
{
ch->hit += ch->max_hit/20;
ch->hit = UMIN(ch->hit, ch->max_hit);
ch->mana += ch->max_mana/15;
ch->mana = UMIN(ch->mana, ch->max_mana);
ch->move += ch->max_move/15;
ch->move = UMIN(ch->move, ch->max_move);
}
if ( obj->value[3] != 0 )
{
/* The drink was poisoned ! */
AFFECT_DATA af;
act( "$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 (!strcmp(liq_table[liquid].liq_name, "blood"))
extract_obj( obj );
break;
case ITEM_DRINK_CON:
break;
}
return;
}
void do_restring( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj,*token;
CHAR_DATA *trainer;
if (IS_NPC(ch))
return;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
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 ( arg1[0] == '\0' || arg2[0] == '\0' || argument[0]=='\0')
{
send_to_char( "Syntax: restring <object> <short|long|name> <description>\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 ( IS_OBJ_STAT(obj,ITEM_QUEST))
{
send_to_char( "You can not restring quest items.\n\r",ch);
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
for(token=ch->carrying;token;token=token->next_content)
if(token->pIndexData->vnum==20224)
break;
if(!token)
{
send_to_char("You don't seem to have the necessary restring token.\n\r",ch);
return;
}
smash_tilde( argument );
sprintf(buf, "%s{x", argument );
if(strcmp(arg2,"short") && strcmp(arg2,"name") && strcmp(arg2,"long"))
{
do_restring(ch,"");
return;
}
act( "You give $p to $N.", ch, obj, trainer, TO_CHAR );
act( "$n gives $p to $N.", ch, obj, trainer, TO_NOTVICT );
act( "You hand $p to $N.", ch, token, trainer, TO_CHAR);
act( "$n hands $p to $N.", ch, token, trainer, TO_NOTVICT);
obj_from_char(token);
extract_obj(token);
if(!strcmp(arg2,"short"))
{
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
}
else if(!strcmp(arg2,"name"))
{
free_string(obj->name);
obj->name=str_dup(buf);
}
else if(!strcmp(arg2,"long"))
{
free_string(obj->description);
obj->description=str_dup(buf);
}
act( "$N gives $p to you.", ch, obj, trainer, TO_CHAR );
act( "$N gives $p to $n.", ch, obj, trainer, TO_NOTVICT );
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if (ch->stunned)
{
send_to_char("You're still a little woozy.\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL(ch) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
act( "$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:
if(ch->fighting!=NULL)
WAIT_STATE(ch,12);
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;
}
if(IS_OBJ_STAT(obj, ITEM_QUESTPOINT) && !IS_NPC(ch))
{
REMOVE_BIT(obj->extra_flags,ITEM_QUESTPOINT);
ch->qps++;
act("{YYou gained a {RQ{ruest {RP{roint{Y from {x$p!{x",ch,obj,NULL,TO_CHAR);
act("{Y$n gained a {RQ{ruest {RP{roint{Y from {x$p!{x",ch,obj,NULL,TO_ROOM);
printf_log("QP: %s gained a quest point from %s at %d.",
ch->name,obj->short_descr,ch->in_room->vnum);
}
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 $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if((!IS_NPC(ch)&&!class_can_use(ch,obj)))
{
/*sprintf(buf,"You need to be a %s to use this item.\n\r",
class_table[obj->class].name);*/
sprintf( buf, "This object may only be used by a %s/%s.\n\r",
((obj->class>(MAX_CLASS/2))?
(class_table[obj->class-(MAX_CLASS/2)].name) :
(class_table[obj->class].name)),
((obj->class>(MAX_CLASS/2))?
(class_table[obj->class].name) :
(class_table[obj->class+(MAX_CLASS/2)].name)));
send_to_char(buf,ch);
return;
}
if((!IS_NPC(ch)&&!clan_can_use(ch,obj)))
{
sprintf(buf,"This item can only be used by members of %s{x.\n\r",
clan_table[obj->clan].name);
send_to_char(buf,ch);
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL )
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear two rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_PATCH ) )
{
if(!remove_obj(ch,WEAR_PATCH,fReplace))
return;
act("$n wears $p as a patch.", ch, obj, NULL, TO_ROOM);
act("You wear $p as a patch.", ch, obj, NULL, TO_CHAR);
equip_char( ch, obj, WEAR_PATCH );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "$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 $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EYES ) )
{
if( !remove_obj( ch, WEAR_EYES, fReplace ) )
return;
act( "$n wears $p on $s eyes.", ch,obj,NULL,TO_ROOM);
act( "You wear $p on your eyes.",ch,obj,NULL,TO_CHAR);
equip_char(ch, obj, WEAR_EYES);
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
{
act( "$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 $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EAR ) )
{
if ( get_eq_char( ch, WEAR_EAR_L ) != NULL
&& get_eq_char( ch, WEAR_EAR_R ) != NULL
&& !remove_obj( ch, WEAR_EAR_L, fReplace )
&& !remove_obj( ch, WEAR_EAR_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_EAR_L ) == NULL )
{
act( "$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 $p on your right ear.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_EAR_R );
return;
}
bug( "Wear_obj: no free ear.", 0 );
send_to_char( "You already wear two ear items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ANKLE ) )
{
if ( get_eq_char( ch, WEAR_ANKLE_L ) != NULL
&& get_eq_char( ch, WEAR_ANKLE_R ) != NULL
&& !remove_obj( ch, WEAR_ANKLE_L, fReplace )
&& !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_ANKLE_L ) == NULL )
{
act( "$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 $p on your right ankle.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ANKLE_R );
return;
}
bug( "Wear_obj: no free ankle.", 0 );
send_to_char( "You already wear two ankle items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
OBJ_DATA *weapon;
bool levitate;
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
weapon = get_eq_char(ch,WEAR_WIELD);
levitate = ((get_skill(ch,gsn_shield_levitation)!=0) &&
(skill_table[gsn_shield_levitation].skill_level[ch->class]
<=ch->level));
if(weapon != NULL && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)
&& !levitate)
{
send_to_char("Your hands are tied up with your weapon!\n\r",ch);
return;
}
if ((get_eq_char (ch, WEAR_SECONDARY) != NULL) && !levitate)
{
send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch);
return;
}
if(!levitate)
{
act( "$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 $p as a shield.", ch, obj, NULL, TO_CHAR );
}
}
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn,skill;
bool levitate;
levitate = ((get_skill(ch,gsn_shield_levitation)!=0) &&
(skill_table[gsn_shield_levitation].skill_level[ch->class]
<=ch->level));
if((ch->class == class_lookup("sensai")) || (ch->class ==
class_lookup("shaolin")))
{
send_to_char("Shaolins do not use weapons.\n\r", ch);
return;
}
if ( !IS_NPC(ch)
&& get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield
* 10))
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
/* check if the secondary weapon is heavier than the primary weapon */
if(get_eq_char(ch,WEAR_SECONDARY)!=NULL)
if ( (get_obj_weight (obj)) < get_obj_weight(get_eq_char(ch,WEAR_SECONDARY)) )
{
send_to_char ("Your primary weapon cannot be lighter than the secondary one.\n\r",ch);
return;
}
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if (!IS_NPC(ch)
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& (get_eq_char(ch,WEAR_SHIELD) != NULL
|| get_eq_char(ch,WEAR_SECONDARY) != NULL))
{
if(!levitate && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && get_eq_char(ch,WEAR_SHIELD)!=NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
if (!IS_NPC(ch)
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& get_eq_char(ch,WEAR_SECONDARY) != NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
else
{
shieldobj = get_eq_char(ch, WEAR_SHIELD);
act( "$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 ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
/* bool removed;*/
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;
}
/*removed =*/remove_obj( ch, obj->wear_loc, TRUE );
/* if((obj->wear_loc==WEAR_WIELD) &&
(get_eq_char(ch,WEAR_SECONDARY)!=NULL) && removed)*/
}
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 $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int silver;
bool found = FALSE;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$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;
int allsilver = 0;
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) || IS_OBJ_STAT(obj,ITEM_NOSAC) ||
IS_OBJ_STAT(obj,ITEM_QUEST)
|| (obj->item_type == ITEM_CORPSE_PC && obj->contains))
continue;
found = TRUE;
silver = UMAX(1,obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
silver = UMIN(silver,obj->cost);
allsilver += silver;
extract_obj( obj );
}
if (found)
{
sprintf(buf,"$G gives you {2%d{0 silver for your sacrifice.",allsilver);
act(buf,ch,NULL,NULL,TO_CHAR);
act("$n sacrifices everything to $G.",ch,NULL,NULL,TO_ROOM);
add_cost(ch,allsilver,VALUE_SILVER);
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{
members = 0;
for (gch = ch->in_room->people;gch;gch = gch->next_in_room)
if (is_same_group(ch,gch))
members++;
if (members > 1 && allsilver > 1)
{
sprintf(buf,"%d",allsilver);
do_split(ch,buf); }
}
wiznet("$N sends up everything in that room as a burnt offering.",ch,obj,WIZ_SACCING,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 $p as a burnt offering.",
ch,obj,WIZ_SACCING,0,0);
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (ch->stunned)
{
send_to_char("You're still a little woozy.\n\r",ch);
return;
}
if (ch->level < obj->level)
{
send_to_char("This liquid is too powerful for you to drink.\n\r",ch);
return;
}
if(ch->fighting!=NULL)
WAIT_STATE(ch,12);
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
if (ch->stunned)
{
send_to_char("You're still a little woozy.\n\r",ch);
return;
}
if ( ch->level < scroll->level)
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r",ch);
return;
}
obj = NULL;
victim = NULL;
if ( arg2[0] == '\0' )
{
if(ch->fighting!=NULL)
victim = ch->fighting;
else
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
if(get_skill(ch,skill_lookup("empower")))
{
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
}
else
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
}
if (number_percent() >= 20 + get_skill(ch,gsn_thaumaturgy) * 4/5)
{
send_to_char("You mispronounce a syllable.\n\r",ch);
check_improve(ch,gsn_thaumaturgy,FALSE,4);
}
else
{
if(victim->in_room==ch->in_room)
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
if(victim->in_room==ch->in_room)
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
if(victim->in_room==ch->in_room)
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
if(victim->in_room==ch->in_room)
obj_cast_spell( scroll->value[4], scroll->value[0], ch, victim, obj );
check_improve(ch,gsn_thaumaturgy,TRUE,4);
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if (ch->stunned)
{
send_to_char("You're still a little woozy.\n\r",ch);
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$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_thaumaturgy) * 4/5)
{
act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_thaumaturgy,FALSE,4);
}
else for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve(ch,gsn_thaumaturgy,TRUE,4);
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
if (ch->stunned)
{
send_to_char("You're still a little woozy.\n\r",ch);
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$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_thaumaturgy) * 4/5)
{
act( "Your efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_CHAR);
act( "$n's efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_ROOM);
check_improve(ch,gsn_thaumaturgy,FALSE,4);
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve(ch,gsn_thaumaturgy,TRUE,4);
}
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if (is_safe(ch,victim))
return;
/* if ( IS_NPC(victim)
&& victim->position == POS_FIGHTING)
{
send_to_char( "Kill stealing is not permitted.\n\r"
"You'd better not -- you might get hit.\n\r",ch);
return;
}*/
if(has_killed_flag(ch))
remove_killed_flag(ch);
WAIT_STATE( ch, skill_table[gsn_steal].beats );
percent = number_percent();
if (get_skill(ch,gsn_steal) >= 1)
percent += ( IS_AWAKE(victim) ? 10 : -50 );
/*if ( ((ch->level + 7 < victim->level || ch->level -7 > victim->level)
&& !IS_NPC(victim) && !IS_NPC(ch) )
|| ( !IS_NPC(ch) && percent > get_skill(ch,gsn_steal))
|| ( !IS_NPC(ch) && !is_clan(ch)) )*/
if(percent>get_skill(ch,gsn_steal))
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );
switch(number_range(0,3))
{
case 0 :
sprintf( buf, "{z{R%s{x{R is a lousy thief!{x", ch->name );
break;
case 1 :
sprintf( buf, "{z{R%s{x{R couldn't rob %s way out of a paper bag!{x",
ch->name,(ch->sex == 2) ? "her" : "his");
break;
case 2 :
sprintf( buf,"{z{R%s{x{R tried to rob me!{x",ch->name );
break;
case 3 :
sprintf(buf,"{RKeep your hands out of there, {z%s{x{R!{x",ch->name);
break;
}
do_yell( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
check_improve(ch,gsn_steal,FALSE,2);
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
check_improve(ch,gsn_steal,FALSE,2);
sprintf(buf,"{R$N{x tried to steal from {B%s{x.",victim->name);
wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
multi_hit(victim,ch,TYPE_UNDEFINED);
}
}
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 );
if(IS_OBJ_STAT(obj,ITEM_QUEST))
printf_log("%s stole %s [Q] from %s at %d.",
ch->name,obj->short_descr,victim->name,ch->in_room->vnum);
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;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
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("$n tells you '{aKeep it real, will you?{x'.",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
if (number == 0)
number = 1;
if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content)
{
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr,obj->short_descr))
count++;
else
break;
}
if (count < number)
{
act("$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;
}
}
}
void do_list( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
bool found;
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "You can't do that here.\n\r", ch );
return;
}
found = FALSE;
for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
{
if ( IS_SET(pet->act, ACT_PET) )
{
if ( !found )
{
found = TRUE;
send_to_char( "Pets for sale:\n\r", ch );
}
sprintf( buf, "[%2d] %8d - %s\n\r",
pet->level,
10 * pet->level * pet->level,
pet->short_descr );
send_to_char( buf, ch );
}
}
if ( !found )
send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,count;
bool found;
char arg[MAX_INPUT_LENGTH];
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
one_argument(argument,arg);
found = FALSE;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& ( cost = get_cost( keeper, obj, TRUE ) ) > 0
&& ( arg[0] == '\0'
|| is_name(arg,obj->name) ))
{
if ( !found )
{
found = TRUE;
send_to_char( "[Lv Price Qty] Item\n\r", ch );
}
if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
sprintf(buf,"[%2d %5d -- ] %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,"[%2d %5d %2d ] %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;
}
}
void do_sell( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,roll;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Sell what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$n tells you '{aYou don't have that item{x'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "{RYou can't let go of it{z!!{x\n\r", ch );
return;
}
if (affect_find(obj->affected,skill_lookup("corrupt potion")))
{
send_to_char( "You can't sell corrupted potions.\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 $p for {g%d{x silver piece%s.",
cost, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
while (cost >= 10000)
{
deduct_cost(keeper,1,VALUE_PLATINUM);
add_cost(ch,1,VALUE_PLATINUM);
cost -= 10000;
}
while (cost >= 1000)
{
deduct_cost(keeper,10,VALUE_GOLD);
add_cost(ch,10,VALUE_GOLD);
cost -= 1000;
}
while (cost >= 100)
{
deduct_cost(keeper,1,VALUE_GOLD);
add_cost(ch,1,VALUE_GOLD);
cost -= 100;
}
if (cost > 0)
{
deduct_cost(keeper,cost,VALUE_SILVER);
add_cost(ch,cost,VALUE_SILVER);
}
if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(50,100);
obj_to_keeper( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$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 $p{x'.",
cost, cost == 1 ? "" : "s" );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
void do_second (CHAR_DATA *ch, char *argument)
/* wear object as a secondary weapon */
{
OBJ_DATA *obj;
OBJ_DATA *shieldobj;
int skill, sn;
char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */
bool levitate;
levitate = ((get_skill(ch,gsn_shield_levitation)!=0) &&
(skill_table[gsn_shield_levitation].skill_level[ch->class]
<=ch->level));
if((ch->class==class_lookup("sensai")) || (ch->class==
class_lookup("shaolin")))
{
send_to_char("Shaolins do not use weapons.\n\r", ch);
return;
}
if (argument[0] == '\0') /* empty */
{
send_to_char ("Wear which weapon in your off-hand?\n\r",ch);
return;
}
obj = get_obj_carry (ch, argument); /* find the obj withing ch's inventory */
if (obj == NULL)
{
send_to_char ("You have no such thing in your backpack.\n\r",ch);
return;
}
if ( !CAN_WEAR( obj, ITEM_WIELD ) )
{
send_to_char ("You can't second that!\n\r", ch);
return;
}
/* check if the char is using a shield or a held weapon */
if (get_eq_char(ch, WEAR_SHIELD) && !levitate)
{
send_to_char ("You cannot use a secondary weapon while using a shield.\n\r",ch);
return;
}
if (get_eq_char(ch, WEAR_HOLD))
{
send_to_char ("You cannot use a secondary weapon while holding an item.\n\r",ch);
return;
}
if ( ( ( ch->level < obj->level )
&& ( ch->class < MAX_CLASS/2 )
&& ( obj->level > 19 ) )
|| ( ( ch->level < obj->level )
&& ( ch->class >= MAX_CLASS/2 )
&& ( obj->level > 27 ) ) )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if((!IS_NPC(ch)&&!class_can_use(ch,obj)))
{
/*sprintf(buf,"You need to be a %s to use this item.\n\r",
class_table[obj->class].name);*/
sprintf( buf, "This object may only be used by a %s/%s.\n\r",
((obj->class>(MAX_CLASS/2))?
(class_table[obj->class-(MAX_CLASS/2)].name) :
(class_table[obj->class].name)),
((obj->class>(MAX_CLASS/2))?
(class_table[obj->class].name) :
(class_table[obj->class+(MAX_CLASS/2)].name)));
send_to_char(buf,ch);
return;
}
if((!IS_NPC(ch)&&!clan_can_use(ch,obj)))
{
sprintf(buf,"This item can only be used by members of %s{x.\n\r",
clan_table[obj->clan].name);
send_to_char(buf,ch);
return;
}
/* check that the character is using a first weapon at all */
if (get_eq_char (ch, WEAR_WIELD) == NULL) /* oops - != here was a bit wrong :) */
{
send_to_char ("You need to wield a primary weapon, before using a secondary one!\n\r",ch);
return;
}
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;
}
switch (obj->value[0])
{
default : sn = -1; break;
case(WEAPON_SWORD): sn = gsn_sword; break;
case(WEAPON_DAGGER): sn = gsn_dagger; break;
case(WEAPON_SPEAR): sn = gsn_spear; break;
case(WEAPON_MACE): sn = gsn_mace; break;
case(WEAPON_AXE): sn = gsn_axe; break;
case(WEAPON_FLAIL): sn = gsn_flail; break;
case(WEAPON_WHIP): sn = gsn_whip; break;
case(WEAPON_POLEARM): sn = gsn_polearm; break;
}
if((get_weapon_skill(ch,sn))==0)
{
send_to_char("You do not even know how to wield that weapon as a primary weapon!\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;
}
void do_crecover(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int cost=ch->level/2+1;
bool found=FALSE;
if(IS_NPC(ch))
return;
if(ch->in_room->vnum!=20128)
{
send_to_char("You can't do that here.\n\r",ch);
return;
}
for(obj=object_list;obj;obj=obj->next)
{
if((obj->pIndexData->item_type == ITEM_CORPSE_PC) &&
(!strcmp(obj->owner,ch->name))
&& (obj->in_room->vnum!=ch->in_room->vnum))
{
found=TRUE;
break;
}
}
if(!found)
{
send_to_char("Your corpse wasn't found or has already been recovered.\n\r",ch);
return;
}
if((obj->lootpoint>0) && (obj->timer>28))
{
sprintf(buf,"You have been pkilled and your corpse has not been fully looted yet.\n\rYou will have to wait another %d ticks until your corpse can be recovered.\n\r",obj->timer-28);
send_to_char(buf,ch);
return;
}
if((ch->level>20) && (ch->platinum<cost))
{
sprintf(buf,"You don't have enough platinum.\n\rThe cost at your level is %d platinum.\n\r",cost);
send_to_char(buf,ch);
return;
}
ch->platinum-=cost;
obj_from_room(obj);
obj_to_room(obj,ch->in_room);
if(ch->level>20)
sprintf(buf,"Your corpse has been transferred to the morgue.\n\rYou hand over %d platinum.\n\r",cost);
else
sprintf(buf,"Your corpse has been transferred to the morgue.\n\rYou are below level 21 and receive a free corpse recovery.\n\r");
send_to_char(buf,ch);
return;
}
void do_slip( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim=NULL;
OBJ_DATA *obj=NULL;
int skill=0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if((skill=get_skill(ch,gsn_slip))==0)
{
send_to_char("You don't have the slightest idea how to slip.\n\r",ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Slip what to whom?\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 ( 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 <= HERO)
{
send_to_char( "You can't slip quest items.\n\r", ch);
return;
}
if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO)
&& (ch->level <= HERO))
{
send_to_char( "You can't slip 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 ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act("You can't seem to slip anything to $N.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
if(is_safe(ch,victim))
return;
if(IS_OBJ_STAT(obj,ITEM_QUEST))
printf_log("%s slips %s [Q] to %s at room %d.",
ch->name,obj->short_descr,victim->name,ch->in_room->vnum);
obj_from_char( obj );
obj_to_char( obj, victim );
WAIT_STATE(ch,skill_table[gsn_slip].beats);
MOBtrigger = FALSE;
if(number_percent()>skill)
{
act( "You notice $n slipping $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "You notice $n slipping $p into your inventory.", ch, obj, victim, TO_VICT );
check_improve(ch,gsn_slip,TRUE,2);
}
act( "You slip $p into $N's inventory.", ch, obj, victim, TO_CHAR );
check_improve(ch,gsn_slip,FALSE,2);
MOBtrigger = TRUE;
return;
}