/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/***************************************************************************
* ROT 1.4 is copyright 1996-1997 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file doc/rot.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "recycle.h"
#include "tables.h"
#include "magic.h"
/* RT part of the corpse looting code */
bool can_loot ( CHAR_DATA * ch, OBJ_DATA * obj )
{
CHAR_DATA *owner, *wch, *killer;
if ( IS_IMMORTAL ( ch ) )
return TRUE;
if ( !obj->owner || obj->owner == NULL )
return TRUE;
owner = NULL;
for ( wch = char_list; wch != NULL; wch = wch->next )
if ( !str_cmp ( wch->name, obj->owner ) )
owner = wch;
killer = NULL;
if ( obj->killer || obj->killer != NULL )
for ( wch = char_list; wch != NULL; wch = wch->next )
if ( !str_cmp ( wch->name, obj->killer ) )
killer = wch;
if ( owner == NULL )
return TRUE;
if ( !str_cmp ( ch->name, owner->name ) )
return TRUE;
if ( killer != NULL )
if ( !str_cmp ( ch->name, killer->name ) )
return TRUE;
if ( !IS_NPC ( owner ) && IS_SET ( owner->act, PLR_CANLOOT ) )
return TRUE;
if ( is_same_group ( ch, owner ) )
return TRUE;
return FALSE;
}
BUFFER *get_obj ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container )
{
/* variables for AUTOSPLIT */
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
BUFFER *output;
CHAR_DATA *gch;
int members;
char buffer[100];
output = new_buf ( );
if ( !CAN_WEAR ( obj, ITEM_TAKE ) && ( ch->level < IMPLEMENTOR ) )
{
sprintf ( buf, "You can't take that.\n\r" );
add_buf ( output, buf );
return output;
}
if ( ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) )
{
sprintf ( buf, "%s: you can't carry that many items.\n\r",
obj->short_descr );
add_buf ( output, buf );
return output;
}
if ( get_carry_weight ( ch ) + get_obj_weight ( obj ) >
can_carry_w ( ch ) )
{
sprintf ( buf, "%s: you can't carry that much weight.\n\r",
obj->short_descr );
add_buf ( output, buf );
return output;
}
if ( !can_loot ( ch, obj ) )
{
sprintf ( buf, "Corpse looting is not permitted.\n\r" );
add_buf ( output, buf );
return output;
}
if ( obj->in_room != NULL )
{
for ( gch = obj->in_room->people; gch != NULL;
gch = gch->next_in_room )
if ( gch->on == obj )
{
sprintf ( buf, "%s appears to be using %s.\n\r", gch->name,
obj->short_descr );
add_buf ( output, buf );
return output;
}
}
if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) && ch->level <= HERO )
{
if ( !can_quest ( ch ) )
{
sprintf ( buf, "%s: You already have a quest item.\n\r",
obj->short_descr );
add_buf ( output, buf );
return output;
}
}
if ( IS_QUESTOR ( ch ) && ch->pcdata->questobj > 0 )
{
if ( ch->pcdata->questobj == obj->pIndexData->vnum )
{
send_to_char ( "{RYou have almost completed your QUEST!{x\n\r",
ch );
send_to_char
( "{RReturn to the questmaster before your time runs out!{x\n\r",
ch );
/* sprintf(buf, "$N has found %s, their questobject.", obj->short_descr);
wiznet(buf, ch, NULL, WIZ_QUESTS, 0, 0); */
}
}
if ( container != NULL )
{
if ( container->pIndexData->item_type == ITEM_PIT &&
( ( ( get_trust ( ch ) < obj->level ) &&
( ch->class < MAX_CLASS / 2 ) && ( obj->level > 19 ) ) ||
( ( get_trust ( ch ) < obj->level ) &&
( ch->class >= MAX_CLASS / 2 ) && ( obj->level > 27 ) ) ) )
{
sprintf ( buf, "%s: You are not powerful enough to use it.\n\r",
obj->short_descr );
add_buf ( output, buf );
return output;
}
if ( container->pIndexData->item_type == ITEM_PIT &&
!CAN_WEAR ( container, ITEM_TAKE ) &&
!IS_OBJ_STAT ( obj, ITEM_HAD_TIMER ) )
obj->timer = 0;
sprintf ( buf, "You get %s from %s.\n\r", obj->short_descr,
container->short_descr );
add_buf ( output, buf );
act ( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
REMOVE_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
obj_from_obj ( obj );
}
else
{
sprintf ( buf, "You get %s.\n\r", obj->short_descr );
add_buf ( output, buf );
act ( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room ( obj );
}
if ( obj->item_type == ITEM_MONEY )
{
if ( obj->value[0] > 0 )
add_cost ( ch, obj->value[0], VALUE_SILVER );
if ( obj->value[1] > 0 )
add_cost ( ch, obj->value[1], VALUE_GOLD );
if ( obj->value[2] > 0 )
add_cost ( ch, obj->value[2], VALUE_PLATINUM );
if ( IS_SET ( ch->act, PLR_AUTOSPLIT ) )
{ /* AUTOSPLIT code */
members = 0;
for ( gch = ch->in_room->people; gch != NULL;
gch = gch->next_in_room )
{
if ( !IS_AFFECTED ( gch, AFF_CHARM ) &&
is_same_group ( gch, ch ) )
members++;
}
if ( members > 1 &&
( obj->value[0] > 1 || obj->value[1] || obj->value[2] ) )
{
sprintf ( buffer, "%ld %ld %ld", obj->value[0], obj->value[1],
obj->value[2] );
do_split ( ch, buffer );
}
}
extract_obj ( obj );
}
else
{
obj_to_char ( obj, ch );
}
if ( IS_OBJ_STAT ( obj, ITEM_FORCED ) && ( ch->level <= HERO ) )
{
do_wear ( ch, obj->name );
}
if ( ( obj->pIndexData->vnum == OBJ_VNUM_VOODOO ) && !IS_NPC ( ch ) )
{
one_argument ( obj->name, arg );
if ( !str_cmp ( arg, ch->name ) || ch->level < 20 )
{
obj->timer = 1;
}
}
return output;
}
CH_CMD ( do_get )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
BUFFER *output;
BUFFER *outlist;
bool found;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( !str_cmp ( arg2, "from" ) )
argument = one_argument ( argument, arg2 );
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char ( "Get what?\n\r", ch );
return;
}
output = new_buf ( );
if ( arg2[0] == '\0' )
{
if ( str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list ( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act ( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
}
else
{
outlist = get_obj ( ch, obj, NULL );
send_to_char ( buf_string ( outlist ), ch );
free_buf ( outlist );
}
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) &&
can_see_obj ( ch, obj ) )
{
found = TRUE;
outlist = get_obj ( ch, obj, NULL );
add_buf ( output, buf_string ( outlist ) );
free_buf ( outlist );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char ( "I see nothing here.\n\r", ch );
else
act ( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
else
{
page_to_char ( buf_string ( output ), ch );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp ( arg2, "all" ) || !str_prefix ( "all.", arg2 ) )
{
send_to_char ( "You can't do that.\n\r", ch );
free_buf ( output );
return;
}
if ( ( container = get_obj_here ( ch, arg2 ) ) == NULL )
{
act ( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
free_buf ( output );
return;
}
switch ( container->item_type )
{
default:
send_to_char ( "That's not a container.\n\r", ch );
free_buf ( output );
return;
case ITEM_CONTAINER:
case ITEM_PIT:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
if ( !can_loot ( ch, container ) )
{
send_to_char ( "You can't do that.\n\r", ch );
free_buf ( output );
return;
}
}
}
if ( IS_SET ( container->value[1], CONT_CLOSED ) )
{
act ( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
free_buf ( output );
return;
}
if ( str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list ( ch, arg1, container->contains );
if ( obj == NULL )
{
act ( "I see nothing like that in the $T.", ch, NULL, arg2,
TO_CHAR );
free_buf ( output );
return;
}
outlist = get_obj ( ch, obj, container );
send_to_char ( buf_string ( outlist ), ch );
free_buf ( outlist );
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) &&
can_see_obj ( ch, obj ) )
{
found = TRUE;
if ( container->pIndexData->item_type == ITEM_PIT &&
!IS_IMMORTAL ( ch ) )
{
send_to_char ( "Don't be so greedy!\n\r", ch );
free_buf ( output );
return;
}
outlist = get_obj ( ch, obj, container );
add_buf ( output, buf_string ( outlist ) );
free_buf ( outlist );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act ( "I see nothing in the $T.", ch, NULL, arg2,
TO_CHAR );
else
act ( "I see nothing like that in the $T.", ch, NULL,
arg2, TO_CHAR );
}
else
{
page_to_char ( buf_string ( output ), ch );
}
}
}
free_buf ( output );
return;
}
CH_CMD ( do_donate )
{
char arg1[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
bool found = FALSE;
argument = one_argument ( argument, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char ( "Donate what?\n\r", ch );
return;
}
if ( !str_cmp ( arg1, "all" ) || !str_prefix ( "all.", arg1 ) )
{
send_to_char ( "One item at a time please.\n\r", ch );
return;
}
for ( container = object_list; container != NULL;
container = container->next )
{
if ( container->pIndexData->item_type != ITEM_PIT ||
container->pIndexData->vnum != 3010 )
continue;
found = TRUE;
break;
}
if ( !found )
{
send_to_char ( "I can't seem to find the donation pit!\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
{
send_to_char ( "You can't donate a quest item.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) )
{
send_to_char ( "You have a feeling noone's going to want that.\n\r",
ch );
return;
}
if ( obj->item_type == ITEM_TRASH )
{
send_to_char ( "The donation pit is not a trash can.\n\r", ch );
return;
}
if ( WEIGHT_MULT ( obj ) != 100 )
{
send_to_char ( "You have a feeling that would be a bad idea.\n\r",
ch );
return;
}
/*
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "The donation pit can't hold that.\n\r", ch );
return;
}*/
if ( !CAN_WEAR ( container, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
act ( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch,
obj, container, TO_ROOM );
act ( "$p glows {Mpurple{x, then disappears..", ch, obj, container,
TO_CHAR );
return;
}
CH_CMD ( do_clan_donate )
{
char arg1[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
bool found = FALSE;
argument = one_argument ( argument, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char ( "Clan Donate what?\n\r", ch );
return;
}
if ( !str_cmp ( arg1, "all" ) || !str_prefix ( "all.", arg1 ) )
{
send_to_char ( "One item at a time please.\n\r", ch );
return;
}
for ( container = object_list; container != NULL;
container = container->next )
{
if ( container->pIndexData->item_type != ITEM_PIT ||
container->pIndexData->vnum != clan_table[ch->clan].pit )
continue;
found = TRUE;
break;
}
if ( !found )
{
for ( container = object_list; container != NULL;
container = container->next )
{
if ( container->pIndexData->item_type != ITEM_PIT ||
container->pIndexData->vnum != OBJ_VNUM_PIT )
continue;
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char ( "I can't seem to find the donation room!\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
{
send_to_char ( "You can't donate a quest item.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) )
{
send_to_char ( "You have a feeling noone's going to want that.\n\r",
ch );
return;
}
if ( obj->item_type == ITEM_TRASH )
{
send_to_char ( "The donation room is not a trash can.\n\r", ch );
return;
}
if ( WEIGHT_MULT ( obj ) != 100 )
{
send_to_char ( "You have a feeling that would be a bad idea.\n\r",
ch );
return;
}
if ( get_obj_weight ( obj ) + get_true_weight ( container ) >
( container->value[0] * 10 ) ||
get_obj_weight ( obj ) > ( container->value[3] * 10 ) )
{
send_to_char ( "The donation pit can't hold that.\n\r", ch );
return;
}
if ( !CAN_WEAR ( container, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, obj );
act ( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch,
obj, container, TO_ROOM );
act ( "$p glows {Mpurple{x, then disappears..", ch, obj, container,
TO_CHAR );
return;
}
CH_CMD ( do_put )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
BUFFER *output;
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int count;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( !str_cmp ( arg2, "in" ) || !str_cmp ( arg2, "on" ) )
argument = one_argument ( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char ( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp ( arg2, "all" ) || !str_prefix ( "all.", arg2 ) )
{
send_to_char ( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here ( ch, arg2 ) ) == NULL )
{
act ( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( ( container->item_type != ITEM_CONTAINER ) &&
( container->item_type != ITEM_PIT ) )
{
send_to_char ( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET ( container->value[1], CONT_CLOSED ) )
{
act ( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char ( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( ( obj->pIndexData->vnum == OBJ_VNUM_CUBIC ) &&
( container->pIndexData->vnum != OBJ_VNUM_CPOUCH ) )
{
send_to_char
( "Cubic Zirconium may only be placed in silk gem pouches.\n\r",
ch );
return;
}
if ( ( obj->item_type == ITEM_GEM ) &&
( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) &&
( container->pIndexData->vnum != OBJ_VNUM_DPOUCH ) )
{
send_to_char
( "Gems may only be placed in leather gem pouches.\n\r", ch );
return;
}
if ( ( container->pIndexData->vnum == OBJ_VNUM_DPOUCH ) &&
( obj->item_type != ITEM_GEM ) )
{
send_to_char
( "Only gems may be placed in leather gem pouches.\n\r", ch );
return;
}
if ( ( container->pIndexData->vnum == OBJ_VNUM_CPOUCH ) &&
( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) )
{
send_to_char
( "Only cubic zirconium may be placed in silk gem pouches.\n\r",
ch );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
{
send_to_char ( "You can't put a quest item in something.\n\r",
ch );
return;
}
if ( WEIGHT_MULT ( obj ) != 100 )
{
send_to_char ( "You have a feeling that would be a bad idea.\n\r",
ch );
return;
}
if ( get_obj_weight ( obj ) + get_true_weight ( container ) >
( container->value[0] * 10 ) ||
get_obj_weight ( obj ) > ( container->value[3] * 10 ) )
{
send_to_char ( "It won't fit.\n\r", ch );
return;
}
if ( container->pIndexData->item_type == ITEM_PIT &&
!CAN_WEAR ( container, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
if ( IS_SET ( container->value[1], CONT_PUT_ON ) )
{
act ( "$n puts $p on $P.", ch, obj, container, TO_ROOM );
act ( "You put $p on $P.", ch, obj, container, TO_CHAR );
}
else
{
act ( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act ( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
else
{
/* 'put all container' or 'put all.obj container' */
/* check for gem or cubic pouches first */
if ( container->pIndexData->vnum == OBJ_VNUM_DPOUCH )
{
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) &&
obj->item_type == ITEM_GEM &&
obj->pIndexData->vnum != OBJ_VNUM_CUBIC &&
!IS_OBJ_STAT ( obj, ITEM_QUEST ) &&
can_see_obj ( ch, obj ) && WEIGHT_MULT ( obj ) == 100 &&
obj->wear_loc == WEAR_NONE && obj != container &&
can_drop_obj ( ch, obj ) &&
get_obj_weight ( obj ) + get_true_weight ( container ) <=
( container->value[0] * 10 ) &&
get_obj_weight ( obj ) <= ( container->value[3] * 10 ) )
{
if ( container->pIndexData->item_type == ITEM_PIT &&
!CAN_WEAR ( obj, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
count++;
}
}
if ( count != 0 )
{
sprintf ( buf, "You put %d gems in %s.\n\r", count,
container->short_descr );
send_to_char ( buf, ch );
sprintf ( buf, "$n puts %d gems in %s.\n\r", count,
container->short_descr );
act ( buf, ch, NULL, NULL, TO_ROOM );
}
else
{
send_to_char ( "You are not carrying any gems.\n\r", ch );
}
return;
}
if ( container->pIndexData->vnum == OBJ_VNUM_CPOUCH )
{
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) &&
obj->pIndexData->vnum == OBJ_VNUM_CUBIC &&
!IS_OBJ_STAT ( obj, ITEM_QUEST ) &&
can_see_obj ( ch, obj ) && WEIGHT_MULT ( obj ) == 100 &&
obj->wear_loc == WEAR_NONE && obj != container &&
can_drop_obj ( ch, obj ) &&
get_obj_weight ( obj ) + get_true_weight ( container ) <=
( container->value[0] * 10 ) &&
get_obj_weight ( obj ) < ( container->value[3] * 10 ) )
{
if ( container->pIndexData->item_type == ITEM_PIT &&
!CAN_WEAR ( obj, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
count++;
}
}
if ( count != 0 )
{
sprintf ( buf, "You put %d cubic zirconiums in %s.\n\r",
count, container->short_descr );
send_to_char ( buf, ch );
sprintf ( buf, "$n puts %d cubic zirconiums in %s.\n\r",
count, container->short_descr );
act ( buf, ch, NULL, NULL, TO_ROOM );
}
else
{
send_to_char
( "You are not carrying any cubic zirconiums.\n\r", ch );
}
return;
}
output = new_buf ( );
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) ) &&
!IS_OBJ_STAT ( obj, ITEM_QUEST ) && can_see_obj ( ch, obj )
&& WEIGHT_MULT ( obj ) == 100 && obj->wear_loc == WEAR_NONE
&& obj != container && obj->item_type != ITEM_GEM &&
obj->pIndexData->vnum != OBJ_VNUM_CUBIC &&
can_drop_obj ( ch, obj ) &&
get_obj_weight ( obj ) + get_true_weight ( container ) <=
( container->value[0] * 10 ) &&
get_obj_weight ( obj ) < ( container->value[3] * 10 ) )
{
if ( container->pIndexData->item_type == ITEM_PIT &&
!CAN_WEAR ( obj, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 100, 200 );
}
obj_from_char ( obj );
obj_to_obj ( obj, container );
count++;
if ( IS_SET ( container->value[1], CONT_PUT_ON ) )
{
sprintf ( buf, "You put %s on %s.\n\r", obj->short_descr,
container->short_descr );
add_buf ( output, buf );
}
else
{
sprintf ( buf, "You put %s in %s.\n\r", obj->short_descr,
container->short_descr );
add_buf ( output, buf );
}
}
}
if ( count != 0 )
{
if ( IS_SET ( container->value[1], CONT_PUT_ON ) )
{
act ( "$n puts some things on $P.", ch, NULL, container,
TO_ROOM );
}
else
{
act ( "$n puts some things in $P.", ch, NULL, container,
TO_ROOM );
}
page_to_char ( buf_string ( output ), ch );
}
free_buf ( output );
}
return;
}
CH_CMD ( do_drop )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
BUFFER *output;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Drop what?\n\r", ch );
return;
}
if ( is_number ( arg ) )
{
/* 'drop NNNN coins' */
int amount, platinum = 0, gold = 0, silver = 0;
amount = atoi ( arg );
argument = one_argument ( argument, arg );
if ( amount <= 0 ||
( str_cmp ( arg, "coins" ) && str_cmp ( arg, "coin" ) &&
str_cmp ( arg, "gold" ) && str_cmp ( arg, "silver" ) &&
str_cmp ( arg, "platinum" ) ) )
{
send_to_char ( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( amount > 50 )
{
send_to_char ( "You can't drop that much at once.\n\r", ch );
return;
}
if ( !str_cmp ( arg, "coins" ) || !str_cmp ( arg, "coin" ) ||
!str_cmp ( arg, "silver" ) )
{
if ( ( ch->silver + ( 100 * ch->gold ) +
( 10000 * ch->platinum ) ) < amount )
{
send_to_char ( "You don't have that much silver.\n\r", ch );
return;
}
deduct_cost ( ch, amount, VALUE_SILVER );
silver = amount;
}
else if ( !str_cmp ( arg, "gold" ) )
{
if ( ( ch->silver + ( 100 * ch->gold ) +
( 10000 * ch->platinum ) ) < amount * 100 )
{
send_to_char ( "You don't have that much gold.\n\r", ch );
return;
}
deduct_cost ( ch, amount, VALUE_GOLD );
gold = amount;
}
else if ( !str_cmp ( arg, "platinum" ) )
{
if ( ( ch->silver + ( 100 * ch->gold ) +
( 10000 * ch->platinum ) ) < amount * 10000 )
{
send_to_char ( "You don't have that much platinum.\n\r", ch );
return;
}
deduct_cost ( ch, amount, VALUE_PLATINUM );
platinum = amount;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
silver += 1;
extract_obj ( obj );
break;
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj ( obj );
break;
case OBJ_VNUM_PLATINUM_ONE:
platinum += 1;
extract_obj ( obj );
break;
case OBJ_VNUM_SILVER_SOME:
silver += obj->value[0];
extract_obj ( obj );
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
extract_obj ( obj );
break;
case OBJ_VNUM_PLATINUM_SOME:
platinum += obj->value[2];
extract_obj ( obj );
break;
case OBJ_VNUM_COINS:
silver += obj->value[0];
gold += obj->value[1];
platinum += obj->value[2];
extract_obj ( obj );
break;
}
}
while ( silver >= 100 )
{
gold++;
silver -= 100;
}
while ( gold >= 100 )
{
platinum++;
gold -= 100;
}
if ( platinum > 50000 )
{
platinum = 50000;
}
obj_to_room ( create_money ( platinum, gold, silver ), ch->in_room );
act ( "$n drops some money.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "OK.\n\r", ch );
return;
}
if ( str_cmp ( arg, "all" ) && str_prefix ( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char ( obj );
obj_to_room ( obj, ch->in_room );
act ( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act ( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) )
{
act ( "$p dissolves into smoke.", ch, obj, NULL, TO_ROOM );
act ( "$p dissolves into smoke.", ch, obj, NULL, TO_CHAR );
extract_obj ( obj );
}
}
else
{
output = new_buf ( );
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name ( &arg[4], obj->name ) ) &&
can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE &&
can_drop_obj ( ch, obj ) )
{
found = TRUE;
obj_from_char ( obj );
obj_to_room ( obj, ch->in_room );
sprintf ( buf, "You drop %s\n\r", obj->short_descr );
add_buf ( output, buf );
if ( IS_OBJ_STAT ( obj, ITEM_MELT_DROP ) )
{
sprintf ( buf, "%s dissolves into smoke.\n\r",
obj->short_descr );
add_buf ( output, buf );
extract_obj ( obj );
}
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act ( "You are not carrying anything.", ch, NULL, arg,
TO_CHAR );
else
act ( "You are not carrying any $T.", ch, NULL, &arg[4],
TO_CHAR );
}
else
{
act ( "$n drops some things.", ch, NULL, NULL, TO_ROOM );
page_to_char ( buf_string ( output ), ch );
}
free_buf ( output );
}
return;
}
CH_CMD ( do_give )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char ( "Give what to whom?\n\r", ch );
return;
}
if ( is_number ( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount, cost;
long fullamount;
int silver = 0, gold = 0, platinum = 0;
amount = atoi ( arg1 );
if ( amount <= 0 ||
( str_cmp ( arg2, "coins" ) && str_cmp ( arg2, "coin" ) &&
str_cmp ( arg2, "gold" ) && str_cmp ( arg2, "silver" ) &&
str_cmp ( arg2, "platinum" ) ) )
{
send_to_char ( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( !str_cmp ( arg2, "gold" ) )
{
gold = amount;
fullamount = amount * 100;
}
else if ( !str_cmp ( arg2, "platinum" ) )
{
platinum = amount;
fullamount = amount * 10000;
}
else
{
silver = amount;
fullamount = amount;
}
argument = one_argument ( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char ( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( ch->silver + ( ch->gold * 100 ) + ( ch->platinum * 10000 ) <
fullamount )
{
send_to_char ( "You haven't got that much.\n\r", ch );
return;
}
if ( amount > 50000 )
{
send_to_char ( "You can't give that much all at once.\n\r", ch );
return;
}
if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) &&
( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) &&
( ch != victim ) &&
( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act ( "You can't seem to give $N anything.\n\r", ch, NULL, victim,
TO_CHAR );
return;
}
cost = 0;
if ( silver != 0 )
{
cost = silver;
deduct_cost ( ch, cost, VALUE_SILVER );
add_cost ( victim, cost, VALUE_SILVER );
}
else if ( gold != 0 )
{
cost = gold;
deduct_cost ( ch, cost, VALUE_GOLD );
add_cost ( victim, cost, VALUE_GOLD );
}
else
{
cost = platinum;
deduct_cost ( ch, cost, VALUE_PLATINUM );
add_cost ( victim, cost, VALUE_PLATINUM );
}
act ( "$n gives $N some money.", ch, NULL, victim, TO_NOTVICT );
if ( platinum != 0 )
{
sprintf ( buf, "$n gives you %d platinum.", platinum );
act ( buf, ch, NULL, victim, TO_VICT );
sprintf ( buf, "You give $N %d platinum.", platinum );
act ( buf, ch, NULL, victim, TO_CHAR );
}
else if ( gold != 0 )
{
sprintf ( buf, "$n gives you %d gold.", gold );
act ( buf, ch, NULL, victim, TO_VICT );
sprintf ( buf, "You give $N %d gold.", gold );
act ( buf, ch, NULL, victim, TO_CHAR );
}
else
{
sprintf ( buf, "$n gives you %d silver.", silver );
act ( buf, ch, NULL, victim, TO_VICT );
sprintf ( buf, "You give $N %d silver.", silver );
act ( buf, ch, NULL, victim, TO_CHAR );
}
/*
* Bribe trigger
*/
if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_BRIBE ) )
mp_bribe_trigger ( victim, ch, silver ? amount : amount * 100 );
if ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_IS_CHANGER ) &&
!IS_NPC ( ch ) )
{
int change;
act ( "$n tells you '{aI'm sorry, I no longer provide this service.{x'.", victim, NULL, ch, TO_VICT );
ch->reply = victim;
if ( platinum != 0 )
sprintf ( buf, "%d platinum %s", platinum, ch->name );
if ( gold != 0 )
sprintf ( buf, "%d gold %s", gold, ch->name );
if ( silver != 0 )
sprintf ( buf, "%d silver %s", silver, ch->name );
do_give ( victim, buf );
return;
if ( platinum != 0 )
{
act ( "$n tells you '{aI'm sorry, I can't convert past platinum.{x'.", victim, NULL, ch, TO_VICT );
ch->reply = victim;
sprintf ( buf, "%d platinum %s", platinum, ch->name );
do_give ( victim, buf );
return;
}
if ( silver != 0 )
{
change = ( 95 * silver / 100 / 100 );
}
else
{
change = ( 95 * gold / 100 / 100 );
}
if ( silver != 0 && change > victim->gold )
victim->gold += change;
if ( gold != 0 && change > victim->platinum )
victim->platinum += change;
if ( change < 1 && can_see ( victim, ch ) )
{
act ( "$n tells you '{aI'm sorry, you did not give me enough to change{x'.", victim, NULL, ch, TO_VICT );
ch->reply = victim;
sprintf ( buf, "%d %s %s", amount,
silver != 0 ? "silver" : "gold", ch->name );
do_give ( victim, buf );
}
else if ( can_see ( victim, ch ) )
{
sprintf ( buf, "%d %s %s", change,
silver != 0 ? "gold" : "platinum", ch->name );
do_give ( victim, buf );
sprintf ( buf, "%d %s %s",
( 95 * amount / 100 - change * 100 ),
silver != 0 ? "silver" : "gold", ch->name );
do_give ( victim, buf );
act ( "$n tells you '{aThank you, come again{x'.", victim,
NULL, ch, TO_VICT );
ch->reply = victim;
}
}
return;
}
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char ( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC ( victim ) && victim->pIndexData->pShop != NULL )
{
act ( "$N tells you '{aSorry, you'll have to sell that{x'.", ch, NULL,
victim, TO_CHAR );
ch->reply = victim;
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) && ch->level <= IMMORTAL )
{
send_to_char ( "You can't give quest items.\n\r", ch );
return;
}
if ( ( obj->pIndexData->vnum == OBJ_VNUM_VOODOO ) &&
( ch->level <= HERO ) )
{
send_to_char ( "You can't give voodoo dolls.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number ( obj ) >
can_carry_n ( victim ) )
{
act ( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( get_carry_weight ( victim ) + get_obj_weight ( obj ) >
can_carry_w ( victim ) )
{
act ( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj ( victim, obj ) )
{
act ( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) && ( !IS_IMMORTAL ( ch ) )
&& ( !IS_IMMORTAL ( victim ) ) && ( ch != victim ) &&
( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) )
{
act ( "You can't seem to give $N anything.\n\r", ch, NULL, victim,
TO_CHAR );
return;
}
obj_from_char ( obj );
obj_to_char ( obj, victim );
MOBtrigger = FALSE;
act ( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act ( "$n gives you $p.", ch, obj, victim, TO_VICT );
act ( "You give $p to $N.", ch, obj, victim, TO_CHAR );
MOBtrigger = TRUE;
/*
* Give trigger
*/
if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_GIVE ) )
mp_give_trigger ( victim, ch, obj );
if ( IS_OBJ_STAT ( obj, ITEM_FORCED ) && ( victim->level <= HERO ) )
{
do_wear ( victim, obj->name );
}
return;
}
/* for poisoning weapons and food/drink */
CH_CMD ( do_envenom )
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent, skill;
/* find out what */
if ( argument == '\0' )
{
send_to_char ( "Envenom what item?\n\r", ch );
return;
}
obj = get_obj_list ( ch, argument, ch->carrying );
if ( obj == NULL )
{
send_to_char ( "You don't have that item.\n\r", ch );
return;
}
if ( ( skill = get_skill ( ch, gsn_envenom ) ) < 1 )
{
send_to_char ( "Are you crazy? You'd poison yourself!\n\r", ch );
return;
}
if ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON )
{
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) ||
IS_OBJ_STAT ( obj, ITEM_BURN_PROOF ) )
{
act ( "You fail to poison $p.", ch, obj, NULL, TO_CHAR );
return;
}
if ( number_percent ( ) < skill ) /* success! */
{
act ( "$n treats $p with deadly poison.", ch, obj, NULL,
TO_ROOM );
act ( "You treat $p with deadly poison.", ch, obj, NULL,
TO_CHAR );
if ( !obj->value[3] )
{
obj->value[3] = 1;
check_improve ( ch, gsn_envenom, TRUE, 4 );
}
WAIT_STATE ( ch, skill_table[gsn_envenom].beats );
return;
}
act ( "You fail to poison $p.", ch, obj, NULL, TO_CHAR );
if ( !obj->value[3] )
check_improve ( ch, gsn_envenom, FALSE, 4 );
WAIT_STATE ( ch, skill_table[gsn_envenom].beats );
return;
}
if ( obj->item_type == ITEM_WEAPON )
{
if ( IS_WEAPON_STAT ( obj, WEAPON_FLAMING ) ||
IS_WEAPON_STAT ( obj, WEAPON_FROST ) ||
IS_WEAPON_STAT ( obj, WEAPON_VAMPIRIC ) ||
IS_WEAPON_STAT ( obj, WEAPON_SHARP ) ||
IS_WEAPON_STAT ( obj, WEAPON_VORPAL ) ||
IS_WEAPON_STAT ( obj, WEAPON_SHOCKING ) ||
IS_OBJ_STAT ( obj, ITEM_BLESS ) ||
IS_OBJ_STAT ( obj, ITEM_BURN_PROOF ) )
{
act ( "You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR );
return;
}
if ( obj->value[3] < 0 ||
attack_table[obj->value[3]].damage == DAM_BASH )
{
send_to_char ( "You can only envenom edged weapons.\n\r", ch );
return;
}
if ( IS_WEAPON_STAT ( obj, WEAPON_POISON ) )
{
act ( "$p is already envenomed.", ch, obj, NULL, TO_CHAR );
return;
}
percent = number_percent ( );
if ( percent < skill )
{
af.where = TO_WEAPON;
af.type = gsn_poison;
af.level = ch->level * percent / 100;
af.duration = ch->level / 2 * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj ( obj, &af );
act ( "$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM );
act ( "You coat $p with venom.", ch, obj, NULL, TO_CHAR );
check_improve ( ch, gsn_envenom, TRUE, 3 );
WAIT_STATE ( ch, skill_table[gsn_envenom].beats );
return;
}
else
{
act ( "You fail to envenom $p.", ch, obj, NULL, TO_CHAR );
check_improve ( ch, gsn_envenom, FALSE, 3 );
WAIT_STATE ( ch, skill_table[gsn_envenom].beats );
return;
}
}
act ( "You can't poison $p.", ch, obj, NULL, TO_CHAR );
return;
}
CH_CMD ( do_fill )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char ( "There is no fountain here!\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char ( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] )
{
send_to_char ( "There is already another liquid in it.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char ( "Your container is full.\n\r", ch );
return;
}
if ( !str_cmp ( liq_table[fountain->value[2]].liq_name, "blood" ) )
{
sprintf ( buf, "You get some %s from $P.",
liq_table[fountain->value[2]].liq_name );
act ( buf, ch, obj, fountain, TO_CHAR );
sprintf ( buf, "$n gets some %s from $P.",
liq_table[fountain->value[2]].liq_name );
act ( buf, ch, obj, fountain, TO_ROOM );
obj->value[2] = fountain->value[2];
obj->value[1]++;
extract_obj ( fountain );
return;
}
sprintf ( buf, "You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name );
act ( buf, ch, obj, fountain, TO_CHAR );
sprintf ( buf, "$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name );
act ( buf, ch, obj, fountain, TO_ROOM );
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
CH_CMD ( do_pour )
{
char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument ( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char ( "Pour what into what?\n\r", ch );
return;
}
if ( ( out = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You don't have that item.\n\r", ch );
return;
}
if ( out->item_type != ITEM_DRINK_CON )
{
send_to_char ( "That's not a drink container.\n\r", ch );
return;
}
if ( !str_cmp ( argument, "out" ) )
{
if ( out->value[1] == 0 )
{
send_to_char ( "It's already empty.\n\r", ch );
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf ( buf, "You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, out, NULL, TO_CHAR );
sprintf ( buf, "$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, out, NULL, TO_ROOM );
return;
}
if ( ( in = get_obj_here ( ch, argument ) ) == NULL )
{
vch = get_char_room ( ch, argument );
if ( vch == NULL )
{
send_to_char ( "Pour into what?\n\r", ch );
return;
}
in = get_eq_char ( vch, WEAR_HOLD );
if ( in == NULL )
{
send_to_char ( "They aren't holding anything.", ch );
return;
}
}
if ( in->item_type != ITEM_DRINK_CON )
{
send_to_char ( "You can only pour into other drink containers.\n\r",
ch );
return;
}
if ( in == out )
{
send_to_char ( "You cannot change the laws of physics!\n\r", ch );
return;
}
if ( in->value[1] != 0 && in->value[2] != out->value[2] )
{
send_to_char ( "They don't hold the same liquid.\n\r", ch );
return;
}
if ( out->value[1] == 0 )
{
act ( "There's nothing in $p to pour.", ch, out, NULL, TO_CHAR );
return;
}
if ( in->value[1] >= in->value[0] )
{
act ( "$p is already filled to the top.", ch, in, NULL, TO_CHAR );
return;
}
amount = UMIN ( out->value[1], in->value[0] - in->value[1] );
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if ( vch == NULL )
{
sprintf ( buf, "You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, out, in, TO_CHAR );
sprintf ( buf, "$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, out, in, TO_ROOM );
}
else
{
sprintf ( buf, "You pour some %s for $N.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, NULL, vch, TO_CHAR );
sprintf ( buf, "$n pours you some %s.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, NULL, vch, TO_VICT );
sprintf ( buf, "$n pours some %s for $N.",
liq_table[out->value[2]].liq_name );
act ( buf, ch, NULL, vch, TO_NOTVICT );
}
}
CH_CMD ( do_drink )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char ( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char ( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char ( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
bug ( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char ( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
bug ( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN ( amount, obj->value[1] );
break;
}
if ( !IS_NPC ( ch ) && !IS_IMMORTAL ( ch ) &&
ch->pcdata->condition[COND_FULL] > 45 )
{
send_to_char ( "You're too full to drink more.\n\r", ch );
return;
}
act ( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM );
act ( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_CHAR );
gain_condition ( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition ( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL] / 4 );
gain_condition ( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] /
10 );
gain_condition ( ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 );
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char ( "You feel drunk.\n\r", ch );
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
send_to_char ( "You are full.\n\r", ch );
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char ( "Your thirst is quenched.\n\r", ch );
if ( !str_cmp ( liq_table[liquid].liq_name, "blood" ) &&
( !str_cmp ( class_table[ch->class].name, "Vampire" ) ||
( !str_cmp ( class_table[ch->class].name, "Cainite" ) ||
( !str_cmp ( class_table[ch->class].name, "Revenant" ) ||
( !str_cmp ( class_table[ch->class].name, "Lich" ) ) ) ) ) )
{
ch->hit += ch->max_hit / 20;
ch->hit = UMIN ( ch->hit, ch->max_hit );
ch->mana += ch->max_mana / 15;
ch->mana = UMIN ( ch->mana, ch->max_mana );
ch->move += ch->max_move / 15;
ch->move = UMIN ( ch->move, ch->max_move );
}
if ( obj->value[3] != 0 )
{
/* The drink was poisoned ! */
AFFECT_DATA af;
act ( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You choke and gag.\n\r", ch );
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy ( amount );
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join ( ch, &af );
}
if ( obj->value[0] > 0 )
obj->value[1] -= amount;
switch ( obj->item_type )
{
default:
send_to_char ( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( !str_cmp ( liq_table[liquid].liq_name, "blood" ) )
extract_obj ( obj );
break;
case ITEM_DRINK_CON:
break;
}
return;
}
CH_CMD ( do_restring )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *trainer;
if ( IS_NPC ( ch ) )
return;
argument = one_argument ( argument, arg );
for ( trainer = ch->in_room->people; trainer != NULL;
trainer = trainer->next_in_room )
if ( IS_NPC ( trainer ) && IS_SET ( trainer->act, ACT_GAIN ) )
break;
if ( trainer == NULL || !can_see ( ch, trainer ) )
{
send_to_char ( "You can't do that here.\n\r", ch );
return;
}
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char ( "Restring what to what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char ( "You must remove it first.\n\r", ch );
return;
}
if ( ch->qps < 6 )
{
send_to_char
( "Restrings cost 6 quest points, you do not have enough.\n\r",
ch );
return;
}
smash_tilde ( argument );
sprintf ( buf, "%s{x", argument );
act ( "You give $p to $N.", ch, obj, trainer, TO_CHAR );
act ( "$n gives $p to $N.", ch, obj, trainer, TO_NOTVICT );
free_string ( obj->short_descr );
obj->short_descr = str_dup ( buf );
ch->qps -= 6;
act ( "$N gives $p to you.", ch, obj, trainer, TO_CHAR );
act ( "$N gives $p to $n.", ch, obj, trainer, TO_NOTVICT );
return;
}
CH_CMD ( do_eat )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Eat what?\n\r", ch );
return;
}
if ( ch->stunned )
{
send_to_char ( "You're still a little woozy.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL ( ch ) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
send_to_char ( "That's not edible.\n\r", ch );
return;
}
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char ( "You are too full to eat more.\n\r", ch );
return;
}
}
act ( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act ( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC ( ch ) )
{
int condition;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition ( ch, COND_FULL, obj->value[0] );
gain_condition ( ch, COND_HUNGER, obj->value[1] );
if ( condition == 0 &&
ch->pcdata->condition[COND_HUNGER] > 0 )
send_to_char ( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char ( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The food was poisoned! */
AFFECT_DATA af;
act ( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char ( "You choke and gag.\n\r", ch );
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy ( obj->value[0] );
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join ( ch, &af );
}
break;
case ITEM_PILL:
obj_cast_spell ( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[3], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[4], obj->value[0], ch, ch, NULL );
break;
}
extract_obj ( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj ( CHAR_DATA * ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char ( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET ( obj->extra_flags, ITEM_NOREMOVE ) &&
( ch->level < LEVEL_IMMORTAL ) )
{
act ( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char ( ch, obj );
act ( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act ( "You stop using $p.", ch, obj, NULL, TO_CHAR );
if ( IS_NPC ( ch ) )
return TRUE;
if ( ( obj->item_type == ITEM_DEMON_STONE ) && ( ch->pet != NULL ) &&
( ch->pet->pIndexData->vnum == MOB_VNUM_DEMON ) )
{
act ( "$N slowly fades away.", ch, NULL, ch->pet, TO_CHAR );
nuke_pets ( ch );
}
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace )
{
OBJ_DATA *shieldobj;
char buf[MAX_STRING_LENGTH];
if ( ( ( ch->level < obj->level ) && ( ch->class < MAX_CLASS / 2 ) &&
( obj->level > 19 ) ) || ( ( ch->level < obj->level ) &&
( ch->class >= MAX_CLASS / 2 ) &&
( obj->level > 27 ) ) )
{
sprintf ( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char ( buf, ch );
act ( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL,
TO_ROOM );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj ( ch, WEAR_LIGHT, fReplace ) )
return;
act ( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act ( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char ( ch, WEAR_FINGER_L ) != NULL &&
get_eq_char ( ch, WEAR_FINGER_R ) != NULL &&
!remove_obj ( ch, WEAR_FINGER_L, fReplace ) &&
!remove_obj ( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char ( ch, WEAR_FINGER_L ) == NULL )
{
act ( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your left finger.", ch, obj, NULL,
TO_CHAR );
equip_char ( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char ( ch, WEAR_FINGER_R ) == NULL )
{
act ( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your right finger.", ch, obj, NULL,
TO_CHAR );
equip_char ( ch, obj, WEAR_FINGER_R );
return;
}
bug ( "Wear_obj: no free finger.", 0 );
send_to_char ( "You already wear two rings.\n\r", ch );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char ( ch, WEAR_NECK_1 ) != NULL &&
get_eq_char ( ch, WEAR_NECK_2 ) != NULL &&
!remove_obj ( ch, WEAR_NECK_1, fReplace ) &&
!remove_obj ( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char ( ch, WEAR_NECK_1 ) == NULL )
{
act ( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char ( ch, WEAR_NECK_2 ) == NULL )
{
act ( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_NECK_2 );
return;
}
bug ( "Wear_obj: no free neck.", 0 );
send_to_char ( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj ( ch, WEAR_BODY, fReplace ) )
return;
act ( "$n wears $p on $s body.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your body.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj ( ch, WEAR_FACE, fReplace ) )
return;
act ( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj ( ch, WEAR_HEAD, fReplace ) )
return;
act ( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj ( ch, WEAR_LEGS, fReplace ) )
return;
act ( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj ( ch, WEAR_FEET, fReplace ) )
return;
act ( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj ( ch, WEAR_HANDS, fReplace ) )
return;
act ( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj ( ch, WEAR_ARMS, fReplace ) )
return;
act ( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj ( ch, WEAR_ABOUT, fReplace ) )
return;
act ( "$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p about your torso.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj ( ch, WEAR_WAIST, fReplace ) )
return;
act ( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char ( ch, WEAR_WRIST_L ) != NULL &&
get_eq_char ( ch, WEAR_WRIST_R ) != NULL &&
!remove_obj ( ch, WEAR_WRIST_L, fReplace ) &&
!remove_obj ( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char ( ch, WEAR_WRIST_L ) == NULL )
{
act ( "$n wears $p around $s left wrist.", ch, obj, NULL,
TO_ROOM );
act ( "You wear $p around your left wrist.", ch, obj, NULL,
TO_CHAR );
equip_char ( ch, obj, WEAR_WRIST_L );
return;
}
if ( get_eq_char ( ch, WEAR_WRIST_R ) == NULL )
{
act ( "$n wears $p around $s right wrist.", ch, obj, NULL,
TO_ROOM );
act ( "You wear $p around your right wrist.", ch, obj, NULL,
TO_CHAR );
equip_char ( ch, obj, WEAR_WRIST_R );
return;
}
bug ( "Wear_obj: no free wrist.", 0 );
send_to_char ( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_SHIELD ) )
{
OBJ_DATA *weapon;
bool levitate;
if ( !remove_obj ( ch, WEAR_SHIELD, fReplace ) )
return;
if ( !remove_obj ( ch, WEAR_SHIELD, fReplace ) )
return;
weapon = get_eq_char ( ch, WEAR_WIELD );
levitate = ( ( get_skill ( ch, gsn_shield_levitation ) != 0 ) &&
( skill_table[gsn_shield_levitation].
skill_level[ch->class] <= ch->level ) );
if ( weapon != NULL && IS_WEAPON_STAT ( weapon, WEAPON_TWO_HANDS ) &&
!levitate )
{
send_to_char ( "Your hands are tied up with your weapon!\n\r",
ch );
return;
}
if ( ( get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) && !levitate )
{
send_to_char
( "You cannot use a shield while using 2 weapons.\n\r", ch );
return;
}
if ( !levitate )
{
act ( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
}
if ( levitate )
{
if ( ( weapon != NULL &&
IS_WEAPON_STAT ( weapon, WEAPON_TWO_HANDS ) ) ||
( get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) )
{
act ( "$n levitates $p in front of $m.", ch, obj, NULL,
TO_ROOM );
act ( "You levitate $p in front of you.", ch, obj, NULL,
TO_CHAR );
}
else
{
act ( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
}
}
equip_char ( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR ( obj, ITEM_WIELD ) )
{
int sn, skill;
bool levitate;
levitate = ( ( get_skill ( ch, gsn_shield_levitation ) != 0 ) &&
( skill_table[gsn_shield_levitation].
skill_level[ch->class] <= ch->level ) );
if ( !remove_obj ( ch, WEAR_WIELD, fReplace ) )
return;
if ( !IS_NPC ( ch ) &&
get_obj_weight ( obj ) >
( str_app[get_curr_stat ( ch, STAT_STR )].wield * 10 ) )
{
send_to_char ( "It is too heavy for you to wield.\n\r", ch );
return;
}
if ( !IS_NPC ( ch ) && IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) &&
( get_eq_char ( ch, WEAR_SHIELD ) != NULL ||
get_eq_char ( ch, WEAR_SECONDARY ) != NULL ) )
{
if ( !levitate && IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) &&
get_eq_char ( ch, WEAR_SHIELD ) != NULL )
{
send_to_char ( "You need two hands free for that weapon.\n\r",
ch );
return;
}
if ( !IS_NPC ( ch ) && IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) &&
get_eq_char ( ch, WEAR_SECONDARY ) != NULL )
{
send_to_char ( "You need two hands free for that weapon.\n\r",
ch );
return;
}
else
{
shieldobj = get_eq_char ( ch, WEAR_SHIELD );
act ( "$n levitates $p in front of $m.", ch, shieldobj, NULL,
TO_ROOM );
act ( "You levitate $p in front of you.", ch, shieldobj, NULL,
TO_CHAR );
}
}
act ( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act ( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_WIELD );
sn = get_weapon_sn ( ch );
if ( sn == gsn_hand_to_hand )
return;
skill = get_weapon_skill ( ch, sn );
if ( skill >= 100 )
act ( "$p feels like a part of you!", ch, obj, NULL, TO_CHAR );
else if ( skill > 85 )
act ( "You feel quite confident with $p.", ch, obj, NULL,
TO_CHAR );
else if ( skill > 70 )
act ( "You are skilled with $p.", ch, obj, NULL, TO_CHAR );
else if ( skill > 50 )
act ( "Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR );
else if ( skill > 25 )
act ( "$p feels a little clumsy in your hands.", ch, obj, NULL,
TO_CHAR );
else if ( skill > 1 )
act ( "You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR );
else
act ( "You don't even know which end is up on $p.", ch, obj, NULL,
TO_CHAR );
return;
}
if ( CAN_WEAR ( obj, ITEM_HOLD ) )
{
if ( !remove_obj ( ch, WEAR_HOLD, fReplace ) )
return;
if ( get_eq_char ( ch, WEAR_SECONDARY ) != NULL )
{
send_to_char
( "You cannot hold an item while using 2 weapons.\n\r", ch );
return;
}
act ( "$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM );
act ( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_HOLD );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_FLOAT ) )
{
if ( !remove_obj ( ch, WEAR_FLOAT, fReplace ) )
return;
act ( "$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM );
act ( "You release $p and it floats next to you.", ch, obj, NULL,
TO_CHAR );
equip_char ( ch, obj, WEAR_FLOAT );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_ANKLE ) )
{
if ( get_eq_char ( ch, WEAR_ANKLE_L ) != NULL &&
get_eq_char ( ch, WEAR_ANKLE_R ) != NULL &&
!remove_obj ( ch, WEAR_ANKLE_L, fReplace ) &&
!remove_obj ( ch, WEAR_ANKLE_R, fReplace ) )
return;
if ( get_eq_char ( ch, WEAR_ANKLE_L ) == NULL )
{
act ( "$n wears $p on $s left ankle.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your left ankle.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_ANKLE_L );
return;
}
if ( get_eq_char ( ch, WEAR_ANKLE_R ) == NULL )
{
act ( "$n wears $p on $s right ankle.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your right ankle.", ch, obj, NULL,
TO_CHAR );
equip_char ( ch, obj, WEAR_ANKLE_R );
return;
}
bug ( "Wear_obj: no free ankle.", 0 );
send_to_char ( "You already wearing two anklets.\n\r", ch );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_TATTOO ) )
{
if ( !remove_obj ( ch, WEAR_TATTOO, fReplace ) )
return;
act ( "$n wears $p as a tattoo.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p as a tattoo.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_TATTOO );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_CTATTOO ) )
{
if ( !remove_obj ( ch, WEAR_CTATTOO, fReplace ) )
return;
act ( "$n wears $p as a clan tattoo.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p as a clan tattoo.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_CTATTOO );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_AURA ) )
{
if ( !remove_obj ( ch, WEAR_AURA, fReplace ) )
return;
act ( "$n's aura is $p.", ch, obj, NULL, TO_ROOM );
act ( "Your aura is now $p.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_AURA );
return;
}
if ( CAN_WEAR ( obj, ITEM_WEAR_EAR ) )
{
if ( get_eq_char ( ch, WEAR_EAR_L ) != NULL &&
get_eq_char ( ch, WEAR_EAR_R ) != NULL &&
!remove_obj ( ch, WEAR_EAR_L, fReplace ) &&
!remove_obj ( ch, WEAR_EAR_R, fReplace ) )
return;
if ( get_eq_char ( ch, WEAR_EAR_L ) == NULL )
{
act ( "$n wears $p on $s left ear.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your left ear.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_EAR_L );
return;
}
if ( get_eq_char ( ch, WEAR_EAR_R ) == NULL )
{
act ( "$n wears $p on $s right ear.", ch, obj, NULL, TO_ROOM );
act ( "You wear $p on your right ear.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_EAR_R );
return;
}
bug ( "Wear_obj: no free ear.", 0 );
send_to_char ( "You already wearing two earrings.\n\r", ch );
return;
}
if ( fReplace )
send_to_char ( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
CH_CMD ( do_wear )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp ( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj ( ch, obj ) )
wear_obj ( ch, obj, FALSE );
}
return;
}
else
{
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
wear_obj ( ch, obj, TRUE );
}
return;
}
CH_CMD ( do_remove )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Remove what?\n\r", ch );
return;
}
if ( str_cmp ( arg, "all" ) && str_prefix ( "all.", arg ) )
{
if ( ( obj = get_obj_wear ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
remove_obj ( ch, obj->wear_loc, TRUE );
}
else
{
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name ( &arg[4], obj->name ) ) &&
can_see_obj ( ch, obj ) && obj->wear_loc != WEAR_NONE )
{
found = TRUE;
remove_obj ( ch, obj->wear_loc, TRUE );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act ( "You are not wearing anything.", ch, NULL, arg,
TO_CHAR );
else
act ( "You are not wearing any $T.", ch, NULL, &arg[4],
TO_CHAR );
}
}
return;
}
CH_CMD ( do_sacrifice )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int silver;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument ( argument, arg );
if ( arg[0] == '\0' || !str_cmp ( arg, ch->name ) )
{
act ( "$n offers $mself to $G, who graciously declines.", ch, NULL,
NULL, TO_ROOM );
act ( "$G appreciates your offer and may accept it later.", ch, NULL,
NULL, TO_CHAR );
return;
}
if ( !str_cmp ( "all", arg ) || !str_prefix ( "all.", arg ) )
{
OBJ_DATA *obj_next;
bool found = FALSE;
for ( obj = ch->in_room->contents; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( arg[3] != '\0' && !is_name ( &arg[4], obj->name ) )
continue;
if ( ( !CAN_WEAR ( obj, ITEM_TAKE ) ||
CAN_WEAR ( obj, ITEM_NO_SAC ) ) ||
( obj->item_type == ITEM_CORPSE_PC && obj->contains ) )
continue;
silver = UMAX ( 1, obj->level * 3 );
if ( obj->item_type != ITEM_CORPSE_NPC &&
obj->item_type != ITEM_CORPSE_PC )
silver = UMIN ( silver, obj->cost );
found = TRUE;
printf_to_char ( ch,
"{cLoki gives you {Y%d{c silver for your sacrifice of {w%s{c.{x\n\r",
silver, obj->short_descr );
act ( "$n sacrifices $p to Loki.", ch, obj, NULL, TO_ROOM );
ch->silver += silver;
extract_obj ( obj );
if ( IS_SET ( ch->act, PLR_AUTOSPLIT ) )
{
members = 0;
for ( gch = ch->in_room->people; gch;
gch = gch->next_in_room )
if ( is_same_group ( ch, gch ) )
members++;
if ( members > 1 && silver > 1 )
{
sprintf ( buf, "%d", silver );
}
}
}
if ( found )
wiznet
( "$N sends up everything in that room as a burnt offering.",
ch, obj, WIZ_SECURE, 0, 0 );
else
send_to_char ( "There is nothing sacrificable in this room.\n\r",
ch );
return;
}
obj = get_obj_list ( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_CORPSE_PC )
{
if ( obj->contains )
{
act ( "$G wouldn't like that.", ch, NULL, NULL, TO_CHAR );
return;
}
}
if ( !CAN_WEAR ( obj, ITEM_TAKE ) || CAN_WEAR ( obj, ITEM_NO_SAC ) )
{
act ( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
silver = UMAX ( 1, obj->level * 3 );
if ( obj->item_type != ITEM_CORPSE_NPC &&
obj->item_type != ITEM_CORPSE_PC )
silver = UMIN ( silver, obj->cost );
if ( silver == 1 )
{
act ( "$G gives you one silver coin for your sacrifice.", ch, NULL,
NULL, TO_CHAR );
}
else
{
sprintf ( buf, "$G gives you {g%d{x silver coins for your sacrifice.",
silver );
act ( buf, ch, NULL, NULL, TO_CHAR );
}
add_cost ( ch, silver, VALUE_SILVER );
if ( IS_SET ( ch->act, PLR_AUTOSPLIT ) )
{ /* AUTOSPLIT code */
members = 0;
for ( gch = ch->in_room->people; gch != NULL;
gch = gch->next_in_room )
{
if ( is_same_group ( gch, ch ) )
members++;
}
if ( members > 1 && silver > 1 )
{
sprintf ( buffer, "%d", silver );
do_split ( ch, buffer );
}
}
act ( "$n sacrifices $p to $G.", ch, obj, NULL, TO_ROOM );
wiznet ( "$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0,
0 );
extract_obj ( obj );
return;
}
CH_CMD ( do_quaff )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
send_to_char ( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char ( "You can quaff only potions.\n\r", ch );
return;
}
if ( ch->stunned )
{
send_to_char ( "You're still a little woozy.\n\r", ch );
return;
}
if ( ch->level < obj->level )
{
send_to_char ( "This liquid is too powerful for you to drink.\n\r",
ch );
return;
}
act ( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act ( "You quaff $p.", ch, obj, NULL, TO_CHAR );
obj_cast_spell ( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[3], obj->value[0], ch, ch, NULL );
obj_cast_spell ( obj->value[4], obj->value[0], ch, ch, NULL );
extract_obj ( obj );
return;
}
CH_CMD ( do_recite )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( ( scroll = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char ( "You can recite only scrolls.\n\r", ch );
return;
}
if ( ch->stunned )
{
send_to_char ( "You're still a little woozy.\n\r", ch );
return;
}
if ( ch->level < scroll->level )
{
send_to_char
( "This scroll is too complex for you to comprehend.\n\r", ch );
return;
}
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL &&
( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
}
act ( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act ( "You recite $p.", ch, scroll, NULL, TO_CHAR );
if ( number_percent ( ) >= 20 + get_skill ( ch, gsn_scrolls ) * 4 / 5 )
{
send_to_char ( "You mispronounce a syllable.\n\r", ch );
check_improve ( ch, gsn_scrolls, FALSE, 2 );
}
else
{
obj_cast_spell ( scroll->value[1], scroll->value[0], ch, victim,
obj );
obj_cast_spell ( scroll->value[2], scroll->value[0], ch, victim,
obj );
obj_cast_spell ( scroll->value[3], scroll->value[0], ch, victim,
obj );
obj_cast_spell ( scroll->value[4], scroll->value[0], ch, victim,
obj );
check_improve ( ch, gsn_scrolls, TRUE, 2 );
}
extract_obj ( scroll );
return;
}
CH_CMD ( do_brandish )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char ( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char ( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char ( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ch->stunned )
{
send_to_char ( "You're still a little woozy.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL ||
skill_table[sn].spell_fun == 0 )
{
bug ( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act ( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act ( "You brandish $p.", ch, staff, NULL, TO_CHAR );
if ( ch->level < staff->level ||
number_percent ( ) >= 20 + get_skill ( ch,
gsn_staves ) * 4 / 5 )
{
act ( "You fail to invoke $p.", ch, staff, NULL, TO_CHAR );
act ( "...and nothing happens.", ch, NULL, NULL, TO_ROOM );
check_improve ( ch, gsn_staves, FALSE, 2 );
}
else
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug ( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC ( ch ) ? IS_NPC ( vch ) :
!IS_NPC ( vch ) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC ( ch ) ? !IS_NPC ( vch ) :
IS_NPC ( vch ) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell ( staff->value[3], staff->value[0], ch, vch,
NULL );
check_improve ( ch, gsn_staves, TRUE, 2 );
}
}
if ( --staff->value[2] <= 0 )
{
act ( "$n's $p blazes bright and is gone.", ch, staff, NULL,
TO_ROOM );
act ( "Your $p blazes bright and is gone.", ch, staff, NULL,
TO_CHAR );
extract_obj ( staff );
}
return;
}
CH_CMD ( do_zap )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char ( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char ( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char ( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char ( "You can zap only with a wand.\n\r", ch );
return;
}
if ( ch->stunned )
{
send_to_char ( "You're still a little woozy.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char ( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL &&
( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act ( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
act ( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
}
else
{
act ( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act ( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
if ( ch->level < wand->level ||
number_percent ( ) >= 20 + get_skill ( ch, gsn_wands ) * 4 / 5 )
{
act ( "Your efforts with $p produce only smoke and sparks.", ch,
wand, NULL, TO_CHAR );
act ( "$n's efforts with $p produce only smoke and sparks.", ch,
wand, NULL, TO_ROOM );
check_improve ( ch, gsn_wands, FALSE, 2 );
}
else
{
obj_cast_spell ( wand->value[3], wand->value[0], ch, victim,
obj );
check_improve ( ch, gsn_wands, TRUE, 2 );
}
}
if ( --wand->value[2] <= 0 )
{
act ( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act ( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj ( wand );
}
return;
}
CH_CMD ( do_itake )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char ( "Take what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world ( ch, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( victim, arg1 ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
obj_from_char ( obj );
obj_to_char ( obj, ch );
send_to_char ( "Item Taken From Character!\n\r", ch );
return;
}
CH_CMD ( do_steal )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char ( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char ( "That's pointless.\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( IS_NPC ( victim ) && victim->position == POS_FIGHTING )
{
send_to_char ( "Kill stealing is not permitted.\n\r"
"You'd better not -- you might get hit.\n\r", ch );
return;
}
WAIT_STATE ( ch, skill_table[gsn_steal].beats );
percent = number_percent ( );
if ( get_skill ( ch, gsn_steal ) >= 1 )
percent += ( IS_AWAKE ( victim ) ? 10 : -50 );
if ( ( ( ch->level + 7 < victim->level || ch->level - 7 > victim->level )
&& !IS_NPC ( victim ) && !IS_NPC ( ch ) ) || ( !IS_NPC ( ch ) &&
percent >
get_skill ( ch,
gsn_steal ) )
|| ( !IS_NPC ( ch ) && !is_clan ( ch ) ) )
{
/*
* Failure.
*/
send_to_char ( "Oops.\n\r", ch );
act ( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act ( "$n tried to steal from $N.\n\r", ch, NULL, victim,
TO_NOTVICT );
switch ( number_range ( 0, 3 ) )
{
case 0:
sprintf ( buf, "{z{R%s{x{R is a lousy thief!{x", ch->name );
break;
case 1:
sprintf ( buf,
"{z{R%s{x{R couldn't rob %s way out of a paper bag!{x",
ch->name, ( ch->sex == 2 ) ? "her" : "his" );
break;
case 2:
sprintf ( buf, "{z{R%s{x{R tried to rob me!{x", ch->name );
break;
case 3:
sprintf ( buf, "{RKeep your hands out of there, {z%s{x{R!{x",
ch->name );
break;
}
do_yell ( victim, buf );
if ( !IS_NPC ( ch ) )
{
if ( IS_NPC ( victim ) )
{
check_improve ( ch, gsn_steal, FALSE, 2 );
multi_hit ( victim, ch, TYPE_UNDEFINED );
}
else
{
sprintf ( buf, "{R$N{x tried to steal from {B%s{x.",
victim->name );
wiznet ( buf, ch, NULL, WIZ_FLAGS, 0, 0 );
}
}
return;
}
if ( !str_cmp ( arg1, "coin" ) || !str_cmp ( arg1, "coins" ) ||
!str_cmp ( arg1, "gold" ) || !str_cmp ( arg1, "silver" ) )
{
int gold, silver;
gold = victim->gold * number_range ( 1, ch->level ) / 60;
silver = victim->silver * number_range ( 1, ch->level ) / 60;
if ( gold <= 0 && silver <= 0 )
{
send_to_char ( "You couldn't get any coins.\n\r", ch );
return;
}
ch->gold += gold;
ch->silver += silver;
victim->silver -= silver;
victim->gold -= gold;
if ( silver <= 0 )
sprintf ( buf, "Bingo! You got {g%d{x gold coins.\n\r", gold );
else if ( gold <= 0 )
sprintf ( buf, "Bingo! You got {g%d{x silver coins.\n\r",
silver );
else
sprintf ( buf,
"Bingo! You got {g%d{x silver and {g%d{x gold coins.\n\r",
silver, gold );
send_to_char ( buf, ch );
check_improve ( ch, gsn_steal, TRUE, 2 );
return;
}
if ( ( obj = get_obj_carry ( victim, arg1 ) ) == NULL )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) ||
IS_SET ( obj->extra_flags, ITEM_INVENTORY ) ||
obj->level > ch->level )
{
send_to_char ( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) )
{
send_to_char ( "You have your hands full.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight ( obj ) > can_carry_w ( ch ) )
{
send_to_char ( "You can't carry that much weight.\n\r", ch );
return;
}
obj_from_char ( obj );
obj_to_char ( obj, ch );
check_improve ( ch, gsn_steal, TRUE, 2 );
send_to_char ( "Got it!\n\r", ch );
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper ( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *keeper;
SHOP_DATA *pShop;
pShop = NULL;
for ( keeper = ch->in_room->people; keeper;
keeper = keeper->next_in_room )
{
if ( IS_NPC ( keeper ) &&
( pShop = keeper->pIndexData->pShop ) != NULL )
break;
}
if ( pShop == NULL )
{
send_to_char ( "You can't do that here.\n\r", ch );
return NULL;
}
/*
* Undesirables.
*/
if ( !IS_NPC ( ch ) && IS_SET ( ch->act, PLR_TWIT ) )
{
do_say ( keeper, "{aTwits are not welcome!{x" );
sprintf ( buf, "{a%s the {z{RTWIT{x is over here!{x\n\r", ch->name );
do_yell ( keeper, buf );
return NULL;
}
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say ( keeper, "{aSorry, I am closed. Come back later.{x" );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say ( keeper, "{aSorry, I am closed. Come back tomorrow.{x" );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see ( keeper, ch ) )
{
do_say ( keeper, "{aI don't trade with folks I can't see.{x" );
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper ( OBJ_DATA * obj, CHAR_DATA * ch )
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for ( t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next )
{
t_obj_next = t_obj->next_content;
if ( obj->pIndexData == t_obj->pIndexData &&
!str_cmp ( obj->short_descr, t_obj->short_descr ) )
{
/* if this is an unlimited item, destroy the new one */
if ( IS_OBJ_STAT ( t_obj, ITEM_INVENTORY ) )
{
extract_obj ( obj );
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if ( t_obj == NULL )
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number ( obj );
ch->carry_weight += get_obj_weight ( obj );
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper ( CHAR_DATA * ch, CHAR_DATA * keeper,
char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument ( argument, arg );
count = 0;
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE && can_see_obj ( keeper, obj ) &&
can_see_obj ( ch, obj ) && is_name ( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/* skip other objects of the same name */
while ( obj->next_content != NULL &&
obj->pIndexData == obj->next_content->pIndexData &&
!str_cmp ( obj->short_descr,
obj->next_content->short_descr ) )
obj = obj->next_content;
}
}
return NULL;
}
int get_cost ( CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if ( !IS_OBJ_STAT ( obj, ITEM_SELL_EXTRACT ) )
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData &&
!str_cmp ( obj->short_descr, obj2->short_descr ) )
{
if ( IS_OBJ_STAT ( obj2, ITEM_INVENTORY ) )
cost /= 2;
else
cost = cost * 3 / 4;
}
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if ( obj->value[1] == 0 )
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
CH_CMD ( do_buy )
{
char buf[MAX_STRING_LENGTH];
int cost, roll;
long multicost;
if ( argument[0] == '\0' )
{
send_to_char ( "Buy what?\n\r", ch );
return;
}
smash_tilde ( argument );
if ( IS_SET ( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
if ( IS_NPC ( ch ) )
return;
argument = one_argument ( argument, arg );
/* hack to make new thalos pets work */
if ( ch->in_room->vnum == 9621 )
pRoomIndexNext = get_room_index ( 9706 );
else
pRoomIndexNext = get_room_index ( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug ( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char ( "Sorry, you can't buy that here.\n\r", ch );
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room ( ch, arg );
ch->in_room = in_room;
if ( pet == NULL || !IS_SET ( pet->act, ACT_PET ) )
{
send_to_char ( "Sorry, you can't buy that here.\n\r", ch );
return;
}
if ( ch->pet != NULL )
{
send_to_char ( "You already own a pet.\n\r", ch );
return;
}
cost = 10 * pet->level * pet->level;
if ( ( ch->silver + ( 100 * ch->gold ) + ( 10000 * ch->platinum ) ) <
cost )
{
send_to_char ( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char
( "You're not powerful enough to master this pet.\n\r", ch );
return;
}
/* haggle */
roll = number_percent ( );
if ( roll < get_skill ( ch, gsn_haggle ) )
{
cost -= cost / 2 * roll / 100;
sprintf ( buf, "You haggle the price down to {g%d{x coins.\n\r",
cost );
send_to_char ( buf, ch );
check_improve ( ch, gsn_haggle, TRUE, 4 );
}
deduct_cost ( ch, cost, VALUE_SILVER );
pet = create_mobile ( pet->pIndexData );
SET_BIT ( pet->act, ACT_PET );
SET_BIT ( pet->affected_by, AFF_CHARM );
pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
argument = one_argument ( argument, arg );
if ( arg[0] != '\0' )
{
sprintf ( buf, "%s %s", pet->name, arg );
free_string ( pet->name );
pet->name = str_dup ( buf );
}
sprintf ( buf, "%sA neck tag says '{cI belong to %s{x'.\n\r",
pet->description, ch->name );
free_string ( pet->description );
pet->description = str_dup ( buf );
char_to_room ( pet, ch->in_room );
add_follower ( pet, ch );
pet->leader = ch;
ch->pet = pet;
pet->alignment = ch->alignment;
send_to_char ( "Enjoy your pet.\n\r", ch );
act ( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj, *t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
number = mult_argument ( argument, arg );
obj = get_obj_keeper ( ch, keeper, arg );
cost = get_cost ( keeper, obj, TRUE );
if ( cost <= 0 || !can_see_obj ( ch, obj ) )
{
act ( "$n tells you '{aI don't sell that -- try '{Mlist{a'{x'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( number < 0 )
{
act ( "$n tells you '{aNice try, jackass!{x'.", keeper, NULL, ch,
TO_VICT );
ch->reply = keeper;
multi_hit ( keeper, ch, TYPE_UNDEFINED );
return;
}
if ( number == 0 )
number = 1;
if ( !IS_OBJ_STAT ( obj, ITEM_INVENTORY ) )
{
for ( t_obj = obj->next_content; count < number && t_obj != NULL;
t_obj = t_obj->next_content )
{
if ( t_obj->pIndexData == obj->pIndexData &&
!str_cmp ( t_obj->short_descr, obj->short_descr ) )
count++;
else
break;
}
if ( count < number )
{
act ( "$n tells you '{aI don't have that many in stock{x'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
}
if ( ( ch->silver + ( ch->gold * 100 ) + ( ch->platinum * 10000 ) ) <
cost * number )
{
if ( number > 1 )
act ( "$n tells you '{aYou can't afford to buy that many{x'.",
keeper, obj, ch, TO_VICT );
else
act ( "$n tells you '{aYou can't afford to buy $p{x'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ( ( obj->level > ch->level ) && ( ch->class < MAX_CLASS / 2 ) &&
( obj->level > 19 ) ) || ( ( obj->level > ch->level ) &&
( ch->class >= MAX_CLASS / 2 ) &&
( obj->level > 27 ) ) )
{
act ( "$n tells you '{aYou can't use $p {ayet{x'.", keeper, obj,
ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + number * get_obj_number ( obj ) >
can_carry_n ( ch ) )
{
send_to_char ( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight ( obj ) >
can_carry_w ( ch ) )
{
send_to_char ( "You can't carry that much weight.\n\r", ch );
return;
}
/* haggle */
roll = number_percent ( );
if ( !IS_OBJ_STAT ( obj, ITEM_SELL_EXTRACT ) &&
roll < get_skill ( ch, gsn_haggle ) )
{
cost -= obj->cost / 2 * roll / 100;
act ( "You haggle with $N.", ch, NULL, keeper, TO_CHAR );
check_improve ( ch, gsn_haggle, TRUE, 4 );
}
if ( number > 1 )
{
sprintf ( buf, "$n buys $p[%d].", number );
act ( buf, ch, obj, NULL, TO_ROOM );
sprintf ( buf, "You buy $p[%d] for {g%d{x silver.", number,
cost * number );
act ( buf, ch, obj, NULL, TO_CHAR );
}
else
{
act ( "$n buys $p.", ch, obj, NULL, TO_ROOM );
sprintf ( buf, "You buy $p for {g%d{x silver.", cost );
act ( buf, ch, obj, NULL, TO_CHAR );
}
multicost = cost * number;
while ( multicost >= 100000 )
{
deduct_cost ( ch, 10, VALUE_PLATINUM );
add_cost ( keeper, 10, VALUE_PLATINUM );
multicost -= 100000;
}
while ( multicost >= 10000 )
{
deduct_cost ( ch, 1, VALUE_PLATINUM );
add_cost ( keeper, 1, VALUE_PLATINUM );
multicost -= 10000;
}
while ( multicost >= 1000 )
{
deduct_cost ( ch, 10, VALUE_GOLD );
add_cost ( keeper, 10, VALUE_GOLD );
multicost -= 1000;
}
while ( multicost >= 100 )
{
deduct_cost ( ch, 1, VALUE_GOLD );
add_cost ( keeper, 1, VALUE_GOLD );
multicost -= 100;
}
if ( multicost > 0 )
{
roll = multicost;
deduct_cost ( ch, roll, VALUE_SILVER );
add_cost ( keeper, roll, VALUE_SILVER );
}
for ( count = 0; count < number; count++ )
{
if ( IS_SET ( obj->extra_flags, ITEM_INVENTORY ) )
t_obj = create_object ( obj->pIndexData, obj->level );
else
{
t_obj = obj;
obj = obj->next_content;
obj_from_char ( t_obj );
}
if ( t_obj->timer > 0 && !IS_OBJ_STAT ( t_obj, ITEM_HAD_TIMER ) )
t_obj->timer = 0;
REMOVE_BIT ( t_obj->extra_flags, ITEM_HAD_TIMER );
obj_to_char ( t_obj, ch );
if ( cost < t_obj->cost )
t_obj->cost = cost;
}
}
}
CH_CMD ( do_list )
{
char buf[MAX_STRING_LENGTH];
if ( IS_SET ( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
bool found;
/* hack to make new thalos pets work */
if ( ch->in_room->vnum == 9621 )
pRoomIndexNext = get_room_index ( 9706 );
else
pRoomIndexNext = get_room_index ( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug ( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char ( "You can't do that here.\n\r", ch );
return;
}
found = FALSE;
for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
{
if ( IS_SET ( pet->act, ACT_PET ) )
{
if ( !found )
{
found = TRUE;
send_to_char ( "Pets for sale:\n\r", ch );
}
sprintf ( buf, "{g[{G%-3d{g]{W %8d{x - %s\n\r", pet->level,
10 * pet->level * pet->level, pet->short_descr );
send_to_char ( buf, ch );
}
}
if ( !found )
send_to_char ( "Sorry, we're out of pets right now.\n\r", ch );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost, count;
bool found;
char arg[MAX_INPUT_LENGTH];
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
one_argument ( argument, arg );
found = FALSE;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE && can_see_obj ( ch, obj ) &&
( cost = get_cost ( keeper, obj, TRUE ) ) > 0 &&
( arg[0] == '\0' || is_name ( arg, obj->name ) ) )
{
if ( !found )
{
found = TRUE;
send_to_char ( "{g[{GLvl {WPrice {yQty{g]{x Item\n\r",
ch );
}
if ( IS_OBJ_STAT ( obj, ITEM_INVENTORY ) )
sprintf ( buf, "{g[{G%3d {W%6d{y -- {g]{x %s\n\r",
obj->level, cost, obj->short_descr );
else
{
count = 1;
while ( obj->next_content != NULL &&
obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp ( obj->short_descr,
obj->next_content->short_descr ) )
{
obj = obj->next_content;
count++;
}
sprintf ( buf, "{g[{G%3d{W %6d{y %2d {g]{x %s\n\r",
obj->level, cost, count, obj->short_descr );
}
send_to_char ( buf, ch );
}
}
if ( !found )
send_to_char ( "You can't buy anything here.\n\r", ch );
return;
}
}
CH_CMD ( do_sell )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost, roll;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Sell what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
act ( "$n tells you '{aYou don't have that item{x'.", keeper, NULL,
ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
{
send_to_char ( "You should sell that to the questor instead!\n\r",
ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "{RYou can't let go of it{z!!{x\n\r", ch );
return;
}
if ( !can_see_obj ( keeper, obj ) )
{
act ( "$n doesn't see what you are offering.", keeper, NULL, ch,
TO_VICT );
return;
}
if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 )
{
act ( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( cost >
( keeper->silver + ( 100 * keeper->gold ) +
( 10000 * keeper->platinum ) ) )
{
act ( "$n tells you '{aI'm afraid I don't have enough wealth to buy $p{x'.", keeper, obj, ch, TO_VICT );
return;
}
act ( "$n sells $p.", ch, obj, NULL, TO_ROOM );
/* haggle */
roll = number_percent ( );
if ( !IS_OBJ_STAT ( obj, ITEM_SELL_EXTRACT ) &&
roll < get_skill ( ch, gsn_haggle ) )
{
send_to_char ( "You haggle with the shopkeeper.\n\r", ch );
cost += obj->cost / 2 * roll / 100;
cost = UMIN ( cost, 95 * get_cost ( keeper, obj, TRUE ) / 100 );
cost =
UMIN ( cost,
( keeper->silver + ( 100 * keeper->gold ) +
( 10000 * keeper->platinum ) ) );
check_improve ( ch, gsn_haggle, TRUE, 4 );
}
sprintf ( buf, "You sell $p for {g%d{x silver piece%s.", cost,
cost == 1 ? "" : "s" );
act ( buf, ch, obj, NULL, TO_CHAR );
while ( cost >= 10000 )
{
deduct_cost ( keeper, 1, VALUE_PLATINUM );
add_cost ( ch, 1, VALUE_PLATINUM );
cost -= 10000;
}
while ( cost >= 1000 )
{
deduct_cost ( keeper, 10, VALUE_GOLD );
add_cost ( ch, 10, VALUE_GOLD );
cost -= 1000;
}
while ( cost >= 100 )
{
deduct_cost ( keeper, 1, VALUE_GOLD );
add_cost ( ch, 1, VALUE_GOLD );
cost -= 100;
}
if ( cost > 0 )
{
deduct_cost ( keeper, cost, VALUE_SILVER );
add_cost ( ch, cost, VALUE_SILVER );
}
if ( obj->item_type == ITEM_TRASH ||
IS_OBJ_STAT ( obj, ITEM_SELL_EXTRACT ) )
{
extract_obj ( obj );
}
else
{
obj_from_char ( obj );
if ( obj->timer )
SET_BIT ( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range ( 50, 100 );
obj_to_keeper ( obj, keeper );
}
return;
}
CH_CMD ( do_value )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char ( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper ( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry ( ch, arg ) ) == NULL )
{
act ( "$n tells you '{aYou don't have that item{x'.", keeper, NULL,
ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_see_obj ( keeper, obj ) )
{
act ( "$n doesn't see what you are offering.", keeper, NULL, ch,
TO_VICT );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 )
{
act ( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
sprintf ( buf,
"$n tells you '{aI'll give you {g%d{a silver coin%s for $p{x'.",
cost, cost == 1 ? "" : "s" );
act ( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
CH_CMD ( do_second )
/* wear object as a secondary weapon */
{
OBJ_DATA *shieldobj;
OBJ_DATA *obj;
int skill, sn;
char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */
bool levitate;
levitate = ( ( get_skill ( ch, gsn_shield_levitation ) != 0 ) &&
( skill_table[gsn_shield_levitation].
skill_level[ch->class] <= ch->level ) );
if ( argument[0] == '\0' ) /* empty */
{
send_to_char ( "Wear which weapon in your off-hand?\n\r", ch );
return;
}
obj = get_obj_carry ( ch, argument ); /* find the obj withing ch's inventory */
if ( obj == NULL )
{
send_to_char ( "You have no such thing in your backpack.\n\r", ch );
return;
}
if ( !CAN_WEAR ( obj, ITEM_WIELD ) )
{
send_to_char ( "You can't second that!\n\r", ch );
return;
}
/* check if the char is using a shield or a held weapon */
if ( get_eq_char ( ch, WEAR_SHIELD ) && !levitate )
{
send_to_char
( "You cannot use a secondary weapon while using a shield.\n\r",
ch );
return;
}
if ( get_eq_char ( ch, WEAR_HOLD ) )
{
send_to_char
( "You cannot use a secondary weapon while holding an item.\n\r",
ch );
return;
}
if ( ( ( ch->level < obj->level ) && ( ch->class < MAX_CLASS / 2 ) &&
( obj->level > 19 ) ) || ( ( ch->level < obj->level ) &&
( ch->class >= MAX_CLASS / 2 ) &&
( obj->level > 27 ) ) )
{
sprintf ( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char ( buf, ch );
act ( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL,
TO_ROOM );
return;
}
/* check that the character is using a first weapon at all */
if ( get_eq_char ( ch, WEAR_WIELD ) == NULL ) /* oops - != here was a bit wrong :) */
{
send_to_char
( "You need to wield a primary weapon, before using a secondary one!\n\r",
ch );
return;
}
if ( IS_WEAPON_STAT ( get_eq_char ( ch, WEAR_WIELD ), WEAPON_TWO_HANDS ) )
{
send_to_char ( "Your primary weapon requires {z{Bboth{x hands!\n\r",
ch );
return;
}
if ( IS_WEAPON_STAT ( obj, WEAPON_TWO_HANDS ) )
{
send_to_char ( "This weapon requires {z{Bboth{x hands!\n\r", ch );
return;
}
/* check for str - secondary weapons have to be lighter */
if ( get_obj_weight ( obj ) >
( str_app[get_curr_stat ( ch, STAT_STR )].wield * 8 ) )
{
send_to_char
( "This weapon is too heavy to be used as a secondary weapon by you.\n\r",
ch );
return;
}
/* check if the secondary weapon is heavier than the primary weapon */
if ( ( get_obj_weight ( obj ) ) >
get_obj_weight ( get_eq_char ( ch, WEAR_WIELD ) ) )
{
send_to_char
( "Your secondary weapon cannot be heavier than the primary one.\n\r",
ch );
return;
}
/* at last - the char uses the weapon */
if ( !remove_obj ( ch, WEAR_SECONDARY, TRUE ) ) /* remove the current weapon if any */
return; /* remove obj tells about any no_remove */
/* char CAN use the item! that didn't take long at aaall */
if ( ( ( shieldobj = get_eq_char ( ch, WEAR_SHIELD ) ) != NULL ) &&
levitate )
{
act ( "$n levitates $p in front of $m.", ch, shieldobj, NULL,
TO_ROOM );
act ( "You levitate $p in front of you.", ch, shieldobj, NULL,
TO_CHAR );
}
act ( "$n wields $p in $s off-hand.", ch, obj, NULL, TO_ROOM );
act ( "You wield $p in your off-hand.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, WEAR_SECONDARY );
sn = get_weapon_sn ( ch );
if ( sn == gsn_hand_to_hand )
return;
skill =
( ( get_weapon_skill ( ch, sn ) * get_skill ( ch, gsn_dual_wield ) ) /
100 );
if ( skill >= 100 )
act ( "$p feels like a part of you!", ch, obj, NULL, TO_CHAR );
else if ( skill > 85 )
act ( "You feel quite confident with $p.", ch, obj, NULL, TO_CHAR );
else if ( skill > 70 )
act ( "You are skilled with $p.", ch, obj, NULL, TO_CHAR );
else if ( skill > 50 )
act ( "Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR );
else if ( skill > 25 )
act ( "$p feels a little clumsy in your hands.", ch, obj, NULL,
TO_CHAR );
else if ( skill > 1 )
act ( "You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR );
else
act ( "You don't even know which end is up on $p.", ch, obj, NULL,
TO_CHAR );
return;
}
bool can_quest ( CHAR_DATA * ch )
{
OBJ_DATA *object;
bool found;
if ( ch->desc == NULL )
return TRUE;
if ( ch->level > HERO )
return TRUE;
/*
* search the list of objects.
*/
found = TRUE;
for ( object = ch->carrying; object != NULL;
object = object->next_content )
{
if ( IS_OBJ_STAT ( object, ITEM_QUEST ) )
found = FALSE;
}
if ( found )
return TRUE;
return FALSE;
}