/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~*
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Misc module for general commands: not skills or spells *
****************************************************************************
* Note: Most of the stuff in here would go in act_obj.c, but act_obj was *
* getting big. *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
extern int top_exit;
/*
* Fill a container
* Many enhancements added by Thoric (ie: filling non-drink containers)
*/
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *source;
sh_int dest_item, src_item1, src_item2, src_item3;
int diff;
bool all = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/* munch optional words */
if ( (!str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" ))
&& argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
else
dest_item = obj->item_type;
src_item1 = src_item2 = src_item3 = -1;
switch( dest_item )
{
default:
act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
send_to_char( "You cannot fill that.\n\r", ch );
return;
/* place all fillable item types here */
case ITEM_DRINK_CON:
src_item1 = ITEM_FOUNTAIN; src_item2 = ITEM_BLOOD; break;
case ITEM_HERB_CON:
src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break;
case ITEM_PIPE:
src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break;
case ITEM_CONTAINER:
src_item1 = ITEM_CONTAINER; src_item2 = ITEM_CORPSE_NPC;
src_item3 = ITEM_CORPSE_PC; break;
}
if ( dest_item == ITEM_CONTAINER )
{
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( get_obj_weight( obj ) / obj->count
>= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
else
{
diff = obj->value[0] - obj->value[1];
if ( diff < 1 || obj->value[1] >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
if ( dest_item == ITEM_PIPE
&& IS_SET( obj->value[3], PIPE_FULLOFASH ) )
{
send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch );
return;
}
if ( arg2[0] != '\0' )
{
if ( dest_item == ITEM_CONTAINER
&& (!str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 )) )
{
all = TRUE;
source = NULL;
}
else
/* This used to let you fill a pipe from an object on the ground. Seems
to me you should be holding whatever you want to fill a pipe with.
It's nitpicking, but I needed to change it to get a mobprog to work
right. Check out Lord Fitzgibbon if you're curious. -Narn */
if ( dest_item == ITEM_PIPE )
{
if ( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
{
send_to_char( "You don't have that item.\n\r", ch );
return;
}
if ( source->item_type != src_item1 && source->item_type != src_item2
&& source->item_type != src_item3 )
{
act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
return;
}
}
else
{
if ( ( source = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You cannot find that item.\n\r", ch );
return;
}
}
}
else
source = NULL;
if ( !source && dest_item == ITEM_PIPE )
{
send_to_char( "Fill it with what?\n\r", ch );
return;
}
if ( !source )
{
bool found = FALSE;
OBJ_DATA *src_next;
found = FALSE;
separate_obj( obj );
for ( source = ch->in_room->first_content;
source;
source = src_next )
{
src_next = source->next_content;
if (dest_item == ITEM_CONTAINER)
{
if ( !CAN_WEAR(source, ITEM_TAKE)
|| (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
continue;
if ( all && arg2[3] == '.'
&& !nifty_is_name( &arg2[4], source->name ) )
continue;
obj_from_room(source);
if ( source->item_type == ITEM_MONEY )
{
ch->gold += source->value[0];
extract_obj( source );
}
else
obj_to_obj(source, obj);
found = TRUE;
}
else
if (source->item_type == src_item1
|| source->item_type == src_item2
|| source->item_type == src_item3)
{
found = TRUE;
break;
}
}
if ( !found )
{
switch( src_item1 )
{
default:
send_to_char( "There is nothing appropriate here!\n\r", ch );
return;
case ITEM_FOUNTAIN:
send_to_char( "There is no fountain or pool here!\n\r", ch );
return;
case ITEM_BLOOD:
send_to_char( "There is no blood pool here!\n\r", ch );
return;
case ITEM_HERB_CON:
send_to_char( "There are no herbs here!\n\r", ch );
return;
case ITEM_HERB:
send_to_char( "You cannot find any smoking herbs.\n\r", ch );
return;
}
}
if (dest_item == ITEM_CONTAINER)
{
act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
return;
}
}
if (dest_item == ITEM_CONTAINER)
{
OBJ_DATA *otmp, *otmp_next;
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
bool found = FALSE;
if ( source == obj )
{
send_to_char( "You can't fill something with itself!\n\r", ch );
return;
}
switch( source->item_type )
{
default: /* put something in container */
if ( !source->in_room /* disallow inventory items */
|| !CAN_WEAR(source, ITEM_TAKE)
|| (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
separate_obj( obj );
act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
obj_from_room(source);
obj_to_obj(source, obj);
break;
case ITEM_MONEY:
send_to_char( "You can't do that... yet.\n\r", ch );
break;
case ITEM_CORPSE_PC:
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( !IS_OBJ_STAT( source, ITEM_CLANCORPSE )
|| !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
{
pd = source->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
{
bool fGroup;
fGroup = FALSE;
for ( gch = first_char; gch; gch = gch->next )
{
if ( !IS_NPC(gch)
&& is_same_group( ch, gch )
&& !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if ( !fGroup )
{
send_to_char( "That's someone else's corpse.\n\r", ch );
return;
}
}
}
case ITEM_CONTAINER:
if ( source->item_type == ITEM_CONTAINER /* don't remove */
&& IS_SET(source->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
return;
}
case ITEM_CORPSE_NPC:
if ( (otmp=source->first_content) == NULL )
{
send_to_char( "It's empty.\n\r", ch );
return;
}
separate_obj( obj );
for ( ; otmp; otmp = otmp_next )
{
otmp_next = otmp->next_content;
if ( !CAN_WEAR(otmp, ITEM_TAKE)
|| (IS_OBJ_STAT( otmp, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_number + otmp->count > can_carry_n(ch)
|| ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
continue;
obj_from_obj(otmp);
obj_to_obj(otmp, obj);
found = TRUE;
}
if ( found )
{
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
}
else
send_to_char( "There is nothing appropriate in there.\n\r", ch );
break;
}
return;
}
if ( source->value[1] < 1 )
{
send_to_char( "There's none left!\n\r", ch );
return;
}
if ( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
separate_obj( source );
separate_obj( obj );
switch( source->item_type )
{
default:
bug( "do_fill: got bad item type: %d", source->item_type );
send_to_char( "Something went wrong...\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 0;
obj->value[1] = obj->value[0];
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_BLOOD:
if ( obj->value[1] != 0 && obj->value[2] != 13 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 13;
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
if ( (source->value[1] -= diff) < 1 )
{
extract_obj( source );
make_bloodstain( ch );
}
return;
case ITEM_HERB:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
if ( (source->value[1] -= diff) < 1 )
extract_obj( source );
return;
case ITEM_HERB_CON:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_DRINK_CON:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
argument = one_argument( argument, arg );
/* munch optional words */
if ( !str_cmp( arg, "from" ) && argument[0] != '\0' )
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
if ( (obj->item_type == ITEM_FOUNTAIN)
|| (obj->item_type == ITEM_BLOOD) )
break;
if ( !obj )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
separate_obj(obj);
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
if ( obj->carried_by == ch )
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
else
{
act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
}
break;
case ITEM_POTION:
if ( obj->carried_by == ch )
do_quaff( ch, obj->name );
else
send_to_char( "You're not carrying that.\n\r", ch );
break;
case ITEM_BLOOD:
if ( IS_VAMPIRE(ch) && !IS_NPC(ch) )
{
if ( obj->timer > 0 /* if timer, must be spilled blood */
&& ch->level > 5
&& ch->pcdata->condition[COND_BLOODTHIRST] > (5+ch->level/10) )
{
send_to_char( "It is above you to stoop to drinking blood from the ground!\n\r", ch );
send_to_char( "Unless in dire need, you'd much rather have blood from a victim's neck!\n\r", ch );
return;
}
if ( ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) )
{
if ( ch->pcdata->condition[COND_FULL] >= 48
|| ch->pcdata->condition[COND_THIRST] >= 48 )
{
send_to_char( "You are too full to drink any blood.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_BLOOD, "$n drinks from the spilled blood.", ch, NULL, NULL, TO_ROOM );
set_char_color( AT_BLOOD, ch );
send_to_char( "You relish in the replenishment of this vital fluid...\n\r", ch );
if (obj->value[1] <=1)
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You drink the last drop of blood from the spill.\n\r", ch);
act( AT_BLOOD, "$n drinks the last drop of blood from the spill.", ch, NULL, NULL, TO_ROOM );
}
}
gain_condition(ch, COND_BLOODTHIRST, 1);
gain_condition(ch, COND_FULL, 1);
gain_condition(ch, COND_THIRST, 1);
if (--obj->value[1] <=0)
{
if ( obj->serial == cur_obj )
global_objcode = rOBJ_DRUNK;
extract_obj( obj );
make_bloodstain( ch );
}
}
else
send_to_char( "Alas... you cannot consume any more blood.\n\r", ch );
}
else
send_to_char( "It is not in your nature to do such things.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You take a long thirst quenching drink.\n\r", ch );
}
if ( !IS_NPC(ch) )
ch->pcdata->condition[COND_THIRST] = 40;
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] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( AT_ACTION, "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
}
amount = 1; /* UMIN(amount, obj->value[1]); */
/* what was this? concentrated drinks? concentrated water
too I suppose... sheesh! */
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) )
{
if ( ch->pcdata->condition[COND_DRUNK] > 24 )
send_to_char( "You feel quite sloshed.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 18 )
send_to_char( "You feel very drunk.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 12 )
send_to_char( "You feel drunk.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 8 )
send_to_char( "You feel a little drunk.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 5 )
send_to_char( "You feel light headed.\n\r", ch );
if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You feel bloated.\n\r", ch );
else
if ( ch->pcdata->condition[COND_THIRST] > 36 )
send_to_char( "Your stomach is sloshing around.\n\r", ch );
else
if ( ch->pcdata->condition[COND_THIRST] > 30 )
send_to_char( "You do not feel thirsty.\n\r", ch );
}
if ( obj->value[3] )
{
/* The drink was poisoned! */
AFFECT_DATA af;
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.duration = 3 * obj->value[3];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
send_to_char( "The empty container vanishes.\n\r", ch );
if ( cur_obj == obj->serial )
global_objcode = rOBJ_DRUNK;
extract_obj( obj );
}
break;
}
WAIT_STATE(ch, PULSE_PER_SECOND );
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
int foodcond;
if ( argument[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 )
if ( ms_find_obj(ch) )
return;
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( !IS_IMMORTAL(ch) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
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;
}
}
/* required due to object grouping */
separate_obj( obj );
if IS_PKILL( ch )
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
else
WAIT_STATE( ch, PULSE_PER_SECOND/2 );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if ( !obj->action_desc || obj->action_desc[0]=='\0' )
{
act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( obj->timer > 0 && obj->value[1] > 0 )
foodcond = (obj->timer * 10) / obj->value[1];
else
foodcond = 10;
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, (obj->value[0] * foodcond) / 10 );
if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0
|| (foodcond < 4 && number_range( 0, foodcond + 1 ) == 0) )
{
/* The food was poisoned! */
AFFECT_DATA af;
if ( obj->value[3] != 0 )
{
act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
}
else
{
act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
}
af.type = gsn_poison;
af.duration = 2 * obj->value[0]
* (obj->value[3] > 0 ? obj->value[3] : 1);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
/* allow pills to fill you, if so desired */
if ( !IS_NPC(ch) && obj->value[4] )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[4] );
if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
if ( obj->serial == cur_obj )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if ( argument[0] == '\0' || !str_cmp(argument, "") )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( obj->item_type != ITEM_POTION )
{
if ( obj->item_type == ITEM_DRINK_CON )
do_drink( ch, obj->name );
else
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
return;
}
/*
* Fullness checking -Thoric
*/
if ( !IS_NPC(ch)
&& ( ch->pcdata->condition[COND_FULL] >= 48
|| ch->pcdata->condition[COND_THIRST] >= 48 ) )
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
separate_obj( obj );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
/*
* If fighting, chance of dropping potion -Thoric
*/
if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
{
act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL ,TO_CHAR );
}
else
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
}
if IS_PKILL( ch )
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
else
WAIT_STATE( ch, PULSE_PER_SECOND/2 );
gain_condition( ch, COND_THIRST, 1 );
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
}
if ( cur_obj == obj->serial )
global_objcode = rOBJ_QUAFFED;
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Recite what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
act( AT_ACTION, "$n holds up $p as if to recite something from it...", ch, scroll, NULL, TO_ROOM );
act( AT_ACTION, "You hold up $p and stand there with your mouth open. (Now what?)", ch, scroll, NULL, TO_CHAR );
return;
}
if ( IS_NPC(ch)
&& (scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) )
{
send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch );
return;
}
if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING)
&&(ch->level + 10 < scroll->value[0]))
{
send_to_char( "This scroll is too complex for you to understand.\n\r", ch);
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
victim = ch;
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
separate_obj( scroll );
act( AT_MAGIC, "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( AT_MAGIC, "You recite $p.", ch, scroll, NULL, TO_CHAR );
if ( victim != ch )
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
else if IS_PKILL( ch )
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
else
WAIT_STATE( ch, PULSE_PER_SECOND/2 );
retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
if ( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
if ( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
if ( scroll->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj( scroll );
return;
}
/*
* Function to handle the state changing of a triggerobject (lever) -Thoric
*/
void pullorpush( CHAR_DATA *ch, OBJ_DATA *obj, bool pull )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rch;
bool isup;
ROOM_INDEX_DATA *room, *to_room;
EXIT_DATA *pexit, *pexit_rev;
int edir;
char *txt;
if ( IS_SET( obj->value[0], TRIG_UP ) )
isup = TRUE;
else
isup = FALSE;
switch( obj->item_type )
{
default:
sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" );
send_to_char( buf, ch );
return;
break;
case ITEM_SWITCH:
case ITEM_LEVER:
case ITEM_PULLCHAIN:
if ( (!pull && isup) || (pull && !isup) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" );
send_to_char( buf, ch );
return;
}
case ITEM_BUTTON:
if ( (!pull && isup) || (pull & !isup) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" );
send_to_char( buf, ch );
return;
}
break;
}
if( (pull) && IS_SET(obj->pIndexData->progtypes,PULL_PROG) )
{
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
REMOVE_BIT( obj->value[0], TRIG_UP );
oprog_pull_trigger( ch, obj );
return;
}
if( (!pull) && IS_SET(obj->pIndexData->progtypes,PUSH_PROG) )
{
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
SET_BIT( obj->value[0], TRIG_UP );
oprog_push_trigger( ch, obj );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
}
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
{
if ( pull )
REMOVE_BIT( obj->value[0], TRIG_UP );
else
SET_BIT( obj->value[0], TRIG_UP );
}
if ( IS_SET( obj->value[0], TRIG_TELEPORT )
|| IS_SET( obj->value[0], TRIG_TELEPORTALL )
|| IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
{
int flags;
if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
flags = 0;
if ( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) )
SET_BIT( flags, TELE_SHOWDESC );
if ( IS_SET( obj->value[0], TRIG_TELEPORTALL ) )
SET_BIT( flags, TELE_TRANSALL );
if ( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
SET_BIT( flags, TELE_TRANSALLPLUS );
teleport( ch, obj->value[1], flags );
return;
}
if ( IS_SET( obj->value[0], TRIG_RAND4 )
|| IS_SET( obj->value[0], TRIG_RAND6 ) )
{
int maxd;
if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if ( IS_SET( obj->value[0], TRIG_RAND4 ) )
maxd = 3;
else
maxd = 5;
randomize_exits( room, maxd );
for ( rch = room->first_person; rch; rch = rch->next_in_room )
{
send_to_char( "You hear a loud rumbling sound.\n\r", rch );
send_to_char( "Something seems different...\n\r", rch );
}
}
if ( IS_SET( obj->value[0], TRIG_DOOR ) )
{
room = get_room_index( obj->value[1] );
if ( !room )
room = obj->in_room;
if ( !room )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if ( IS_SET( obj->value[0], TRIG_D_NORTH ) )
{
edir = DIR_NORTH;
txt = "to the north";
}
else
if ( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
{
edir = DIR_SOUTH;
txt = "to the south";
}
else
if ( IS_SET( obj->value[0], TRIG_D_EAST ) )
{
edir = DIR_EAST;
txt = "to the east";
}
else
if ( IS_SET( obj->value[0], TRIG_D_WEST ) )
{
edir = DIR_WEST;
txt = "to the west";
}
else
if ( IS_SET( obj->value[0], TRIG_D_UP ) )
{
edir = DIR_UP;
txt = "from above";
}
else
if ( IS_SET( obj->value[0], TRIG_D_DOWN ) )
{
edir = DIR_DOWN;
txt = "from below";
}
else
{
bug( "PullOrPush: door: no direction flag set.", 0 );
return;
}
pexit = get_exit( room, edir );
if ( !pexit )
{
if ( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
{
bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
return;
}
to_room = get_room_index( obj->value[2] );
if ( !to_room )
{
bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
return;
}
pexit = make_exit( room, to_room, edir );
pexit->keyword = STRALLOC( "" );
pexit->description = STRALLOC( "" );
pexit->key = -1;
pexit->exit_info = 0;
top_exit++;
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( IS_SET( obj->value[0], TRIG_UNLOCK )
&& IS_SET( pexit->exit_info, EX_LOCKED) )
{
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if ( IS_SET( obj->value[0], TRIG_LOCK )
&& !IS_SET( pexit->exit_info, EX_LOCKED) )
{
SET_BIT(pexit->exit_info, EX_LOCKED);
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if ( IS_SET( obj->value[0], TRIG_OPEN )
&& IS_SET( pexit->exit_info, EX_CLOSED) )
{
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
for ( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir]);
return;
}
if ( IS_SET( obj->value[0], TRIG_CLOSE )
&& !IS_SET( pexit->exit_info, EX_CLOSED) )
{
SET_BIT(pexit->exit_info, EX_CLOSED);
for ( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir]);
return;
}
}
}
void do_pull( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pull what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, TRUE );
}
void do_push( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Push what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, FALSE );
}
/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Tamp what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't tamp that.\n\r", ch );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_TAMPED ) )
{
act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_TAMPED );
return;
}
send_to_char( "It doesn't need tamping.\n\r", ch );
}
void do_smoke( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Smoke what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM );
return;
}
if ( pipe->value[1] > 0 )
{
if ( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) )
{
act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM );
}
if ( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb )
{
int sn = pipe->value[2] + TYPE_HERB;
SKILLTYPE *skill = get_skilltype( sn );
WAIT_STATE( ch, skill->beats );
if ( skill->spell_fun )
obj_cast_spell( sn, UMIN(skill->min_level, ch->level),
ch, ch, NULL );
if ( obj_extracted( pipe ) )
return;
}
else
bug( "do_smoke: bad herb type %d", pipe->value[2] );
SET_BIT( pipe->value[3], PIPE_HOT );
if ( --pipe->value[1] < 1 )
{
REMOVE_BIT( pipe->value[3], PIPE_LIT );
SET_BIT( pipe->value[3], PIPE_DIRTY );
SET_BIT( pipe->value[3], PIPE_FULLOFASH );
}
}
}
void do_light( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Light what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't light that.\n\r", ch );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
if ( pipe->value[1] < 1 )
{
act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM );
return;
}
act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_LIT );
return;
}
send_to_char( "It's already lit.\n\r", ch );
}
void do_empty( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "into" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (obj = get_obj_carry( ch, arg1 )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( obj->count > 1 )
separate_obj(obj);
switch( obj->item_type )
{
default:
act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
return;
case ITEM_PIPE:
act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
REMOVE_BIT( obj->value[3], PIPE_LIT );
obj->value[1] = 0;
return;
case ITEM_DRINK_CON:
if ( obj->value[1] < 1 )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
obj->value[1] = 0;
return;
case ITEM_CONTAINER:
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( !obj->first_content )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP )
|| IS_SET( ch->act, PLR_LITTERBUG ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "A magical force stops you!\n\r", ch );
set_char_color( AT_TELL, ch );
send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL )
|| IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
{
send_to_char( "You can't seem to do that here...\n\r", ch );
return;
}
if ( empty_obj( obj, NULL, ch->in_room ) )
{
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
if ( IS_SET( sysdata.save_flags, SV_DROP ) )
save_char_obj( ch );
}
else
send_to_char( "Hmmm... didn't work.\n\r", ch );
}
else
{
OBJ_DATA *dest = get_obj_here( ch, arg2 );
if ( !dest )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( dest == obj )
{
send_to_char( "You can't empty something into itself!\n\r", ch );
return;
}
if ( dest->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container!\n\r", ch );
return;
}
if ( IS_SET(dest->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
return;
}
separate_obj( dest );
if ( empty_obj( obj, dest, NULL ) )
{
act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
if ( !dest->carried_by
&& IS_SET( sysdata.save_flags, SV_PUT ) )
save_char_obj( ch );
}
else
act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
}
return;
}
}
/*
* Apply a salve/ointment -Thoric
*/
void do_apply( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if ( argument[0] == '\0' )
{
send_to_char( "Apply what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
{
send_to_char( "You do not have that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SALVE )
{
act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
--obj->value[1];
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if ( !obj->action_desc || obj->action_desc[0]=='\0' )
{
act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM );
if ( obj->value[1] <= 0 )
act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR );
else
act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
WAIT_STATE( ch, obj->value[2] );
retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL );
if ( !obj_extracted(obj) && obj->value[1] <= 0 )
extract_obj( obj );
return;
}
void actiondesc( CHAR_DATA *ch, OBJ_DATA *obj, void *vo )
{
char charbuf[MAX_STRING_LENGTH];
char roombuf[MAX_STRING_LENGTH];
char *srcptr = obj->action_desc;
char *charptr = charbuf;
char *roomptr = roombuf;
const char *ichar;
const char *iroom;
while ( *srcptr != '\0' )
{
if ( *srcptr == '$' )
{
srcptr++;
switch ( *srcptr )
{
case 'e':
ichar = "you";
iroom = "$e";
break;
case 'm':
ichar = "you";
iroom = "$m";
break;
case 'n':
ichar = "you";
iroom = "$n";
break;
case 's':
ichar = "your";
iroom = "$s";
break;
/*case 'q':
iroom = "s";
break;*/
default:
srcptr--;
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
break;
}
}
else if ( *srcptr == '%' && *++srcptr == 's' )
{
ichar = "You";
iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
}
else
{
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
srcptr++;
continue;
}
while ( ( *charptr = *ichar ) != '\0' )
{
charptr++;
ichar++;
}
while ( ( *roomptr = *iroom ) != '\0' )
{
roomptr++;
iroom++;
}
srcptr++;
}
*charptr = '\0';
*roomptr = '\0';
/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
*/
switch( obj->item_type )
{
case ITEM_BLOOD:
case ITEM_FOUNTAIN:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_DRINK_CON:
act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
return;
case ITEM_PIPE:
return;
case ITEM_ARMOR:
case ITEM_WEAPON:
case ITEM_LIGHT:
return;
case ITEM_FOOD:
case ITEM_PILL:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
default:
return;
}
return;
}