//
// C Implementation: crafting
//
// Description:
//
// Crafting.c will contain code related to the weapons and armor crafting system
// Some of the code below is copyright to various snippet authors and contains
// any headers or comments they have added. Any origional code below by Tommi
// may be used in whole or in part as long as any comment is left inplace and
// that you agree to make any changes,additions or improvements available
// to the public domain via a snippet posted on a public website.
//
// Author: tommi <powell123@yahoo.com>, (C) 2005
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include <sys/types.h>
#include <string.h>
#include "mud.h"
#include "crafting.h"
/*Tailor skill by Tamarae -(tamarae@zdnetonebox.com) written for The Kravothian Mysts
*Tailoring is the act of sewing pieces of material together to create handmade clothing
*which in turn can be dyed many different colors and worn. Part of the Tailoring group
*written by Tamarae
*Tailor skill by Tamarae -(tamarae@zdnetonebox.com)
*Syntax: tailor <material> <clothing type>
*
* Tailor skill ported over to smaug1.4a by Vladaar 12-22-01
*
*Modified and changed how it works, SmaugFUSS1.4 by Tommi 2005*/
void do_tailor( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char exdesc[20], ctype[20];
OBJ_DATA *clothing, *material, *sewkit;
int random_number;
/* Do we have the skill? */
if ( !IS_NPC(ch) && !(LEARNED(ch,gsn_tailor)))
{
send_to_char( "You better leave that to those who have been trained to tailor.\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char( "Tailor using which material?\n\r", ch );
send_to_char( "Syntax: tailor corpse <clothing>\n\r", ch);
send_to_char( "Available clothing types: cap, scarf, gloves, boots, belt, pants, tunic, cloak, bracer, vest, whip\n\r", ch);
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Syntax: tailor corpse <clothing>\n\r", ch);
send_to_char( "Which type of clothing are you trying to tailor?\n\r", ch );
send_to_char( "Available clothing types: cap, scarf, gloves, boots, belt, pants, tunic, cloak, bracer, vest, whip\n\r", ch);
return;
}
if ( ( material = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have any material to stitch.\n\r", ch );
return;
}
if (material->pIndexData->vnum != OBJ_VNUM_CORPSE)
{
send_to_char("Sorry, you many only tailor the skins of corpses.\n\r", ch);
return;
}
if ( ( sewkit = get_eq_char( ch, WEAR_HOLD ) ) == NULL || sewkit->pIndexData->vnum != OBJ_VNUM_SEWKIT )
{
send_to_char( "You need a sewing kit in order to tailor.\n\r", ch );
return;
}
if ( number_percent() < LEARNED(ch, gsn_tailor) ) /* create the clothing - success! */
{
if (!str_cmp(arg2,"cap"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_HEAD);
strcpy(ctype, "cap" );
clothing->weight = 10;
}
else if (!str_cmp(arg2,"scarf"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_NECK);
strcpy(ctype, "scarf" );
clothing->weight = 5;
}
else if (!str_cmp(arg2,"bracer"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_WRIST);
strcpy(ctype, "bracer" );
clothing->weight = 5;
}
else if (!str_cmp(arg2,"vest"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_ABOUT);
strcpy(ctype, "vest" );
clothing->weight = 5;
}
else if (!str_cmp(arg2,"tunic"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_BODY);
strcpy(ctype, "tunic" );
clothing->weight = 15;
}
else if (!str_cmp(arg2,"gloves"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_HANDS);
strcpy(ctype, "pair of gloves" );
clothing->weight = 5;
}
else if (!str_cmp(arg2,"boots"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_FEET);
strcpy(ctype, "pair of boots" );
clothing->weight = 10;
}
else if (!str_cmp(arg2,"pants"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_LEGS);
strcpy(ctype, "pair of pants" );
clothing->weight = 15;
}
else if (!str_cmp(arg2,"belt"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_WAIST);
strcpy(ctype, "belt" );
clothing->weight = 5;
}
else if (!str_cmp(arg2,"cloak"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_CLOTHING), 0);
SET_BIT(clothing->wear_flags,ITEM_WEAR_ABOUT);
strcpy(ctype, "cloak" );
clothing->weight = 20;
}
else if (!str_cmp(arg2,"whip"))
{
clothing = create_object(get_obj_index(OBJ_VNUM_FORGE_WEAPON), 0);
clothing->value[0] = 13; //set the condition to perfect
if(ch->level < 10) // sets the num dice
clothing->value[1] = 4;
else if(ch->level < 20)
clothing->value[1] = 6;
else if(ch->level < 30)
clothing->value[1] = 8;
else if(ch->level < 40)
clothing->value[1] = 10;
else if(ch->level < 50)
clothing->value[1] = 12;
else if(ch->level < 60)
clothing->value[1] = 14;
else if(ch->level < 70)
clothing->value[1] = 16;
else if(ch->level < 80)
clothing->value[1] = 18;
else if(ch->level < 90)
clothing->value[1] = 20;
else
clothing->value[1] = 22;
clothing->value[2] = ch->level* 2; //sets the size dice
if (clothing->value[2] <= 20)
clothing->value[2] = 20;
clothing->level = ch->level;
clothing->cost = 100;
clothing->value[0] = 13;
clothing->value[3] = 4;
clothing->weight = 10;
sprintf( buf, "tailored leather whip" );
STRFREE( clothing->name );
clothing->name = STRALLOC (buf);
sprintf( buf, "a handmade tailored leather whip");
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC ( buf );
sprintf( buf, "A handmade tailored leather whip by %s", ch->name);
STRFREE( clothing->description );
clothing->description = STRALLOC ( buf );
obj_to_char( clothing, ch );
extract_obj( material );
send_to_char("You snip and sew, creating a new leather whip.\n\r", ch);
act( AT_ACTION, "$n snips and sews creating a new leather whip.", ch, NULL, NULL, TO_ROOM );
learn_from_success( ch, gsn_tailor );
return;
}
else
{
send_to_char( "Available clothing types: cap, scarf, gloves, boots, belt, pants, tunic, cloak\n\r", ch);
return;
}
random_number = number_range(0, 9);
switch( random_number )
{
case 0:
strcpy(exdesc, "fringed" );
break;
case 1:
strcpy(exdesc, "embroidered" );
break;
case 2:
strcpy(exdesc, "lacy" );
break;
case 3:
strcpy(exdesc, "scalloped" );
break;
case 4:
strcpy(exdesc, "reinforced" );
break;
case 5:
strcpy(exdesc, "stitched" );
break;
case 6:
strcpy(exdesc, "double-stitched" );
break;
case 7:
strcpy(exdesc, "patched" );
break;
case 8:
strcpy(exdesc, "tailored" );
break;
case 9:
strcpy(exdesc, "woven" );
break;
}
separate_obj( material );
obj_from_char( material );
clothing->level = ch->level;
clothing->cost = ( ch->level ) * 75;
clothing->value[0] = ch->level / 4 + 5;
if (clothing->value[0] < 5)
clothing->value[0] = 5;
clothing->value[1] = clothing->value[0];
clothing->value[3] = 13;
SET_BIT(clothing->item_type,ITEM_ARMOR);
SET_BIT(clothing->wear_flags,ITEM_TAKE);
sprintf( buf, "%s %s", exdesc, ctype );
STRFREE( clothing->name );
clothing->name = STRALLOC (buf);
sprintf( buf, "a handmade %s %s", exdesc, ctype );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC ( buf );
sprintf( buf, "A handmade %s crafted by %s", ctype, ch->name);
STRFREE( clothing->description );
clothing->description = STRALLOC ( buf );
obj_to_char( clothing, ch );
extract_obj( material );
send_to_char("You snip and sew, creating a new piece of clothing.\n\r", ch);
act( AT_ACTION, "$n snips and sews creating a new piece of clothing.", ch, NULL, NULL, TO_ROOM );
learn_from_success( ch, gsn_tailor );
return;
}
else
random_number = number_range(0, 100);
if (random_number < 20) /*did the sewkit break?*/
{
act( AT_ACTION, "$n pulls too hard on the needle and it breaks!", ch, NULL, NULL, TO_ROOM);
send_to_char( "You pull too hard on the needle and it breaks!\n\r", ch );
extract_obj( sewkit );
learn_from_failure( ch, gsn_tailor );
return;
}
else if (random_number > 20 && random_number < 40) /*small chance to loose all your material*/
{
send_to_char( "Your thread knots, and your material is ruined.\n\r", ch);
act( AT_ACTION, "$n gets a knot in the thread and ruins the material.", ch, NULL, NULL, TO_ROOM);
extract_obj( material );
learn_from_failure( ch, gsn_tailor );
return;
}
else if (random_number > 40 && random_number < 60)
{
send_to_char("You snip and sew, but only make a mess.\n\r", ch);
act( AT_ACTION, "$n snips and sews but doesn't make anything useful.", ch, NULL, NULL, TO_ROOM);
learn_from_failure( ch, gsn_tailor );
return;
}
else if (random_number >60 && random_number < 100)
{
send_to_char("A small tear appears in the fabric, destroying all your work.\n\r", ch);
act( AT_ACTION, "$n tears the fabric, making a total mess.", ch, NULL, NULL, TO_ROOM);
learn_from_failure( ch, gsn_tailor );
return;
}
}
/*Dye clothing skill by Tamarae -(tamarae@zdnetonebox.com) written for The Kravothian Mysts
*This Dyeing skill will allow a tailor to change the color of a piece of handmade clothing by
*using a dye. Nice touch for RP muds. Part of the Tailoring group by Tamarae
*/
/*Dye clothing skill by Tamarae -(tamarae@zdnetonebox.com)
*Syntax: dye <clothing>
*/
/* Ported dye to smaug1.4a 12-22-01 Vladaar */
/* Cleaned up and updated to SmaugFuss Tommi Jan 2005 */
void do_dye( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *clothing, *dye;
int chance2;
chance2 = (LEARNED(ch,gsn_dye));
/* Do we have the skill? */
if ( !IS_NPC(ch) && !(LEARNED(ch,gsn_dye)))
{
send_to_char( "You better go and learn how to dye things first!.\n\r", ch );
return;
}
/* Do we have the components? */
argument = one_argument( argument, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char( "Dye what?\n\r", ch );
send_to_char("Syntax: Dye (object) <color>\n\r", ch);
send_to_char("Available colors are: &rRed &BBlue &pPurple &YYellow &WWhite &bDblue &GGreen &CCyan &OBrown &gDgreen &cDcyan.\n\r", ch );
return;
}
if ( ( clothing = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have anything to dye.\n\r", ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Which color?\n\r", ch );
send_to_char("Available colors are: &rRed &BBlue &pPurple &YYellow &WWhite &bDblue &GGreen &CCyan &OBrown &gDgreen &cDcyan.\n\r", ch );
return;
}
dye = get_eq_char(ch,WEAR_HOLD);
if (dye == NULL || dye->item_type != ITEM_DYE)
{
send_to_char("You need a set of dyes.\n\r",ch);
return;
}
if (clothing->pIndexData->vnum != OBJ_VNUM_CLOTHING)
{
send_to_char("Sorry, you many only dye handmade clothing types.\n\r", ch);
return;
}
/* dye the clothing - success! */
if ( can_use_skill(ch, number_percent(),gsn_dye ) )
{
if (!str_cmp(arg2,"red"))
{
sprintf( buf, "&r%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"blue"))
{
sprintf( buf, "&B%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"purple"))
{
sprintf( buf, "&p%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"yellow"))
{
sprintf( buf, "&Y%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"white"))
{
sprintf( buf, "&W%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"dblue"))
{
sprintf( buf, "&b%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"green"))
{
sprintf( buf, "&g%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"cyan"))
{
sprintf( buf, "&C%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"dgreen"))
{
sprintf( buf, "&G%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"dcyan"))
{
sprintf( buf, "&c%s", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else if (!str_cmp(arg2,"brown"))
{
sprintf( buf, "&O%s&w", clothing->short_descr );
STRFREE( clothing->short_descr );
clothing->short_descr = STRALLOC( buf );
}
else
{
send_to_char("Available colors are: &rRed &BBlue &pPurple &YYellow &WWhite &bDblue &GGreen &CCyan &OBrown &gDgreen &cDcyan.\n\r", ch );
return;
}
extract_obj( dye );
send_to_char("You dye the material elegantly.\n\r", ch);
act( AT_IMMORT, "$n dyes the material elegantly.", ch, NULL, NULL, TO_ROOM );
learn_from_success(ch, gsn_dye);
}
else /* failure of skill */
{
extract_obj( dye );
send_to_char("You fail to dye the clothing properly.\n\r", ch);
act( AT_IMMORT, "$n fails to dye the clothing properly.", ch, NULL, NULL, TO_ROOM );
learn_from_failure(ch, gsn_dye);
}
}
void do_mining( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
OBJ_DATA *obj, *bonus;
OBJ_INDEX_DATA *ore;
int add_weight, range, vnum, random_number;
int CHANCE = 80;
/* Ore types default to dirt as a failsafe
PC's will now NOT fail to mine in any room
But just dig up dirt in the room they are mining
in City will always fail.
*/
int ore_rare = OBJ_VNUM_ORE_DIRT;
int ore_ultrarare = OBJ_VNUM_ORE_DIRT;
int ore_common = OBJ_VNUM_ORE_DIRT;
int ore_ultracommon = OBJ_VNUM_ORE_DIRT;
if ( IS_NPC(ch) )
{
send_to_char( "Mobs cannot use this skill.\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\n\r", ch );
return;
}
if ( ch->mount )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
if( IS_PLR_FLAG( ch, PLR_ONMAP ) )
{
send_to_char( "You cannot mine out in the wilderness.\n\r", ch );
return;
}
if(ch->in_room->sector_type == SECT_CITY)
{
send_to_char( "You will not find any ore inside a city.\n\r", ch );
return;
}
if ( ch->move < 20 )
{
send_to_char( "You do not have enough movement left to mine.\n\r", ch );
return;
}
if (ch->carry_weight > can_carry_w(ch))
{
send_to_char("You look to be over loaded and cannot mine anymore",ch);
return;
}
switch( ch->substate )
{
default:
add_timer( ch, TIMER_DO_FUN, UMIN(skill_table[gsn_mine]->beats, 3), do_mining, 1);
ch->alloc_ptr = str_dup( arg );
send_to_char( "You begin mining...\n\r", ch );
act( AT_PLAIN, "$n begins mining...", ch, NULL, NULL, TO_ROOM );
return;
case 1:
if ( !ch->alloc_ptr )
{
send_to_char( "Your mining was interrupted!\n\r", ch );
act( AT_PLAIN, "$n's mining was interrupted!", ch, NULL, NULL, TO_ROOM );
bug( "do_mining: alloc_ptr NULL", 0 );
return;
}
strcpy( arg, ch->alloc_ptr );
DISPOSE( ch->alloc_ptr );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->alloc_ptr );
ch->substate = SUB_NONE;
send_to_char( "You stop mining...\n\r", ch );
act( AT_PLAIN, "$n stops mining...", ch, NULL, NULL, TO_ROOM );
return;
}
ch->substate = SUB_NONE;
/* ORE ULTRA RARE 5% chance to mine*/
if (xIS_SET(ch->in_room->room_flags,ROOM_MITHRIL))
{
ore_ultrarare = OBJ_VNUM_ORE_MITHRIL;
}
else if (xIS_SET(ch->in_room->room_flags,ROOM_BLACKMITE))
{
ore_ultrarare = OBJ_VNUM_ORE_BLACKMITE;
}
else if (xIS_SET(ch->in_room->room_flags,ROOM_RUNITE))
{
ore_ultrarare = OBJ_VNUM_ORE_RUNITE;
}
else if (xIS_SET(ch->in_room->room_flags,ROOM_ADAMANTITE))
{
ore_ultrarare = OBJ_VNUM_ORE_ADAMANT;
}
/* ORE RARE 10 % chance to mine*/
if (xIS_SET(ch->in_room->room_flags,ROOM_TITANIUM))
{
ore_rare = OBJ_VNUM_ORE_TITANIUM;
}
/* ORE COMMON 15% chance to mine*/
if (xIS_SET(ch->in_room->room_flags,ROOM_GOLD))
{
ore_common = OBJ_VNUM_ORE_GOLD;
}
else if (xIS_SET(ch->in_room->room_flags,ROOM_SILVER))
{
ore_common = OBJ_VNUM_ORE_SILVER;
}
/* ORE VERY COMMON 25% chance to mine*/
if (xIS_SET(ch->in_room->room_flags,ROOM_IRON))
{
ore_ultracommon = OBJ_VNUM_ORE_IRON;
}
/* Gain less chance of dirt and rocks if using pick or miners helm*/
if ( ( bonus = get_eq_char( ch, WEAR_HOLD ) ) != NULL )
{
if (bonus->pIndexData->vnum == OBJ_VNUM_QUEST_PICK)
CHANCE -= 10;
}
if ( ( bonus = get_eq_char( ch, WEAR_HEAD ) ) != NULL )
{
if (bonus->pIndexData->vnum == OBJ_VNUM_QUEST_HELM)
CHANCE -= 10;
}
/* Roll to determine what ore you get*/
random_number = number_range(0, CHANCE);
if (random_number < 6)
{
vnum = ore_ultrarare;
}
else if (random_number < 16)
{
vnum = ore_rare;
}
else if (random_number < 31)
{
vnum = ore_common;
}
else if (random_number < 56)
{
vnum = ore_ultracommon;
}
else
{
vnum = OBJ_VNUM_ORE_DIRT;
}
/* Roll to determine how much ore weight*/
switch(range = number_range( 1, 4 ))
{
case 1:
add_weight = 1;
break;
case 2:
add_weight = 2;
break;
case 3:
add_weight = 3;
break;
case 4:
add_weight = 4;
break;
}
ore = get_obj_index( vnum );
if ( ore == NULL )
{
bug( "do_mining: Cannot locate item for vnum %d", vnum );
send_to_char( "Oops. Slight bug here. The immortals have been notified.\n\r", ch );
return;
}
/* Check we have the ore object*/
/* Apply new weight to the ore*/
if ( number_percent() < ch->pcdata->learned[gsn_mine] )
{
if ( ( obj = get_obj_vnum( ch, vnum ) ) != NULL ) //we have the object now we need to add the weight to it
{
obj->weight += add_weight;
// obj_from_char(obj);
// obj_to_char(obj, ch);
ch->carry_weight += add_weight;
ch_printf( ch, "After some intense mining, you unearth %s!\n\r", obj->short_descr );
}
if ( ( obj = get_obj_vnum( ch, vnum ) ) == NULL ) //we dont have the object better put one in the inventory
{
obj = create_object( ore, 1 );
obj = obj_to_char( obj, ch );
ch_printf( ch, "After some intense mining, you unearth %s!\n\r", obj->short_descr );
}
learn_from_success( ch, gsn_mine );
ch->move -= 20; //take this much if your sucessfull
if ( ch->move < 1 )
ch->move = 0;
}
else
{
send_to_char("You fail to find anything usefull",ch);
learn_from_success( ch, gsn_mine );
ch->move -= 10; //take this much if your sucessfull
if ( ch->move < 1 )
ch->move = 0;
}
return;
}
void do_restring( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *mob = NULL;
char arg [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
OBJ_DATA *obj = NULL;
int value;
smash_tilde( argument );
argument = one_argument( argument, arg );
argument = one_argument( argument, arg1 );
strcpy( arg2, argument );
if ( arg[0] == '\0' || arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char("Syntax:\n\r",ch);
send_to_char(" restring <Obj-Name> <Field> <String>\n\r",ch);
send_to_char(" fields: name short long\n\r",ch);
return;
}
if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
{
send_to_char( "There is nothing like that in all the realms.\n\r", ch );
return;
}
for ( mob = ch->in_room->first_person; mob; mob = ch->next_in_room )
{
if ( IS_NPC(mob) && xIS_SET(mob->act, ACT_RESTRING) )
break;
}
if ( !mob )
{
send_to_char( "You need to be at a restringer to do that.\n\r", ch );
return;
}
if( ch->gold < 2000)
{
send_to_char( "&rYou do not have enough money to restring anything!\n\r", ch);
return;
}
strcpy( arg, obj->name );
separate_obj( obj );
value = atoi( arg2 );
if ( !str_cmp( arg1, "name" ) )
{
STRFREE( obj->name );
obj->name = STRALLOC( arg2 );
send_to_char( "Ok.\n\r", ch );
ch->gold -= 2000;
return;
}
if ( !str_cmp( arg1, "short" ) )
{
STRFREE( obj->short_descr );
obj->short_descr = STRALLOC( arg2 );
send_to_char( "Ok.\n\r", ch );
ch->gold -= 2000;
return;
}
if ( !str_cmp( arg1, "long" ) )
{
STRFREE( obj->description );
obj->description = STRALLOC( arg2 );
send_to_char( "Ok.\n\r", ch );
ch->gold -= 2000;
return;
}
}
void do_forge(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *ore;
OBJ_DATA *forged_item;
AFFECT_DATA *paf;
CHAR_DATA *forge = NULL;
bool set_weapon = FALSE;
char arg[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char ore_name[20], obj_name[20];
int item_type, ore_remove, ore_apply_1, ore_apply_2, apply_amount, apply_amount_2, weapon_type, weapon_mod,
weapon_weight, armor_weight, dam_mod, ac_mod, cost_mod;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg1 );
for ( forge = ch->in_room->first_person; forge; forge = forge->next_in_room )
{
if ( IS_NPC(forge) && xIS_SET(forge->act, ACT_FORGE) )
{
break;
}
else
{
send_to_char("You need to be at a blacksmith to be able to forge!\n\r", ch);
return;
}
}
if ( arg[0] == '\0' || arg1[0] == '\0' )
{
send_to_char("Syntax: forge <ore> <item_type>\n\r",ch);
send_to_char("Example: forge mithril sword\n\r",ch);
send_to_char("Also see help forge for more details.\n\r",ch);
return;
}
//determine if ch has ore and assign values to object based on ore type
if ( ( ore = get_obj_carry( ch, arg ) ) == NULL )
{
sprintf(buf, "Sorry, you do not have any '%s' ore.\n\r", arg);
send_to_char(buf,ch);
return;
}
if ( ore->item_type != ITEM_ORE )
{
send_to_char("That is not real ore, you need to go and mine the real thing!!!\n\r",ch);
return;
}
if (!str_cmp(arg, ore->name))
{
if (!str_cmp(arg,"mithril"))
{
strcpy(ore_name, "Mithril" );
ore_apply_1 = APPLY_HITROLL;
ore_apply_2 = APPLY_DAMROLL;
apply_amount = ch->level / 10 + number_fuzzy(4);
apply_amount_2 = ch->level / 10 + number_fuzzy(4);
dam_mod = 6;
}
else if (!str_cmp(arg,"blackmite"))
{
strcpy(ore_name, "Blackmite" );
ore_apply_1 = APPLY_HIT;
ore_apply_2 = APPLY_SAVING_ROD;
apply_amount = ch->level / 10 + number_fuzzy(4);
apply_amount_2 = ch->level / 20 + number_fuzzy(4)*-1;
dam_mod = 4;
}
else if (!str_cmp(arg,"adamantite"))
{
strcpy(ore_name, "Adamantite" );
ore_apply_1 = APPLY_MANA;
ore_apply_2 = APPLY_STR;
apply_amount = ch->level / 10 + number_fuzzy(4);
apply_amount_2 = 3 + number_fuzzy(4);
dam_mod = 2;
}
else if (!str_cmp(arg,"silver"))
{
strcpy(ore_name, "Silver" );
ore_apply_1 = APPLY_WIS;
ore_apply_2 = APPLY_CHA;
apply_amount = 3 + number_fuzzy(4);
apply_amount_2 = 3 + number_fuzzy(4);
dam_mod = 0;
}
else if (!str_cmp(arg,"runite"))
{
strcpy(ore_name, "Runite" );
ore_apply_1 = APPLY_AC;
ore_apply_2 = APPLY_SAVING_SPELL;
apply_amount = (ch->level / 10 + number_fuzzy(4))*-1;
apply_amount_2 = ch->level / 20 + number_fuzzy(4)*-1;
dam_mod = 6;
}
else if (!str_cmp(arg,"gold"))
{
strcpy(ore_name, "Gold" );
ore_apply_1 = APPLY_LCK;
ore_apply_2 = APPLY_INT;
apply_amount = 3 + number_fuzzy(4);
apply_amount_2 = 3 + number_fuzzy(4);
dam_mod = 1;
}
else if (!str_cmp(arg,"titanium"))
{
strcpy(ore_name, "Titanium" );
ore_apply_1 = APPLY_MOVE;
ore_apply_2 = APPLY_CON;
apply_amount = ch->level / 10 + number_fuzzy(4);
apply_amount_2 = 3 + number_fuzzy(4);
dam_mod = 2;
}
else if (!str_cmp(arg,"iron"))
{
strcpy(ore_name, "Iron" );
ore_apply_1 = APPLY_MOVE;
ore_apply_2 = APPLY_CON;
apply_amount = ch->level / 10 + number_fuzzy(4);
apply_amount_2 = 3 + number_fuzzy(4);
dam_mod = 2;
}
}
else
{
send_to_char( "That is not propper ore, pleace go and mine it.\n\r", ch );
return;
}
// determine the object type and set the values on it.
// weapons section
if (!str_cmp(arg1,"sword"))
{
set_weapon = TRUE;
strcpy(obj_name, "Sword" );
weapon_type = 1;
ore_remove = 50;
weapon_mod = 0;
weapon_weight = 10;
ore_remove = 40;
cost_mod = 10;
}
else if (!str_cmp(arg1,"broadsword"))
{
set_weapon = TRUE;
strcpy(obj_name, "Broadsword" );
weapon_type = 3;
ore_remove = 60;
weapon_mod = 1;
weapon_weight = 14;
ore_remove = 50;
cost_mod = 12;
}
else if (!str_cmp(arg1,"polearm"))
{
set_weapon = TRUE;
strcpy(obj_name, "Polearm" );
weapon_type = 8;
ore_remove = 70;
weapon_mod = 3;
weapon_weight = 16;
ore_remove = 60;
cost_mod = 14;
}
else if (!str_cmp(arg1,"mace"))
{
set_weapon = TRUE;
strcpy(obj_name, "Mace" );
weapon_type = 7;
ore_remove = 50;
weapon_mod = 1;
weapon_weight = 8;
ore_remove = 35;
cost_mod = 9;
}
else if (!str_cmp(arg1,"dagger"))
{
set_weapon = TRUE;
strcpy(obj_name, "Dagger" );
weapon_type = 11;
ore_remove = 40;
weapon_mod = -1;
weapon_weight = 5;
ore_remove = 20;
cost_mod = 6;
}
else if (!str_cmp(arg1,"whip"))
{
set_weapon = TRUE;
strcpy(obj_name, "Whip" );
weapon_type = 4;
ore_remove = 40;
weapon_mod = -2;
weapon_weight = 7;
ore_remove = 30;
cost_mod = 7;
}
else if (!str_cmp(arg1,"claw"))
{
set_weapon = TRUE;
strcpy(obj_name, "Claw" );
weapon_type = 5;
ore_remove = 30;
weapon_mod = -3;
weapon_weight = 5;
ore_remove = 20;
cost_mod = 5;
}
else if (!str_cmp(arg1,"crossbow"))
{
set_weapon = TRUE;
strcpy(obj_name, "Crossbow" );
weapon_type = 13;
ore_remove = 45;
weapon_mod = -1;
weapon_weight = 10;
ore_remove = 40;
cost_mod = 10;
}
else if (!str_cmp(arg1,"longbow"))
{
set_weapon = TRUE;
strcpy(obj_name, "Longbow" );
weapon_type = 14;
ore_remove = 55;
weapon_mod = 2;
weapon_weight = 12;
ore_remove = 50;
cost_mod = 12;
}
// armours section
else if (!str_cmp(arg1,"ring"))
{
item_type = ITEM_WEAR_FINGER;
strcpy(obj_name, "Ring" );
armor_weight = 3;
ac_mod = 0;
ore_remove = 20;
cost_mod = 3;
}
else if (!str_cmp(arg1,"cloak"))
{
item_type = ITEM_WEAR_NECK;
strcpy(obj_name, "Cloak" );
armor_weight = 5;
ac_mod = 2;
ore_remove = 60;
cost_mod = 5;
}
else if (!str_cmp(arg1,"vest"))
{
item_type = ITEM_WEAR_BODY;
strcpy(obj_name, "Vest" );
armor_weight = 7;
ac_mod = 2;
ore_remove = 50;
cost_mod = 7;
}
else if (!str_cmp(arg1,"helmet"))
{
item_type = ITEM_WEAR_HEAD;
strcpy(obj_name, "Helmet" );
armor_weight = 7;
ac_mod = 5;
ore_remove = 50;
cost_mod = 7;
}
else if (!str_cmp(arg1,"leggings"))
{
item_type = ITEM_WEAR_LEGS;
strcpy(obj_name, "pair of Leggings" );
armor_weight = 5;
ac_mod = 3;
ore_remove = 45;
cost_mod = 5;
}
else if (!str_cmp(arg1,"boots"))
{
item_type = ITEM_WEAR_FEET;
strcpy(obj_name, "pair of boots" );
armor_weight = 4;
ac_mod = 5;
ore_remove = 40;
cost_mod = 4;
}
else if (!str_cmp(arg1,"gloves"))
{
item_type = ITEM_WEAR_HANDS;
strcpy(obj_name, "pair of Gloves" );
armor_weight = 3;
ac_mod = 3;
ore_remove = 30;
cost_mod = 3;
}
else if (!str_cmp(arg1,"sleeves"))
{
item_type = ITEM_WEAR_ARMS;
strcpy(obj_name, "pair of Sleeves" );
armor_weight = 5;
ac_mod = 3;
ore_remove = 35;
cost_mod = 5;
}
else if (!str_cmp(arg1,"shield"))
{
item_type = ITEM_WEAR_SHIELD;
strcpy(obj_name, "Shield" );
armor_weight = 10;
ac_mod = 10;
ore_remove = 80;
cost_mod = 10;
}
else if (!str_cmp(arg1,"chestplate"))
{
item_type = ITEM_WEAR_ABOUT;
strcpy(obj_name, "Chestplate" );
armor_weight = 14;
ac_mod = 5;
ore_remove = 70;
cost_mod = 14;
}
else if (!str_cmp(arg1,"belt"))
{
item_type = ITEM_WEAR_WAIST;
strcpy(obj_name, "Belt" );
armor_weight = 3;
ac_mod = 0;
ore_remove = 20;
cost_mod = 3;
}
else if (!str_cmp(arg1,"bracer"))
{
item_type = ITEM_WEAR_WRIST;
strcpy(obj_name, "Bracer" );
armor_weight = 4;
ac_mod = 2;
ore_remove = 25;
cost_mod = 4;
}
else if (!str_cmp(arg1,"earing"))
{
item_type = ITEM_WEAR_EARS;
strcpy(obj_name, "Earing" );
armor_weight = 1;
ac_mod = 0;
ore_remove = 15;
cost_mod = 2;
}
else if (!str_cmp(arg1,"visor"))
{
item_type = ITEM_WEAR_FACE;
strcpy(obj_name, "Visor" );
armor_weight = 2;
ac_mod = 0;
ore_remove = 20;
cost_mod = 3;
}
else if (!str_cmp(arg1,"glasses"))
{
item_type = ITEM_WEAR_EYES;
strcpy(obj_name, "Glasses" );
armor_weight = 2;
ac_mod = -5;
ore_remove = 15;
cost_mod = 3;
}
else if (!str_cmp(arg1,"backpack"))
{
item_type = ITEM_WEAR_BACK;
strcpy(obj_name, "Backpack" );
armor_weight = 10;
ac_mod = 2;
ore_remove = 60;
cost_mod = 10;
}
else if (!str_cmp(arg1,"anklet"))
{
item_type = ITEM_WEAR_ANKLE;
strcpy(obj_name, "Anklet" );
armor_weight = 2;
ac_mod = 1;
ore_remove = 20;
cost_mod = 3;
}
else
{
send_to_char("Sorry we do not have that object type.\n\r", ch);
return;
}
if (ore_remove > ore->weight)
{
send_to_char( "You do not have enought ore to make that object\n\r", ch);
return;
}
ore->weight -= ore_remove; //remove the amount of ore used to make the object
ch->carry_weight -= ore_remove;
if(ore->weight <=2)
{
separate_obj( ore );
obj_from_char( ore );
}
if(!set_weapon)
{
forged_item = create_object(get_obj_index(OBJ_VNUM_FORGE_ARMOR), 0);
SET_BIT(forged_item->wear_flags,item_type);
forged_item->weight = armor_weight;
forged_item->value[0] = ((ch->level/4 +5) + dam_mod + ac_mod); //sets the armor
forged_item->value[3] = 12; //set the condition to perfect
send_to_char("You work and work the ore, turning it into a peice of armor.\n\r", ch);
act( AT_ACTION, "$n works and work the ore, turning it into a peice of armor.", ch, NULL, NULL, TO_ROOM );
}
if(set_weapon)
{
forged_item = create_object(get_obj_index(OBJ_VNUM_FORGE_WEAPON), 0);
forged_item->value[0] = 13; //set the condition to perfect
if(ch->level < 10) // sets the num dice
forged_item->value[1] = 4;
else if(ch->level < 20)
forged_item->value[1] = 6;
else if(ch->level < 30)
forged_item->value[1] = 8;
else if(ch->level < 40)
forged_item->value[1] = 10;
else if(ch->level < 50)
forged_item->value[1] = 12;
else if(ch->level < 60)
forged_item->value[1] = 14;
else if(ch->level < 70)
forged_item->value[1] = 16;
else if(ch->level < 80)
forged_item->value[1] = 18;
else if(ch->level < 90)
forged_item->value[1] = 20;
else
forged_item->value[1] = 22;
forged_item->value[2] = ((ch->level/10) + dam_mod) * (forged_item->value[1] + weapon_mod ); //sets the size dice
if (forged_item->value[2] <= 20)
forged_item->value[2] = 20;
forged_item->value[3] = weapon_type;
forged_item->weight = weapon_weight;
send_to_char("You work and work the ore, turning it into a new weapon.\n\r", ch);
act( AT_ACTION, "$n works and work the ore, turning it into a new weapon.", ch, NULL, NULL, TO_ROOM );
}
forged_item->level = ch->level;
forged_item->cost = ( ch->level ) * cost_mod * number_fuzzy(10);
/* right not lets set some effects on the eq based on differnt ore values */
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = ore_apply_1;
paf->modifier = apply_amount;
xCLEAR_BITS(paf->bitvector);
LINK( paf, forged_item->first_affect, forged_item->last_affect, next, prev );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = ore_apply_2;
paf->modifier = apply_amount_2;
xCLEAR_BITS(paf->bitvector);
LINK( paf, forged_item->first_affect, forged_item->last_affect, next, prev );
sprintf( buf, "%s %s", ore_name, obj_name );
STRFREE( forged_item->name );
forged_item->name = STRALLOC (buf);
sprintf( buf, "A forged %s %s", ore_name, obj_name );
STRFREE( forged_item->short_descr );
forged_item->short_descr = STRALLOC (buf);
sprintf( buf, "A %s %s forged by %s", ore_name, obj_name, ch->name );
STRFREE( forged_item->description );
forged_item->description = STRALLOC (buf);
obj_to_char( forged_item, ch ); //finally you get the newly forged object
learn_from_success(ch, gsn_forge);
return;
}