/****************************************************************************
* Eldhamud Codebase V2.2 *
* ------------------------------------------------------------------------ *
* EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi) *
* ------------------------------------------------------------------------ *
* Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag, *
* Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard, *
* Grishnakh, Fireblade, and Nivek. *
* *
* Original MERC 2.1 code by Hatchet, Furey, and Kahn. *
* *
* Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, *
* Michael Seifert, and Sebastian Hammer. *
* ------------------------------------------------------------------------ *
* Object manipulation module *
****************************************************************************/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"
#include "./Headers/bet.h"
/*double sqrt( double x );*/
/*
* External functions
*/
void write_corpses args ( ( CHAR_DATA * ch, char *name, OBJ_DATA * objrem ) );
void do_token_redeem ( CHAR_DATA * ch, OBJ_DATA * obj );
/*
* Local functions.
*/
void get_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) );
bool remove_obj args ( ( CHAR_DATA * ch, int iWear, bool fReplace ) );
void wear_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, short wear_bit ) );
char *get_chance_verb args ( ( OBJ_DATA * obj ) );
char *get_ed_number args ( ( OBJ_DATA * obj, int number ) );
OBJ_DATA *recursive_note_find args ( ( OBJ_DATA * obj, char *argument ) );
/*
* how resistant an object is to damage -Thoric
*/
short get_obj_resistance ( OBJ_DATA * obj )
{
short resist;
resist = number_fuzzy ( MAX_ITEM_IMPACT );
/*
* magical items are more resistant
*/
if ( IS_OBJ_STAT ( obj, ITEM_MAGIC ) )
resist += number_fuzzy ( 12 );
/*
* metal objects are definately stronger
*/
if ( IS_OBJ_STAT ( obj, ITEM_METAL ) )
resist += number_fuzzy ( 5 );
/*
* organic objects are most likely weaker
*/
if ( IS_OBJ_STAT ( obj, ITEM_ORGANIC ) )
resist -= number_fuzzy ( 5 );
/*
* blessed objects should have a little bonus
*/
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
resist += number_fuzzy ( 5 );
/*
* lets make store inventory pretty tough
*/
if ( IS_OBJ_STAT ( obj, ITEM_INVENTORY ) )
resist += 20;
/*
* okay... let's add some bonus/penalty for item level...
*/
resist += ( obj->level / 5 );
/*
* and lasty... take armor or weapon's condition into consideration
*/
if ( obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON )
resist += ( obj->value[0] / 2 );
return URANGE ( 10, resist, 99 );
}
void get_obj ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container )
{
CLAN_DATA *clan;
int weight;
int amt; /* gold per-race multipliers */
if ( !CAN_WEAR ( obj, ITEM_TAKE ) && ( ch->level < sysdata.level_getobjnotake ) )
{
send_to_char ( "You can't take that.\n\r", ch );
return;
}
if ( IS_SET ( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC ( ch ) )
{
if ( CAN_PKILL ( ch ) && !get_timer ( ch, TIMER_PKILLED ) )
{
if ( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 )
{
send_to_char_color ( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch );
return;
}
else
{
REMOVE_BIT ( obj->magic_flags, ITEM_PKDISARMED );
obj->value[5] = 0;
}
}
else
{
send_to_char_color ( "\n\r&BA godly force freezes your outstretched hand.\n\r", ch );
return;
}
}
if ( IS_OBJ_STAT ( obj, ITEM_PROTOTYPE ) && !can_take_proto ( ch ) )
{
send_to_char ( "A godly force prevents you from getting close to it.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) )
{
act ( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_COVERING ) )
weight = obj->weight;
else
weight = get_obj_weight ( obj );
if ( ch->carry_weight + weight > can_carry_w ( ch ) )
{
act ( AT_PLAIN, "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( container )
{
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
{
act ( AT_ACTION, "You remove $p from $P", ch, obj, container, TO_CHAR );
act ( AT_ACTION, "$n removes $p from $P", ch, obj, container, TO_ROOM );
}
else
{
act ( AT_ACTION, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "You get $p from beneath $P." : "You get $p from $P", ch, obj, container, TO_CHAR );
act ( AT_ACTION, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "$n gets $p from beneath $P." : "$n gets $p from $P", ch, obj, container, TO_ROOM );
}
if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE ) && !IS_NPC ( ch ) && str_cmp ( container->name + 7, ch->name ) )
container->value[5]++;
obj_from_obj ( obj );
}
else
{
act ( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR );
act ( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room ( obj );
}
/*
* Clan storeroom checks
*/
if ( xIS_SET ( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) && ( !container || container->carried_by == NULL ) )
{
/*
* if (!char_died) save_char_obj(ch);
*/
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom ( ch, clan );
}
if ( obj->item_type != ITEM_CONTAINER )
check_for_trap ( ch, obj, TRAP_GET );
if ( char_died ( ch ) )
return;
if ( obj->item_type == ITEM_MONEY )
{
amt = obj->value[0];
/*
* The idea was to make some races more adroit at money handling,
* however, this resulted in elves dropping 1M gps and picking
* up 1.1M, repeating, and getting rich. The only solution would
* be to fuzzify the "drop coins" code, but that seems like it'd
* lead to more confusion than it warrants. -h
*
* When you work on this again, make it so that amt is NEVER multiplied
* by more than 1.0. Use less than 1.0 for ogre, orc, troll, etc.
* (Ie: a penalty rather than a bonus)
*/
#ifdef GOLD_MULT
switch ( ch->race )
{
case ( 1 ) :
amt *= 1.1;
break; /* elf */
case ( 2 ) :
amt *= 0.97;
break; /* dwarf */
case ( 3 ) :
amt *= 1.02;
break; /* halfling */
case ( 4 ) :
amt *= 1.08;
break; /* pixie */
case ( 6 ) :
amt *= 0.92;
break; /* half-ogre */
case ( 7 ) :
amt *= 0.94;
break; /* half-orc */
case ( 8 ) :
amt *= 0.90;
break; /* half-troll */
case ( 9 ) :
amt *= 1.04;
break; /* half-elf */
case ( 10 ) :
amt *= 1.06;
break; /* gith */
}
#endif
ch->gold += amt;
extract_obj ( obj );
}
else
{
obj = obj_to_char ( obj, ch );
}
if ( char_died ( ch ) || obj_extracted ( obj ) )
return;
oprog_get_trigger ( ch, obj );
return;
}
void do_get ( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
short number;
bool found;
argument = one_argument ( argument, arg1 );
if ( is_number ( arg1 ) )
{
number = atoi ( arg1 );
if ( number < 1 )
{
send_to_char ( "That was easy...\n\r", ch );
return;
}
if ( ( ch->carry_number + number ) > can_carry_n ( ch ) )
{
send_to_char ( "You can't carry that many.\n\r", ch );
return;
}
argument = one_argument ( argument, arg1 );
}
else
number = 0;
argument = one_argument ( argument, arg2 );
/*
* munch optional words
*/
if ( !str_cmp ( arg2, "from" ) && argument[0] != STRING_NULL )
argument = one_argument ( argument, arg2 );
/*
* Get type.
*/
if ( arg1[0] == STRING_NULL )
{
send_to_char ( "Get what?\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
if ( arg2[0] == STRING_NULL )
{
if ( number <= 1 && str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/*
* 'get obj'
*/
obj = get_obj_list ( ch, arg1, ch->in_room->first_content );
if ( !obj )
{
act ( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
separate_obj ( obj );
get_obj ( ch, obj, NULL );
if ( char_died ( ch ) )
return;
save_house_by_vnum ( ch->in_room->vnum ); /* House Object Saving */
if ( IS_SET ( sysdata.save_flags, SV_GET ) )
save_char_obj ( ch );
}
else
{
short cnt = 0;
bool fAll;
char *chk;
if ( xIS_SET ( ch->in_room->room_flags, ROOM_DONATION ) )
{
send_to_char ( "The gods frown upon such a display of greed!\n\r", ch );
return;
}
if ( !str_cmp ( arg1, "all" ) )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg1;
else
chk = &arg1[4];
/*
* 'get all' or 'get all.obj'
*/
found = FALSE;
for ( obj = ch->in_room->last_content; obj; obj = obj_next )
{
obj_next = obj->prev_content;
if ( ( fAll || nifty_is_name ( chk, obj->name ) ) && can_see_obj ( ch, obj ) )
{
if ( IS_OBJ_STAT ( obj, ITEM_ONMAP ) )
{
if ( ch->map != obj->map || ch->x != obj->x || ch->y != obj->y )
{
found = FALSE;
continue;
}
}
found = TRUE;
if ( number && ( cnt + obj->count ) > number )
split_obj ( obj, number - cnt );
cnt += obj->count;
get_obj ( ch, obj, NULL );
if ( char_died ( ch ) || ch->carry_number >= can_carry_n ( ch ) || ch->carry_weight >= can_carry_w ( ch ) || ( number && cnt >= number ) )
{
if ( IS_SET ( sysdata.save_flags, SV_GET ) && !char_died ( ch ) )
save_char_obj ( ch );
return;
}
}
}
if ( !found )
{
if ( fAll )
send_to_char ( "I see nothing here.\n\r", ch );
else
act ( AT_PLAIN, "I see no $T here.", ch, NULL, chk, TO_CHAR );
}
else
{
save_house_by_vnum ( ch->in_room->vnum ); /* House Object Saving */
if ( IS_SET ( sysdata.save_flags, SV_GET ) )
save_char_obj ( ch );
}
}
}
else
{
/*
* 'get ... container'
*/
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 ( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
if ( !IS_OBJ_STAT ( container, ITEM_COVERING ) )
{
send_to_char ( "That's not a container.\n\r", ch );
return;
}
if ( ch->carry_weight + container->weight > can_carry_w ( ch ) )
{
send_to_char ( "It's too heavy for you to lift.\n\r", ch );
return;
}
break;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_KEYRING:
case ITEM_QUIVER:
break;
case ITEM_CORPSE_PC:
{
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
if ( IS_NPC ( ch ) )
{
send_to_char ( "You can't do that.\n\r", ch );
return;
}
pd = container->short_descr;
pd = one_argument ( pd, name );
pd = one_argument ( pd, name );
pd = one_argument ( pd, name );
pd = one_argument ( pd, name );
if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE ) && !IS_NPC ( ch ) && ( get_timer ( ch, TIMER_PKILLED ) > 0 ) && str_cmp ( name, ch->name ) )
{
send_to_char ( "You cannot loot from that corpse...yet.\n\r", ch );
return;
}
/*
* Killer/owner loot only if die to pkill blow --Blod
*/
/*
* Added check for immortal so IMMS can get things out of
* * corpses --Shaddai
*/
if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE )
&& !IS_NPC ( ch ) && !IS_IMMORTAL ( ch )
&& container->action_desc[0] != STRING_NULL && str_cmp ( name, ch->name ) && str_cmp ( container->action_desc, ch->name ) )
{
send_to_char ( "You did not inflict the death blow upon this corpse.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE ) && !IS_NPC ( ch ) && str_cmp ( name, ch->name ) && container->value[5] >= 3 )
{
send_to_char ( "Frequent looting has left this corpse protected by the gods.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE )
&& !IS_NPC ( ch ) && IS_SET ( ch->pcdata->flags, PCFLAG_DEADLY ) && container->value[4] - ch->level < 6 && container->value[4] - ch->level > -6 )
break;
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;
}
}
}
}
if ( !IS_OBJ_STAT ( container, ITEM_COVERING ) && IS_SET ( container->value[1], CONT_CLOSED ) )
{
act ( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( number <= 1 && str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/*
* 'get obj container'
*/
obj = get_obj_list ( ch, arg1, container->first_content );
if ( !obj )
{
act ( AT_PLAIN, IS_OBJ_STAT ( container, ITEM_COVERING ) ?
"I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
return;
}
separate_obj ( obj );
get_obj ( ch, obj, container );
/*
* Oops no wonder corpses were duping oopsie did I do that
* * --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses ( NULL, container->short_descr + 14, NULL );
check_for_trap ( ch, container, TRAP_GET );
if ( char_died ( ch ) )
return;
if ( IS_SET ( sysdata.save_flags, SV_GET ) )
save_char_obj ( ch );
}
else
{
int cnt = 0;
bool fAll;
char *chk;
/*
* 'get all container' or 'get all.obj container'
*/
if ( IS_OBJ_STAT ( container, ITEM_DONATION ) )
{
send_to_char ( "The gods frown upon such an act of greed!\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( container, ITEM_CLANCORPSE ) && !IS_IMMORTAL ( ch ) && !IS_NPC ( ch ) && str_cmp ( ch->name, container->name + 7 ) )
{
send_to_char ( "The gods frown upon such wanton greed!\n\r", ch );
return;
}
if ( !str_cmp ( arg1, "all" ) )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg1;
else
chk = &arg1[4];
found = FALSE;
for ( obj = container->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( fAll || nifty_is_name ( chk, obj->name ) ) && can_see_obj ( ch, obj ) )
{
found = TRUE;
if ( number && ( cnt + obj->count ) > number )
split_obj ( obj, number - cnt );
cnt += obj->count;
get_obj ( ch, obj, container );
if ( char_died ( ch ) || ch->carry_number >= can_carry_n ( ch ) || ch->carry_weight >= can_carry_w ( ch ) || ( number && cnt >= number ) )
{
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses ( NULL, container->short_descr + 14, NULL );
if ( found && IS_SET ( sysdata.save_flags, SV_GET ) )
save_char_obj ( ch );
return;
}
}
}
if ( !found )
{
if ( fAll )
{
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
act ( AT_PLAIN, "The $T holds no keys.", ch, NULL, arg2, TO_CHAR );
else
act ( AT_PLAIN, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "I see nothing beneath the $T." : "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR );
}
else
{
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
act ( AT_PLAIN, "The $T does not hold that key.", ch, NULL, arg2, TO_CHAR );
else
act ( AT_PLAIN, IS_OBJ_STAT ( container, ITEM_COVERING ) ?
"I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
}
}
else
check_for_trap ( ch, container, TRAP_GET );
if ( char_died ( ch ) )
return;
/*
* Oops no wonder corpses were duping oopsie did I do that
* * --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses ( NULL, container->short_descr + 14, NULL );
if ( found && IS_SET ( sysdata.save_flags, SV_GET ) )
save_char_obj ( ch );
}
}
return;
}
void do_put ( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
CLAN_DATA *clan;
short count;
int number;
bool save_char = FALSE;
argument = one_argument ( argument, arg1 );
if ( is_number ( arg1 ) )
{
number = atoi ( arg1 );
if ( number < 1 )
{
send_to_char ( "That was easy...\n\r", ch );
return;
}
argument = one_argument ( argument, arg1 );
}
else
number = 0;
argument = one_argument ( argument, arg2 );
/*
* munch optional words
*/
if ( ( !str_cmp ( arg2, "into" ) || !str_cmp ( arg2, "inside" )
|| !str_cmp ( arg2, "in" ) || !str_cmp ( arg2, "under" ) || !str_cmp ( arg2, "onto" ) || !str_cmp ( arg2, "on" ) ) && argument[0] != STRING_NULL )
argument = one_argument ( argument, arg2 );
if ( arg1[0] == STRING_NULL || arg2[0] == STRING_NULL )
{
send_to_char ( "Put what in what?\n\r", ch );
return;
}
if ( ms_find_obj ( 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 ( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( !container->carried_by && IS_SET ( sysdata.save_flags, SV_PUT ) )
save_char = TRUE;
if ( IS_OBJ_STAT ( container, ITEM_COVERING ) )
{
if ( ch->carry_weight + container->weight > can_carry_w ( ch ) )
{
send_to_char ( "It's too heavy for you to lift.\n\r", ch );
return;
}
}
else
{
if ( container->item_type != ITEM_CONTAINER && container->item_type != ITEM_KEYRING && container->item_type != ITEM_QUIVER )
{
send_to_char ( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET ( container->value[1], CONT_CLOSED ) )
{
act ( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
}
if ( number <= 1 && str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) )
{
/*
* 'put obj container'
*/
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char ( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( container->item_type == ITEM_KEYRING && obj->item_type != ITEM_KEY )
{
send_to_char ( "That's not a key.\n\r", ch );
return;
}
if ( container->item_type == ITEM_QUIVER && obj->item_type != ITEM_PROJECTILE )
{
send_to_char ( "That's not a projectile.\n\r", ch );
return;
}
if ( ( IS_OBJ_STAT ( container, ITEM_COVERING ) && ( get_obj_weight ( obj ) / obj->count ) > ( ( get_obj_weight ( container ) / container->count ) - container->weight ) ) )
{
send_to_char ( "It won't fit under there.\n\r", ch );
return;
}
/*
* note use of get_real_obj_weight
*/
if ( ( get_real_obj_weight ( obj ) / obj->count ) + ( get_real_obj_weight ( container ) / container->count ) > container->value[0] )
{
send_to_char ( "It won't fit.\n\r", ch );
return;
}
separate_obj ( obj );
separate_obj ( container );
obj_from_char ( obj );
obj = obj_to_obj ( obj, container );
check_for_trap ( ch, container, TRAP_PUT );
if ( char_died ( ch ) )
return;
count = obj->count;
obj->count = 1;
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT ( container, ITEM_COVERING ) )
{
act ( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
act ( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
}
else
{
act ( AT_ACTION, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "$n hides $p beneath $P." : "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act ( AT_ACTION, IS_OBJ_STAT ( container, ITEM_COVERING ) ? "You hide $p beneath $P." : "You put $p in $P.", ch, obj, container, TO_CHAR );
}
obj->count = count;
/*
* Oops no wonder corpses were duping oopsie did I do that
* * --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses ( NULL, container->short_descr + 14, NULL );
if ( save_char )
save_char_obj ( ch );
/*
* Clan storeroom check
*/
if ( xIS_SET ( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) && container->carried_by == NULL )
{
/*
* if (!char_died && !save_char ) save_char_obj(ch);
*/
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom ( ch, clan );
}
}
else
{
bool found = FALSE;
int cnt = 0;
bool fAll;
char *chk;
if ( !str_cmp ( arg1, "all" ) )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg1;
else
chk = &arg1[4];
separate_obj ( container );
/*
* 'put all container' or 'put all.obj container'
*/
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( fAll || nifty_is_name ( chk, obj->name ) )
&& can_see_obj ( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj ( ch, obj )
&& ( container->item_type != ITEM_KEYRING || obj->item_type == ITEM_KEY )
&& ( container->item_type != ITEM_QUIVER || obj->item_type == ITEM_PROJECTILE ) && get_obj_weight ( obj ) + get_obj_weight ( container ) <= container->value[0] )
{
if ( number && ( cnt + obj->count ) > number )
split_obj ( obj, number - cnt );
cnt += obj->count;
obj_from_char ( obj );
if ( container->item_type == ITEM_KEYRING )
{
act ( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
act ( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
}
else
{
act ( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act ( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR );
}
obj = obj_to_obj ( obj, container );
found = TRUE;
check_for_trap ( ch, container, TRAP_PUT );
if ( char_died ( ch ) )
return;
if ( number && cnt >= number )
break;
}
}
/*
* Don't bother to save anything if nothing was dropped -Thoric
*/
if ( !found )
{
if ( fAll )
act ( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR );
else
act ( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR );
return;
}
if ( save_char )
save_char_obj ( ch );
/*
* Oops no wonder corpses were duping oopsie did I do that
* * --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses ( NULL, container->short_descr + 14, NULL );
/*
* Clan storeroom check
*/
if ( xIS_SET ( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) && container->carried_by == NULL )
{
/*
* if (!char_died && !save_char) save_char_obj(ch);
*/
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom ( ch, clan );
}
}
return;
}
void do_drop ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
CLAN_DATA *clan;
int number;
argument = one_argument ( argument, arg );
if ( is_number ( arg ) )
{
number = atoi ( arg );
if ( number < 1 )
{
send_to_char ( "That was easy...\n\r", ch );
return;
}
argument = one_argument ( argument, arg );
}
else
number = 0;
if ( arg[0] == STRING_NULL )
{
send_to_char ( "Drop what?\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
if ( !IS_NPC ( ch ) && xIS_SET ( ch->act, PLR_LITTERBUG ) )
{
set_char_color ( AT_YELLOW, ch );
send_to_char ( "A godly force prevents you from dropping anything...\n\r", ch );
return;
}
if ( xIS_SET ( ch->in_room->room_flags, ROOM_NODROP ) && ch != supermob )
{
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 ( number > 0 )
{
/*
* 'drop NNNN coins'
*/
if ( !str_cmp ( arg, "coins" ) || !str_cmp ( arg, "coin" ) )
{
if ( ch->gold < number )
{
send_to_char ( "You haven't got that many coins.\n\r", ch );
return;
}
ch->gold -= number;
for ( obj = ch->in_room->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
number += 1;
extract_obj ( obj );
break;
case OBJ_VNUM_MONEY_SOME:
number += obj->value[0];
extract_obj ( obj );
break;
}
}
act ( AT_ACTION, "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
obj_to_room ( create_money ( number ), ch->in_room, ch );
save_house_by_vnum ( ch->in_room->vnum ); /* House Object Saving */
send_to_char ( "You let the gold slip from your hand.\n\r", ch );
if ( IS_SET ( sysdata.save_flags, SV_DROP ) )
save_char_obj ( ch );
return;
}
}
if ( number <= 1 && 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;
}
separate_obj ( obj );
act ( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
obj_from_char ( obj );
obj = obj_to_room ( obj, ch->in_room, ch );
oprog_drop_trigger ( ch, obj ); /* mudprogs */
if ( char_died ( ch ) || obj_extracted ( obj ) )
return;
/*
* Clan storeroom saving
*/
if ( xIS_SET ( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
{
/*
* if (!char_died) save_char_obj(ch);
*/
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom ( ch, clan );
}
}
else
{
int cnt = 0;
char *chk;
bool fAll;
if ( !str_cmp ( arg, "all" ) )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg;
else
chk = &arg[4];
/*
* 'drop all' or 'drop all.obj'
*/
if ( xIS_SET ( ch->in_room->room_flags, ROOM_NODROPALL ) || xIS_SET ( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
{
send_to_char ( "You can't seem to do that here...\n\r", ch );
return;
}
found = FALSE;
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( fAll || nifty_is_name ( chk, obj->name ) ) && can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj ( ch, obj ) )
{
found = TRUE;
if ( HAS_PROG ( obj->pIndexData, DROP_PROG ) && obj->count > 1 )
{
++cnt;
separate_obj ( obj );
obj_from_char ( obj );
if ( !obj_next )
obj_next = ch->first_carrying;
}
else
{
if ( number && ( cnt + obj->count ) > number )
split_obj ( obj, number - cnt );
cnt += obj->count;
obj_from_char ( obj );
}
act ( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
obj = obj_to_room ( obj, ch->in_room, ch );
oprog_drop_trigger ( ch, obj ); /* mudprogs */
if ( char_died ( ch ) )
return;
if ( number && cnt >= number )
break;
}
}
if ( !found )
{
if ( fAll )
act ( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR );
else
act ( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR );
save_house_by_vnum ( ch->in_room->vnum ); /* House Object Saving */
}
}
if ( IS_SET ( sysdata.save_flags, SV_DROP ) )
save_char_obj ( ch ); /* duping protector */
return;
}
void do_give ( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim, *questman;
OBJ_DATA *obj;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( !str_cmp ( arg2, "to" ) && argument[0] != STRING_NULL )
argument = one_argument ( argument, arg2 );
if ( arg1[0] == STRING_NULL || arg2[0] == STRING_NULL )
{
send_to_char ( "Give what to whom?\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
if ( is_number ( arg1 ) )
{
/*
* 'give NNNN coins victim'
*/
int amount;
amount = atoi ( arg1 );
if ( amount <= 0 || ( str_cmp ( arg2, "coins" ) && str_cmp ( arg2, "coin" ) ) )
{
send_to_char ( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument ( argument, arg2 );
if ( !str_cmp ( arg2, "to" ) && argument[0] != STRING_NULL )
argument = one_argument ( argument, arg2 );
if ( arg2[0] == STRING_NULL )
{
send_to_char ( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char ( "Very generous of you, but you haven't got that much gold.\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
strcpy ( buf, "$n gives you " );
strcat ( buf, arg1 );
strcat ( buf, ( amount > 1 ) ? " coins." : " coin." );
act ( AT_ACTION, buf, ch, NULL, victim, TO_VICT );
act ( AT_ACTION, "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
act ( AT_ACTION, "You give $N some gold.", ch, NULL, victim, TO_CHAR );
mprog_bribe_trigger ( victim, ch, amount );
if ( IS_SET ( sysdata.save_flags, SV_GIVE ) && !char_died ( ch ) )
save_char_obj ( ch );
if ( IS_SET ( sysdata.save_flags, SV_RECEIVE ) && !char_died ( victim ) )
save_char_obj ( victim );
return;
}
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char ( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL )
{
send_to_char ( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) )
{
send_to_char ( "You can't let go of it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_QUESTTOKEN )
{
if ( !str_prefix ( "all.", arg1 ) )
{
send_to_char ( "You cannot give all.token, this is to stop a crash, will fix it soon as possible\n\r", ch );
return;
}
for ( questman = ch->in_room->first_person; questman != NULL; questman = questman->next_in_room )
if ( IS_NPC ( questman ) && xIS_SET ( questman->act, ACT_QUESTMASTER ) )
break;
if ( questman )
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == questman )
{
separate_obj ( obj );
obj_from_char ( obj );
act ( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act ( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT );
act ( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR );
obj = obj_to_char ( obj, victim );
mprog_give_trigger ( victim, ch, obj );
if ( IS_SET ( sysdata.save_flags, SV_GIVE ) && !char_died ( ch ) )
save_char_obj ( ch );
if ( IS_SET ( sysdata.save_flags, SV_RECEIVE ) && !char_died ( victim ) )
save_char_obj ( victim );
do_token_redeem ( ch, obj );
return;
}
}
}
if ( victim->carry_number + ( get_obj_number ( obj ) / obj->count ) > can_carry_n ( victim ) )
{
act ( AT_PLAIN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + ( get_obj_weight ( obj ) / obj->count ) > can_carry_w ( victim ) )
{
act ( AT_PLAIN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj ( victim, obj ) )
{
act ( AT_PLAIN, "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_PROTOTYPE ) && !can_take_proto ( victim ) )
{
act ( AT_PLAIN, "You cannot give that to $N!", ch, NULL, victim, TO_CHAR );
return;
}
separate_obj ( obj );
obj_from_char ( obj );
act ( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act ( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT );
act ( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR );
obj = obj_to_char ( obj, victim );
mprog_give_trigger ( victim, ch, obj );
if ( IS_SET ( sysdata.save_flags, SV_GIVE ) && !char_died ( ch ) )
save_char_obj ( ch );
if ( IS_SET ( sysdata.save_flags, SV_RECEIVE ) && !char_died ( victim ) )
save_char_obj ( victim );
return;
}
/*
* Damage an object. -Thoric
* Affect player's AC if necessary.
* Make object into scraps if necessary.
* Send message about damaged object.
*/
obj_ret damage_obj ( OBJ_DATA * obj )
{
CHAR_DATA *ch;
obj_ret objcode;
int random_number;
ch = obj->carried_by;
objcode = rNONE;
separate_obj ( obj );
if ( !IS_NPC ( ch ) && ( !IS_PKILL ( ch ) || ( IS_PKILL ( ch ) && !IS_SET ( ch->pcdata->flags, PCFLAG_GAG ) ) ) )
act ( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR );
else
if ( obj->in_room && ( ch = obj->in_room->first_person ) != NULL )
{
act ( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_ROOM );
act ( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR );
ch = NULL;
}
if ( obj->item_type != ITEM_LIGHT )
oprog_damage_trigger ( ch, obj );
else
if ( !in_arena ( ch ) )
oprog_damage_trigger ( ch, obj );
if ( obj_extracted ( obj ) )
return global_objcode;
switch ( obj->item_type )
{
default:
make_scraps ( obj );
objcode = rOBJ_SCRAPPED;
break;
case ITEM_CONTAINER:
if ( --obj->value[3] <= 0 )
{
if ( !in_arena ( ch ) )
{
make_scraps ( obj );
objcode = rOBJ_SCRAPPED;
}
else
obj->value[3] = 1;
}
case ITEM_SHOVEL:
case ITEM_KEYRING:
case ITEM_QUIVER:
if ( --obj->value[3] <= 0 )
{
if ( !in_arena ( ch ) )
{
make_scraps ( obj );
objcode = rOBJ_SCRAPPED;
}
else
obj->value[3] = 1;
}
break;
case ITEM_LIGHT:
if ( --obj->value[0] <= 0 )
{
if ( !in_arena ( ch ) )
{
make_scraps ( obj );
objcode = rOBJ_SCRAPPED;
}
else
obj->value[0] = 1;
}
break;
case ITEM_ARMOR:
random_number = number_range ( 0, 4 );
if ( random_number == 1 )
{
if ( --obj->value[3] <= 0 )
{
make_scraps ( obj );
objcode = rOBJ_SCRAPPED;
}
}
break;
case ITEM_WEAPON:
random_number = number_range ( 0, 4 );
if ( random_number == 1 )
{
if ( --obj->value[0] <= 0 )
{
make_scraps ( obj );
objcode = rOBJ_SCRAPPED;
}
break;
}
}
if ( ch != NULL )
save_char_obj ( ch ); /* Stop scrap duping - Samson 1-2-00 */
return objcode;
}
/*
* Remove an object.
*/
bool remove_obj ( CHAR_DATA * ch, int iWear, bool fReplace )
{
OBJ_DATA *obj, *tmpobj;
if ( ( obj = get_eq_char ( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace && ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) )
{
act ( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR );
return FALSE;
}
if ( !fReplace )
return FALSE;
if ( IS_OBJ_STAT ( obj, ITEM_NOREMOVE ) )
{
act ( AT_PLAIN, "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
if ( obj == get_eq_char ( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char ( ch, WEAR_DUAL_WIELD ) ) != NULL )
tmpobj->wear_loc = WEAR_WIELD;
unequip_char ( ch, obj );
act ( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR );
oprog_remove_trigger ( ch, obj );
return TRUE;
}
/*
* See if char could be capable of dual-wielding -Thoric
*/
bool could_dual ( CHAR_DATA * ch )
{
// if( IS_NPC( ch ) || ch->pcdata->learned[gsn_dual_wield] )
// return TRUE;
return FALSE;
}
/*
* Check for the ability to dual-wield under all conditions. -Orion
*
* Original version by Thoric.
*/
bool can_dual ( CHAR_DATA * ch )
{
/*
* We must assume that when they come in, they are NOT wielding something. We
* take care of the actual value later. -Orion
*/
bool wielding[2], alreadyWielding = FALSE;
wielding[0] = FALSE;
wielding[1] = FALSE;
/*
* If they don't have the ability to dual-wield, why should we allow them to
* do so? -Orion
*/
if ( !could_dual ( ch ) )
return FALSE;
/*
* Get that true wielding value I mentioned earlier. If they're wielding and
* missile wielding, we can simply return FALSE. If not, set the values. -Orion
*/
if ( get_eq_char ( ch, WEAR_WIELD ) && get_eq_char ( ch, WEAR_MISSILE_WIELD ) )
{
send_to_char ( "You are already wielding two weapons... grow some more arms!\n\r", ch );
return FALSE;
}
else
{
/*
* Wield position. -Orion
*/
wielding[0] = get_eq_char ( ch, WEAR_WIELD ) ? TRUE : FALSE;
/*
* Missile wield position. -Orion
*/
wielding[1] = get_eq_char ( ch, WEAR_MISSILE_WIELD ) ? TRUE : FALSE;
}
/*
* Save some extra typing farther down. -Orion
*/
if ( wielding[0] || wielding[1] )
alreadyWielding = TRUE;
/*
* If wielding and dual wielding, then they can't wear another weapon. Return
* FALSE. We can assume that dual wield will not be full if there is no wield
* slot already filled. -Orion
*/
if ( wielding[0] && get_eq_char ( ch, WEAR_DUAL_WIELD ) )
{
send_to_char ( "You are already wielding two weapons... grow some more arms!\n\r", ch );
return FALSE;
}
/*
* If wielding or missile wielding and holding a shield, then we can return
* FALSE. -Orion
*/
if ( alreadyWielding && get_eq_char ( ch, WEAR_SHIELD ) )
{
send_to_char ( "You cannot dual wield, you're already holding a shield!\n\r", ch );
return FALSE;
}
/*
* If wielding or missile wielding and holding something, then we can return
* FALSE. -Orion
*/
if ( alreadyWielding && get_eq_char ( ch, WEAR_HOLD ) )
{
send_to_char ( "You cannot hold another weapon, you're already holding something in that hand!\n\r", ch );
return FALSE;
}
return TRUE;
}
/*
* Check to see if there is room to wear another object on this location
* (Layered clothing support)
*/
bool can_layer ( CHAR_DATA * ch, OBJ_DATA * obj, short wear_loc )
{
OBJ_DATA *otmp;
short bitlayers = 0;
short objlayers = obj->pIndexData->layers;
for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content )
if ( otmp->wear_loc == wear_loc )
{
if ( !otmp->pIndexData->layers )
return FALSE;
else
bitlayers |= otmp->pIndexData->layers;
}
if ( ( bitlayers && !objlayers ) || bitlayers > objlayers )
return FALSE;
if ( !bitlayers || ( ( bitlayers & ~objlayers ) == bitlayers ) )
return TRUE;
return FALSE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*
* Restructured a bit to allow for specifying body location -Thoric
* & Added support for layering on certain body locations
*/
void wear_obj ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, short wear_bit )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *tmpobj = NULL;
short bit, tmp;
separate_obj ( obj );
if ( get_trust ( ch ) < obj->level )
{
sprintf ( buf, "You must be level %d to use this object.\n\r", obj->level );
send_to_char ( buf, ch );
act ( AT_ACTION, "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM );
return;
}
if ( !IS_IMMORTAL ( ch )
&& ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_DEATH ) && ( ch->Class == CLASS_WU_JEN || ch->Class == CLASS_KENSEI ) )
|| ( IS_OBJ_STAT ( obj, ITEM_ANTI_LIFE ) && ( ch->Class == CLASS_BUSHI || ch->Class == CLASS_SHUGENJA ) )
|| ( IS_OBJ_STAT ( obj, ITEM_ANTI_DECAY ) && ( ch->Class == CLASS_HENSHIN || ch->Class == CLASS_IAIJUTSU ) )
|| ( IS_OBJ_STAT ( obj, ITEM_ANTI_GROWTH ) && ( ch->Class == CLASS_SOHEI || ch->Class == CLASS_KISHI ) ) ) )
{
act ( AT_MAGIC, "It goes against the nature of your class t use that item.", ch, NULL, NULL, TO_CHAR );
act ( AT_ACTION, "$n tries to use $p, but is forbidden to do so.", ch, obj, NULL, TO_ROOM );
return;
}
if ( !IS_IMMORTAL ( ch )
&& ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_EVIL ) && ( ch->race == RACE_UNDEAD || ch->race == RACE_DEMON ) )
|| ( IS_OBJ_STAT ( obj, ITEM_ANTI_NEUTRAL ) && ( ch->race == RACE_NEZUMI || ch->race == RACE_SPIRIT ) )
|| ( IS_OBJ_STAT ( obj, ITEM_ANTI_GOOD ) && ( ch->Class == RACE_ANGEL || ch->race == RACE_VANARA ) ) ) )
{
act ( AT_MAGIC, "It goes against the nature of your race to use that item.", ch, NULL, NULL, TO_CHAR );
act ( AT_ACTION, "$n tries to use $p, but is forbidden to do so.", ch, obj, NULL, TO_ROOM );
return;
}
if ( wear_bit > -1 )
{
bit = wear_bit;
if ( !CAN_WEAR ( obj, 1 << bit ) )
{
if ( fReplace )
{
switch ( 1 << bit )
{
case ITEM_HOLD:
send_to_char ( "You cannot hold that.\n\r", ch );
break;
case ITEM_WIELD:
case ITEM_MISSILE_WIELD:
send_to_char ( "You cannot wield that.\n\r", ch );
break;
default:
sprintf ( buf, "You cannot wear that on your %s.\n\r", w_flags[bit] );
send_to_char ( buf, ch );
}
}
return;
}
}
else
{
for ( bit = -1, tmp = 1; tmp < 31; tmp++ )
{
if ( CAN_WEAR ( obj, 1 << tmp ) )
{
bit = tmp;
break;
}
}
}
/*
* currently cannot have a light in non-light position
*/
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj ( ch, WEAR_LIGHT, fReplace ) )
return;
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_LIGHT );
oprog_wear_trigger ( ch, obj );
return;
}
if ( bit == -1 )
{
if ( fReplace )
send_to_char ( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
switch ( 1 << bit )
{
default:
bug ( "wear_obj: uknown/unused item_wear bit %d", bit );
if ( fReplace )
send_to_char ( "You can't wear, wield, or hold that.\n\r", ch );
return;
case ITEM_LODGE_RIB:
act ( AT_ACTION, "$p strikes you and deeply imbeds itself in your ribs!", ch, obj, NULL, TO_CHAR );
act ( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s ribs!", ch, obj, NULL, TO_ROOM );
equip_char ( ch, obj, WEAR_LODGE_RIB );
break;
case ITEM_LODGE_ARM:
act ( AT_ACTION, "$p strikes you and deeply imbeds itself in your arm!", ch, obj, NULL, TO_CHAR );
act ( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s arm!", ch, obj, NULL, TO_ROOM );
equip_char ( ch, obj, WEAR_LODGE_ARM );
break;
case ITEM_LODGE_LEG:
act ( AT_ACTION, "$p strikes you and deeply imbeds itself in your leg!", ch, obj, NULL, TO_CHAR );
act ( AT_ACTION, "$p strikes $n and deeply imbeds itself in $s leg!", ch, obj, NULL, TO_ROOM );
equip_char ( ch, obj, WEAR_LODGE_LEG );
break;
case ITEM_WEAR_BODY:
if ( !can_layer ( ch, obj, WEAR_BODY ) )
{
send_to_char ( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_BODY );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_HEAD:
if ( !remove_obj ( ch, WEAR_HEAD, fReplace ) )
return;
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_HEAD );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_LEGS:
if ( !can_layer ( ch, obj, WEAR_LEGS ) )
{
send_to_char ( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_LEGS );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_FEET:
if ( !can_layer ( ch, obj, WEAR_FEET ) )
{
send_to_char ( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_FEET );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_HANDS:
if ( !can_layer ( ch, obj, WEAR_HANDS ) )
{
send_to_char ( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_HANDS );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_ARMS:
if ( !can_layer ( ch, obj, WEAR_ARMS ) )
{
send_to_char ( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_ARMS );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_BACK:
if ( !remove_obj ( ch, WEAR_BACK, fReplace ) )
return;
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n slings $p on $s back.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You sling $p on your back.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_BACK );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_WEAR_SHIELD:
if ( get_eq_char ( ch, WEAR_DUAL_WIELD ) || ( get_eq_char ( ch, WEAR_WIELD ) && get_eq_char ( ch, WEAR_MISSILE_WIELD ) ) )
{
send_to_char ( "You can't use a shield AND two weapons!\n\r", ch );
return;
}
if ( !remove_obj ( ch, WEAR_SHIELD, fReplace ) )
return;
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n uses $p as a shield.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You use $p as a shield.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_SHIELD );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_MISSILE_WIELD:
case ITEM_WIELD:
if ( !could_dual ( ch ) )
{
if ( !remove_obj ( ch, WEAR_MISSILE_WIELD, fReplace ) )
return;
if ( !remove_obj ( ch, WEAR_WIELD, fReplace ) )
return;
tmpobj = NULL;
}
else
{
OBJ_DATA *mw, *dw, *hd, *sd;
tmpobj = get_eq_char ( ch, WEAR_WIELD );
mw = get_eq_char ( ch, WEAR_MISSILE_WIELD );
dw = get_eq_char ( ch, WEAR_DUAL_WIELD );
hd = get_eq_char ( ch, WEAR_HOLD );
sd = get_eq_char ( ch, WEAR_SHIELD );
if ( tmpobj )
{
if ( !can_dual ( ch ) )
return;
if ( get_obj_weight ( obj ) + get_obj_weight ( tmpobj ) > str_app[get_curr_str ( ch ) ].wield )
{
send_to_char ( "It is too heavy for you to wield.\n\r", ch );
return;
}
if ( mw || dw )
{
send_to_char ( "You're already wielding two weapons.\n\r", ch );
return;
}
if ( hd || sd )
{
send_to_char ( "You're already wielding a weapon AND holding something.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR );
}
if ( 1 << bit == ITEM_MISSILE_WIELD )
equip_char ( ch, obj, WEAR_MISSILE_WIELD );
else
equip_char ( ch, obj, WEAR_DUAL_WIELD );
oprog_wear_trigger ( ch, obj );
return;
}
if ( mw )
{
if ( !can_dual ( ch ) )
return;
if ( 1 << bit == ITEM_MISSILE_WIELD )
{
send_to_char ( "You're already wielding a missile weapon.\n\r", ch );
return;
}
if ( get_obj_weight ( obj ) + get_obj_weight ( mw ) > str_app[get_curr_str ( ch ) ].wield )
{
send_to_char ( "It is too heavy for you to wield.\n\r", ch );
return;
}
if ( tmpobj || dw )
{
send_to_char ( "You're already wielding two weapons.\n\r", ch );
return;
}
if ( hd || sd )
{
send_to_char ( "You're already wielding a weapon AND holding something.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_WIELD );
oprog_wear_trigger ( ch, obj );
return;
}
}
if ( get_obj_weight ( obj ) > str_app[get_curr_str ( ch ) ].wield )
{
send_to_char ( "It is too heavy for you to wield.\n\r", ch );
return;
}
if ( !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR );
}
if ( 1 << bit == ITEM_MISSILE_WIELD )
equip_char ( ch, obj, WEAR_MISSILE_WIELD );
else
equip_char ( ch, obj, WEAR_WIELD );
oprog_wear_trigger ( ch, obj );
return;
case ITEM_HOLD:
if ( get_eq_char ( ch, WEAR_DUAL_WIELD ) || ( get_eq_char ( ch, WEAR_WIELD ) && get_eq_char ( ch, WEAR_MISSILE_WIELD ) ) )
{
send_to_char ( "You cannot hold something AND two weapons!\n\r", ch );
return;
}
if ( !remove_obj ( ch, WEAR_HOLD, fReplace ) )
return;
if ( obj->item_type == ITEM_WAND
|| obj->item_type == ITEM_STAFF
|| obj->item_type == ITEM_FOOD
|| obj->item_type == ITEM_COOK
|| obj->item_type == ITEM_PILL
|| obj->item_type == ITEM_POTION
|| obj->item_type == ITEM_SCROLL
|| obj->item_type == ITEM_DRINK_CON
|| obj->item_type == ITEM_BLOOD
|| obj->item_type == ITEM_PIPE || obj->item_type == ITEM_HERB || obj->item_type == ITEM_KEY || !oprog_use_trigger ( ch, obj, NULL, NULL, NULL ) )
{
act ( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
}
equip_char ( ch, obj, WEAR_HOLD );
oprog_wear_trigger ( ch, obj );
return;
}
}
void do_wear ( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
short wear_bit;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
if ( ( !str_cmp ( arg2, "on" ) || !str_cmp ( arg2, "upon" ) || !str_cmp ( arg2, "around" ) ) && argument[0] != STRING_NULL )
argument = one_argument ( argument, arg2 );
if ( arg1[0] == STRING_NULL )
{
send_to_char ( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
if ( !str_cmp ( arg1, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj ( ch, obj ) )
{
wear_obj ( ch, obj, FALSE, -1 );
if ( char_died ( ch ) )
return;
}
}
return;
}
else
{
if ( ( obj = get_obj_carry ( ch, arg1 ) ) == NULL )
{
send_to_char ( "You do not have that item.\n\r", ch );
return;
}
if ( arg2[0] != STRING_NULL )
wear_bit = get_wflag ( arg2 );
else
wear_bit = -1;
wear_obj ( ch, obj, TRUE, wear_bit );
}
return;
}
void do_remove ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj, *obj_next;
one_argument ( argument, arg );
if ( arg[0] == STRING_NULL )
{
send_to_char ( "Remove what?\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
if ( !str_cmp ( arg, "all" ) ) /* SB Remove all */
{
for ( obj = ch->first_carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && can_see_obj ( ch, obj ) )
remove_obj ( ch, obj->wear_loc, TRUE );
}
return;
}
if ( ( obj = get_obj_wear ( ch, arg ) ) == NULL )
{
send_to_char ( "You are not using that item.\n\r", ch );
return;
}
if ( ( obj_next = get_eq_char ( ch, obj->wear_loc ) ) != obj )
{
act ( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR );
return;
}
remove_obj ( ch, obj->wear_loc, TRUE );
return;
}
void do_bury ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
bool shovel;
short move;
one_argument ( argument, arg );
if ( arg[0] == STRING_NULL )
{
send_to_char ( "What do you wish to bury?\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
shovel = FALSE;
for ( obj = ch->first_carrying; obj; obj = obj->next_content )
if ( obj->item_type == ITEM_SHOVEL )
{
shovel = TRUE;
break;
}
obj = get_obj_list_rev ( ch, arg, ch->in_room->last_content );
if ( !obj )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
separate_obj ( obj );
if ( !CAN_WEAR ( obj, ITEM_TAKE ) )
{
if ( !IS_OBJ_STAT ( obj, ITEM_CLANCORPSE ) || IS_NPC ( ch ) || !IS_SET ( ch->pcdata->flags, PCFLAG_DEADLY ) )
{
act ( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR );
return;
}
}
switch ( ch->in_room->sector_type )
{
case SECT_CITY:
case SECT_INSIDE:
send_to_char ( "The floor is too hard to dig through.\n\r", ch );
return;
case SECT_WATER_SWIM:
case SECT_WATER_NOSWIM:
case SECT_UNDERWATER:
send_to_char ( "You cannot bury something here.\n\r", ch );
return;
case SECT_AIR:
send_to_char ( "What? In the air?!\n\r", ch );
return;
}
if ( obj->weight > ( UMAX ( 5, ( can_carry_w ( ch ) / 10 ) ) ) && !shovel )
{
send_to_char ( "You'd need a shovel to bury something that big.\n\r", ch );
return;
}
move = ( obj->weight * 50 * ( shovel ? 1 : 5 ) ) / UMAX ( 1, can_carry_w ( ch ) );
move = URANGE ( 2, move, 1000 );
if ( move > ch->move )
{
send_to_char ( "You don't have the energy to bury something of that size.\n\r", ch );
return;
}
ch->move -= move;
if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC )
adjust_favor ( ch, 6, 1 );
act ( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR );
act ( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM );
xSET_BIT ( obj->extra_flags, ITEM_BURIED );
WAIT_STATE ( ch, URANGE ( 10, move / 2, 100 ) );
return;
}
void do_sacrifice ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char name[50];
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == STRING_NULL || !str_cmp ( arg, ch->name ) )
{
act ( AT_ACTION, "$n offers $mself to $s deity, who graciously declines.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "Your deity appreciates your offer and may accept it later.\n\r", ch );
return;
}
if ( ms_find_obj ( ch ) )
return;
if ( !str_cmp ( arg, "all" ) )
{
if ( !ch->in_room->first_content )
{
send_to_char ( "All what? There's nothing here!\n\r", ch );
return;
}
for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
separate_obj ( obj );
if ( !CAN_WEAR ( obj, ITEM_TAKE ) || !can_see_obj ( ch, obj ) )
{
continue;
}
if ( IS_SET ( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC ( ch ) )
{
if ( CAN_PKILL ( ch ) && !get_timer ( ch, TIMER_PKILLED ) )
{
if ( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 )
{
continue;
}
}
}
if ( !IS_NPC ( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != STRING_NULL )
{
strcpy ( name, ch->pcdata->deity->name );
}
else
if ( !IS_NPC ( ch ) && IS_GUILDED ( ch ) && sysdata.guild_overseer[0] != STRING_NULL )
{
strcpy ( name, sysdata.guild_overseer );
}
else
if ( !IS_NPC ( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != STRING_NULL )
{
strcpy ( name, ch->pcdata->clan->deity );
}
else
{
strcpy ( name, "The God's" );
}
ch->gold += 1;
if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC )
adjust_favor ( ch, 5, 1 );
sprintf ( buf, "%s give you one gold coin for sacrificing %s.\n\r", name, obj->short_descr );
send_to_char ( buf, ch );
sprintf ( buf, "$n sacrifices $p to %s.", name );
act ( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
oprog_sac_trigger ( ch, obj );
if ( obj_extracted ( obj ) )
return;
if ( cur_obj == obj->serial )
global_objcode = rOBJ_SACCED;
extract_obj ( obj );
}
return;
}
obj = get_obj_list_rev ( ch, arg, ch->in_room->last_content );
if ( !obj )
{
send_to_char ( "You can't find it.\n\r", ch );
return;
}
separate_obj ( obj );
if ( !CAN_WEAR ( obj, ITEM_TAKE ) )
{
act ( AT_PLAIN, "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
if ( IS_SET ( obj->magic_flags, ITEM_PKDISARMED ) && !IS_NPC ( ch ) )
{
if ( CAN_PKILL ( ch ) && !get_timer ( ch, TIMER_PKILLED ) )
{
if ( ch->level - obj->value[5] > 5 || obj->value[5] - ch->level > 5 )
{
send_to_char_color ( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch );
return;
}
}
}
if ( !IS_NPC ( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != STRING_NULL )
{
strcpy ( name, ch->pcdata->deity->name );
}
else
if ( !IS_NPC ( ch ) && IS_GUILDED ( ch ) && sysdata.guild_overseer[0] != STRING_NULL )
{
strcpy ( name, sysdata.guild_overseer );
}
else
if ( !IS_NPC ( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != STRING_NULL )
{
strcpy ( name, ch->pcdata->clan->deity );
}
else
{
strcpy ( name, "The God's" );
}
ch->gold += 1;
if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC )
adjust_favor ( ch, 5, 1 );
sprintf ( buf, "%s give you one gold coin for your sacrifice.\n\r", name );
send_to_char ( buf, ch );
sprintf ( buf, "$n sacrifices $p to %s.", name );
act ( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
oprog_sac_trigger ( ch, obj );
if ( obj_extracted ( obj ) )
return;
if ( cur_obj == obj->serial )
global_objcode = rOBJ_SACCED;
separate_obj ( obj );
extract_obj ( obj );
save_house_by_vnum ( ch->in_room->vnum ); /* Prevent House Object Duplication */
return;
}
void do_brandish ( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
ch_ret retcode;
int sn;
if ( ( staff = get_eq_char ( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char ( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char ( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0 || sn >= top_sn || skill_table[sn]->spell_fun == NULL )
{
bug ( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE ( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
if ( !oprog_use_trigger ( ch, staff, NULL, NULL, NULL ) )
{
act ( AT_MAGIC, "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act ( AT_MAGIC, "You brandish $p.", ch, staff, NULL, TO_CHAR );
}
for ( vch = ch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !IS_NPC ( vch ) && xIS_SET ( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
continue;
else
switch ( skill_table[sn]->target )
{
default:
bug ( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC ( ch ) ? IS_NPC ( vch ) : !IS_NPC ( vch ) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC ( ch ) ? !IS_NPC ( vch ) : IS_NPC ( vch ) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
retcode = obj_cast_spell ( staff->value[3], staff->value[0], ch, vch, NULL );
if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug ( "do_brandish: char died", 0 );
return;
}
}
}
if ( --staff->value[2] <= 0 )
{
act ( AT_MAGIC, "$p blazes bright and vanishes from $n's hands!", ch, staff, NULL, TO_ROOM );
act ( AT_MAGIC, "$p blazes bright and is gone!", ch, staff, NULL, TO_CHAR );
if ( staff->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj ( staff );
}
return;
}
void do_zap ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
ch_ret retcode;
one_argument ( argument, arg );
if ( arg[0] == STRING_NULL && !ch->fighting )
{
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;
}
obj = NULL;
if ( arg[0] == STRING_NULL )
{
if ( ch->fighting )
{
victim = who_fighting ( ch );
}
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, 1 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim )
{
if ( !oprog_use_trigger ( ch, wand, victim, NULL, NULL ) )
{
act ( AT_MAGIC, "$n aims $p at $N.", ch, wand, victim, TO_ROOM );
act ( AT_MAGIC, "You aim $p at $N.", ch, wand, victim, TO_CHAR );
}
}
else
{
if ( !oprog_use_trigger ( ch, wand, NULL, obj, NULL ) )
{
act ( AT_MAGIC, "$n aims $p at $P.", ch, wand, obj, TO_ROOM );
act ( AT_MAGIC, "You aim $p at $P.", ch, wand, obj, TO_CHAR );
}
}
retcode = obj_cast_spell ( wand->value[3], wand->value[0], ch, victim, obj );
if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug ( "do_zap: char died", 0 );
return;
}
}
if ( --wand->value[2] <= 0 )
{
act ( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act ( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_CHAR );
if ( wand->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj ( wand );
}
return;
}
/*
* Save items in a clan storage room -Scryn & Thoric
*/
void save_clan_storeroom ( CHAR_DATA * ch, CLAN_DATA * clan )
{
FILE *fp;
char filename[256];
short templvl;
OBJ_DATA *contents;
if ( !clan )
{
bug ( "save_clan_storeroom: Null clan pointer!", 0 );
return;
}
if ( !ch )
{
bug ( "save_clan_storeroom: Null ch pointer!", 0 );
return;
}
sprintf ( filename, "%s%s.vault", CLAN_DIR, clan->filename );
if ( ( fp = fopen ( filename, "w" ) ) == NULL )
{
bug ( "save_clan_storeroom: fopen", 0 );
perror ( filename );
}
else
{
templvl = ch->level;
ch->level = LEVEL_HERO; /* make sure EQ doesn't get lost */
contents = ch->in_room->last_content;
if ( contents )
fwrite_obj ( ch, contents, fp, 0, OS_CARRY, FALSE );
fprintf ( fp, "#END\n" );
ch->level = templvl;
fclose ( fp );
return;
}
return;
}
/* put an item on auction, or see the stats on the current item or bet */
void do_auction ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int i;
SKILLTYPE *sktmp;
argument = one_argument ( argument, arg1 );
argument = one_argument ( argument, arg2 );
argument = one_argument ( argument, arg3 );
set_char_color ( AT_LBLUE, ch );
if ( IS_NPC ( ch ) ) /* NPC can be extracted at any time and thus can't auction! */
return;
set_char_color ( AT_AUCTION, ch );
if ( ch->level < 3 )
{
send_to_char ( "You must be at least level three to use the auction...\n\r", ch );
return;
}
if ( ( time_info.hour > 18 || time_info.hour < 9 ) && auction->item == NULL && !IS_IMMORTAL ( ch ) )
{
send_to_char ( "\n\rThe auctioneer works between the hours of 9 AM and 6 PM\n\r", ch );
return;
}
if ( arg1[0] == STRING_NULL )
{
if ( auction->item != NULL )
{
AFFECT_DATA *paf;
obj = auction->item;
/*
* show item data here
*/
send_to_char ( "&D--------------------------------------------------------------------------------\n\r", ch );
ch_printf ( ch, "Object: &w'%s&D'\n\r", obj->short_descr );
send_to_char ( "&D--------------------------------------------------------------------------------\n\r", ch );
ch_printf ( ch, "Item Type : &w%s&D\n\r", item_type_name ( obj ) );
if ( obj->item_type != ITEM_LIGHT && obj->wear_flags - 1 > 0 )
ch_printf ( ch, "Wear location:&w %s&D\n\r", flag_string ( obj->wear_flags, w_flags ) );
ch_printf ( ch, "Weight :&w %d&D\n\r", obj->weight );
ch_printf ( ch, "Level :&w %d&D\n\r", obj->level );
ch_printf ( ch, "Cost :&w %d&D\n\r", obj->cost );
ch_printf ( ch, "Flags :&w %s&D\n\r", extra_bit_name ( &obj->extra_flags ) );
switch ( obj->item_type )
{
case ITEM_CONTAINER:
ch_printf ( ch, "&wCapacity : %d&D items.\n\r", obj->value[0] );
break;
case ITEM_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
ch_printf ( ch, "Level %d spells of:", obj->value[0] );
if ( obj->value[1] >= 0 && ( sktmp = get_skilltype ( obj->value[1] ) ) != NULL )
{
send_to_char ( " '", ch );
send_to_char ( sktmp->name, ch );
send_to_char ( "'", ch );
}
if ( obj->value[2] >= 0 && ( sktmp = get_skilltype ( obj->value[2] ) ) != NULL )
{
send_to_char ( " '", ch );
send_to_char ( sktmp->name, ch );
send_to_char ( "'", ch );
}
if ( obj->value[3] >= 0 && ( sktmp = get_skilltype ( obj->value[3] ) ) != NULL )
{
send_to_char ( " '", ch );
send_to_char ( sktmp->name, ch );
send_to_char ( "'", ch );
}
send_to_char ( ".\n\r", ch );
break;
case ITEM_SALVE:
ch_printf ( ch, "Has %d(%d) applications of level %d", obj->value[1], obj->value[2], obj->value[0] );
if ( obj->value[4] >= 0 && ( sktmp = get_skilltype ( obj->value[4] ) ) != NULL )
{
send_to_char ( " '", ch );
send_to_char ( sktmp->name, ch );
send_to_char ( "'", ch );
}
if ( obj->value[5] >= 0 && ( sktmp = get_skilltype ( obj->value[5] ) ) != NULL )
{
send_to_char ( " '", ch );
send_to_char ( sktmp->name, ch );
send_to_char ( "'", ch );
}
send_to_char ( ".\n\r", ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
ch_printf ( ch, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] );
if ( obj->value[3] >= 0 && ( sktmp = get_skilltype ( obj->value[3] ) ) != NULL )
{
send_to_char ( " '", ch );
send_to_char ( sktmp->name, ch );
send_to_char ( "'", ch );
}
send_to_char ( ".\n\r", ch );
break;
case ITEM_WEAPON:
ch_printf ( ch, "Damage : &w%d &Dto &w%d &D(average &w%d&D)\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 );
ch_printf ( ch, "Skill needed : &w%s&D\n\r", weapon_skills[obj->value[4]] );
ch_printf ( ch, "Damage type : &w%s&D\n\r", attack_table[obj->value[3]] );
break;
case ITEM_MISSILE_WEAPON:
ch_printf ( ch, "Bonus damage added to projectiles is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 );
ch_printf ( ch, "Skill needed: %s\n\r", weapon_skills[obj->value[4]] );
ch_printf ( ch, "Projectiles fired: %s\n\r", projectiles[obj->value[5]] );
break;
case ITEM_PROJECTILE:
ch_printf ( ch, "Damage is %d to %d (average %d)%s\n\r",
obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2, IS_OBJ_STAT ( obj, ITEM_POISONED ) ? ", and is poisonous." : "." );
ch_printf ( ch, "Damage type: %s\n\r", attack_table[obj->value[3]] );
ch_printf ( ch, "Projectile type: %s\n\r", projectiles[obj->value[4]] );
break;
case ITEM_ARMOR:
ch_printf ( ch, "Armor Class : &w%d&D.\n\r", obj->value[0] );
break;
}
for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
showaffect ( ch, paf );
for ( paf = obj->first_affect; paf; paf = paf->next )
showaffect ( ch, paf );
send_to_char ( "&D--------------------------------------------------------------------------------\n\r", ch );
for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
showaffect ( ch, paf );
for ( paf = obj->first_affect; paf; paf = paf->next )
showaffect ( ch, paf );
if ( ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_KEYRING || obj->item_type == ITEM_QUIVER ) && obj->first_content )
{
set_char_color ( AT_OBJECT, ch );
send_to_char ( "Contents:\n\r", ch );
show_list_to_char ( obj->first_content, ch, TRUE, FALSE );
}
ch_printf ( ch, "Seller: &w%s&D.\n\r", auction->seller->name );
ch_printf ( ch, "Bidder: &w%s&D.\n\r", auction->buyer->name );
ch_printf ( ch, "Round : &w%d&D.\n\r", ( auction->going + 1 ) );
ch_printf ( ch, "Time left in round: &w%d.&D\n\r", auction->pulse );
if ( auction->bet > 0 )
ch_printf ( ch, "\n\rCurrent bid on this item is %s gold.\n\r", num_punct ( auction->bet ) );
else
ch_printf ( ch, "\n\rNo bids on this item have been received.\n\r" );
send_to_char ( "--------------------------------------------------------------------------------\n\r", ch );
return;
}
else
{
set_char_color ( AT_LBLUE, ch );
send_to_char ( "\n\rThere is nothing being auctioned right now. What would you like to auction?\n\r", ch );
return;
}
}
if ( IS_IMMORTAL ( ch ) && !str_cmp ( arg1, "stop" ) )
{
if ( auction->item == NULL )
{
send_to_char ( "There is no auction to stop.\n\r", ch );
return;
}
else /* stop the auction */
{
set_char_color ( AT_LBLUE, ch );
sprintf ( buf, "Sale of %s has been stopped by an Immortal.", auction->item->short_descr );
talk_auction ( buf );
obj_to_char ( auction->item, auction->seller );
if ( IS_SET ( sysdata.save_flags, SV_AUCTION ) )
save_char_obj ( auction->seller );
auction->item = NULL;
if ( auction->buyer != NULL && auction->buyer != auction->seller ) /* return money to the buyer */
{
auction->buyer->gold += auction->bet;
send_to_char ( "Your money has been returned.\n\r", auction->buyer );
}
return;
}
}
if ( !str_cmp ( arg1, "bid" ) )
{
if ( auction->item != NULL )
{
int newbet;
if ( ch->level < auction->item->level )
{
send_to_char ( "This object's level is too high for your use.\n\r", ch );
return;
}
if ( ch == auction->seller )
{
send_to_char ( "You can't bid on your own item!\n\r", ch );
return;
}
/*
* make - perhaps - a bet now
*/
if ( arg2[0] == STRING_NULL )
{
send_to_char ( "Bid how much?\n\r", ch );
return;
}
newbet = parsebet ( auction->bet, arg2 );
/*
* ch_printf( ch, "Bid: %d\n\r",newbet);
*/
if ( newbet < auction->starting )
{
send_to_char ( "You must place a bid that is higher than the starting bet.\n\r", ch );
return;
}
/*
* to avoid slow auction, use a bigger amount than 100 if the bet
* is higher up - changed to 10000 for our high economy
*/
if ( newbet < ( auction->bet ) )
{
send_to_char ( "You must at least bid over the current bid.\n\r", ch );
return;
}
if ( newbet > ch->gold )
{
send_to_char ( "You don't have that much money!\n\r", ch );
return;
}
if ( newbet > 2000000000 )
{
send_to_char ( "You can't bid over 2 billion coins.\n\r", ch );
return;
}
/*
* Is it the item they really want to bid on? --Shaddai
*/
if ( arg3[0] != STRING_NULL && !nifty_is_name ( arg3, auction->item->name ) )
{
send_to_char ( "That item is not being auctioned right now.\n\r", ch );
return;
}
/*
* the actual bet is OK!
*/
/*
* return the gold to the last buyer, if one exists
*/
if ( auction->buyer != NULL && auction->buyer != auction->seller )
auction->buyer->gold += auction->bet;
ch->gold -= newbet; /* substract the gold - important :) */
if ( IS_SET ( sysdata.save_flags, SV_AUCTION ) )
save_char_obj ( ch );
auction->buyer = ch;
auction->bet = newbet;
auction->going = 0;
auction->pulse = PULSE_AUCTION; /* start the auction over again */
sprintf ( buf, "A bid of %s gold has been received on %s.\n\r", num_punct ( newbet ), auction->item->short_descr );
talk_auction ( buf );
return;
}
else
{
send_to_char ( "There isn't anything being auctioned right now.\n\r", ch );
return;
}
}
/*
* finally...
*/
if ( ms_find_obj ( ch ) )
return;
obj = get_obj_carry ( ch, arg1 ); /* does char have the item ? */
if ( obj == NULL )
{
send_to_char ( "You aren't carrying that.\n\r", ch );
return;
}
if ( obj->timer > 0 )
{
send_to_char ( "You can't auction objects that are decaying.\n\r", ch );
return;
}
/*
* prevent repeat auction items
*/
for ( i = 0; i < AUCTION_MEM && auction->history[i]; i++ )
{
if ( auction->history[i] == obj->pIndexData )
{
send_to_char ( "Such an item has been auctioned " "recently, try again later.\n\r", ch );
return;
}
}
if ( arg2[0] == STRING_NULL )
{
auction->starting = 0;
strcpy ( arg2, "0" );
}
if ( !is_number ( arg2 ) )
{
send_to_char ( "You must input a number at which to start the auction.\n\r", ch );
return;
}
if ( atoi ( arg2 ) < 0 )
{
send_to_char ( "You can't auction something for less than 0 gold!\n\r", ch );
return;
}
if ( auction->item == NULL )
switch ( obj->item_type )
{
default:
act ( AT_TELL, "You cannot auction $Ts.", ch, NULL, item_type_name ( obj ), TO_CHAR );
return;
/*
* insert any more item types here... items with a timer MAY NOT BE
* AUCTIONED!
*/
case ITEM_LIGHT:
case ITEM_TREASURE:
case ITEM_POTION:
case ITEM_CONTAINER:
case ITEM_KEYRING:
case ITEM_QUIVER:
case ITEM_DRINK_CON:
case ITEM_FOOD:
case ITEM_COOK:
case ITEM_PEN:
case ITEM_BOAT:
case ITEM_PILL:
case ITEM_PIPE:
case ITEM_HERB_CON:
case ITEM_INCENSE:
case ITEM_FIRE:
case ITEM_RUNEPOUCH:
case ITEM_MAP:
case ITEM_BOOK:
case ITEM_RUNE:
case ITEM_MATCH:
case ITEM_HERB:
case ITEM_WEAPON:
case ITEM_MISSILE_WEAPON:
case ITEM_ARMOR:
case ITEM_STAFF:
case ITEM_WAND:
case ITEM_SCROLL:
separate_obj ( obj );
obj_from_char ( obj );
if ( IS_SET ( sysdata.save_flags, SV_AUCTION ) )
save_char_obj ( ch );
auction->item = obj;
auction->bet = 0;
auction->buyer = ch;
auction->seller = ch;
auction->pulse = PULSE_AUCTION;
auction->going = 0;
auction->starting = atoi ( arg2 );
/*
* add the new item to the history
*/
if ( AUCTION_MEM > 0 )
{
memmove ( ( char * ) auction->history + sizeof ( OBJ_INDEX_DATA * ), auction->history, ( AUCTION_MEM - 1 ) * sizeof ( OBJ_INDEX_DATA * ) );
auction->history[0] = obj->pIndexData;
}
/*
* reset the history timer
*/
auction->hist_timer = 0;
if ( auction->starting > 0 )
auction->bet = auction->starting;
sprintf ( buf, "A new item is being auctioned: %s at %d gold.", obj->short_descr, auction->starting );
talk_auction ( buf );
return;
} /* switch */
else
{
act ( AT_TELL, "Try again later - $p is being auctioned right now!", ch, auction->item, NULL, TO_CHAR );
if ( !IS_IMMORTAL ( ch ) )
WAIT_STATE ( ch, PULSE_VIOLENCE );
return;
}
}
/* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */
void obj_fall ( OBJ_DATA * obj, bool through )
{
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
static int fall_count;
char buf[MAX_STRING_LENGTH];
static bool is_falling; /* Stop loops from the call to obj_to_room() -- Altrag */
if ( !obj->in_room || is_falling )
return;
if ( fall_count > 30 )
{
bug ( "object falling in loop more than 30 times", 0 );
extract_obj ( obj );
fall_count = 0;
return;
}
if ( xIS_SET ( obj->in_room->room_flags, ROOM_NOFLOOR ) && CAN_GO ( obj, DIR_DOWN ) && !IS_OBJ_STAT ( obj, ITEM_MAGIC ) )
{
pexit = get_exit ( obj->in_room, DIR_DOWN );
to_room = pexit->to_room;
if ( through )
fall_count++;
else
fall_count = 0;
if ( obj->in_room == to_room )
{
sprintf ( buf, "Object falling into same room, room %d", to_room->vnum );
bug ( buf, 0 );
extract_obj ( obj );
return;
}
if ( obj->in_room->first_person )
{
act ( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_ROOM );
act ( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_CHAR );
}
obj_from_room ( obj );
is_falling = TRUE;
obj = obj_to_room ( obj, to_room, NULL );
is_falling = FALSE;
if ( obj->in_room->first_person )
{
act ( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_ROOM );
act ( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_CHAR );
}
if ( !xIS_SET ( obj->in_room->room_flags, ROOM_NOFLOOR ) && through )
{
/*
* int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2;
*/
int dam = fall_count * obj->weight / 2;
/*
* Damage players
*/
if ( obj->in_room->first_person && number_percent( ) > 15 )
{
CHAR_DATA *rch;
CHAR_DATA *vch = NULL;
int chcnt = 0;
for ( rch = obj->in_room->first_person; rch; rch = rch->next_in_room, chcnt++ )
if ( number_range ( 0, chcnt ) == 0 )
vch = rch;
act ( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM );
act ( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR );
if ( IS_NPC ( vch ) && xIS_SET ( vch->act, ACT_HARDHAT ) )
act ( AT_WHITE, "$p bounces harmlessly off your head!", vch, obj, NULL, TO_CHAR );
else
damage ( vch, vch, dam * vch->level, TYPE_UNDEFINED );
}
/*
* Damage objects
*/
switch ( obj->item_type )
{
case ITEM_WEAPON:
case ITEM_ARMOR:
if ( ( obj->value[0] - dam ) <= 0 )
{
if ( obj->in_room->first_person )
{
act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM );
act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR );
}
make_scraps ( obj );
}
else
obj->value[0] -= dam;
break;
default:
if ( ( dam * 15 ) > get_obj_resistance ( obj ) )
{
if ( obj->in_room->first_person )
{
act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM );
act ( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR );
}
make_scraps ( obj );
}
break;
}
}
obj_fall ( obj, TRUE );
}
return;
}
/* Scryn, by request of Darkur, 12/04/98 */
/* Reworked recursive_note_find to fix crash bug when the note was left
* blank. 7/6/98 -- Shaddai
*/
void do_findnote ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC ( ch ) )
{
send_to_char ( "Huh?\n\r", ch );
return;
}
if ( argument[0] == STRING_NULL )
{
send_to_char ( "You must specify at least one keyword.\n\r", ch );
return;
}
obj = recursive_note_find ( ch->first_carrying, argument );
if ( obj )
{
if ( obj->in_obj )
{
obj_from_obj ( obj );
obj = obj_to_char ( obj, ch );
}
wear_obj ( ch, obj, TRUE, -1 );
}
else
send_to_char ( "Note not found.\n\r", ch );
return;
}
OBJ_DATA *recursive_note_find ( OBJ_DATA * obj, char *argument )
{
OBJ_DATA *returned_obj;
bool match = TRUE;
char *argcopy;
char *subject;
char arg[MAX_INPUT_LENGTH];
char subj[MAX_STRING_LENGTH];
if ( !obj )
return NULL;
switch ( obj->item_type )
{
case ITEM_PAPER:
if ( ( subject = get_extra_descr ( "_subject_", obj->first_extradesc ) ) == NULL )
break;
sprintf ( subj, "%s", strlower ( subject ) );
subject = strlower ( subj );
argcopy = argument;
while ( match )
{
argcopy = one_argument ( argcopy, arg );
if ( arg[0] == STRING_NULL )
break;
if ( !strstr ( subject, arg ) )
match = FALSE;
}
if ( match )
return obj;
break;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_CORPSE_PC:
if ( obj->first_content )
{
returned_obj = recursive_note_find ( obj->first_content, argument );
if ( returned_obj )
return returned_obj;
}
break;
default:
break;
}
return recursive_note_find ( obj->next_content, argument );
}
void do_rolldie ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *die;
char output_string[MAX_STRING_LENGTH];
char roll_string[MAX_STRING_LENGTH];
char total_string[MAX_STRING_LENGTH];
char *verb;
/*
* char* face_string = NULL;
* char** face_table = NULL;
*/
int rollsum = 0;
int roll_count = 0;
int numsides;
int numrolls;
bool *face_seen_table = NULL;
if ( IS_NPC ( ch ) )
{
send_to_char ( "Huh?\n\r", ch );
return;
}
if ( ( die = get_eq_char ( ch, WEAR_HOLD ) ) == NULL || die->item_type != ITEM_CHANCE )
{
ch_printf ( ch, "You must be holding an item of chance!\n\r" );
return;
}
numrolls = ( is_number ( argument ) ) ? atoi ( argument ) : 1;
verb = get_chance_verb ( die );
if ( numrolls > 100 )
{
ch_printf ( ch, "You can't %s more than 100 times!\n\r", verb );
return;
}
numsides = die->value[0];
if ( numsides <= 1 )
{
ch_printf ( ch, "There is no element of chance in this game!\n\r" );
return;
}
if ( die->value[3] == 1 )
{
if ( numrolls > numsides )
{
ch_printf ( ch, "Nice try, but you can only %s %d times.\n\r", verb, numsides );
return;
}
face_seen_table = calloc ( numsides, sizeof ( bool ) );
if ( !face_seen_table )
{
bug ( "do_rolldie: cannot allocate memory for face_seen_table array, terminating.\n\r", 0 );
return;
}
}
sprintf ( roll_string, " " );
while ( roll_count++ < numrolls )
{
int current_roll;
char current_roll_string[MAX_STRING_LENGTH];
do
{
current_roll = number_range ( 1, numsides );
}
while ( die->value[3] == 1 && face_seen_table[current_roll - 1] == TRUE );
if ( die->value[3] == 1 )
face_seen_table[current_roll - 1] = TRUE;
rollsum += current_roll;
if ( roll_count > 1 )
strcat ( roll_string, ", " );
if ( numrolls > 1 && roll_count == numrolls )
strcat ( roll_string, "and " );
if ( die->value[1] == 1 )
{
char *face_name = get_ed_number ( die, current_roll );
if ( face_name )
{
char *face_name_copy = strdup ( face_name ); /* Since I want to tokenize without modifying the original string */
sprintf ( current_roll_string, "%s", strtok ( face_name_copy, "\n" ) );
free ( face_name_copy );
}
else
sprintf ( current_roll_string, "%d", current_roll );
}
else
sprintf ( current_roll_string, "%d", current_roll );
strcat ( roll_string, current_roll_string );
}
if ( numrolls > 1 && die->value[2] == 1 )
{
sprintf ( total_string, ", for a total of %d", rollsum );
strcat ( roll_string, total_string );
}
strcat ( roll_string, ".\n\r" );
sprintf ( output_string, "You %s%s", verb, roll_string );
act ( AT_GREEN, output_string, ch, NULL, NULL, TO_CHAR );
sprintf ( output_string, "$n %s%s", verb, roll_string );
act ( AT_GREEN, output_string, ch, NULL, NULL, TO_ROOM );
if ( face_seen_table )
free ( face_seen_table );
return;
}
char *get_ed_number ( OBJ_DATA * obj, int number )
{
EXTRA_DESCR_DATA *ed;
int count;
for ( ed = obj->first_extradesc, count = 1; ed; ed = ed->next, count++ )
{
if ( count == number )
return ed->description;
}
return NULL;
}
char *get_chance_verb ( OBJ_DATA * obj )
{
return ( obj->action_desc[0] != STRING_NULL ) ? obj->action_desc : "roll$q";
}
/*dice chance deal throw*/
/* Junk command installed by Samson 1-13-98
* Code courtesy of Stu, from the mailing list. Allows player to destroy an item in their inventory.
* Debugged and cleaned up on 4-16-01 by Samson.
*/
void do_junk ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj, *obj_next;
bool found = FALSE;
if ( !argument || argument[0] == STRING_NULL )
{
send_to_char ( "Junk what?\n\r", ch );
return;
}
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( nifty_is_name ( argument, obj->name ) ) && can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE )
{
found = TRUE;
break;
}
}
if ( found )
{
if ( !can_drop_obj ( ch, obj ) && ch->level < LEVEL_IMMORTAL )
{
send_to_char ( "You cannot junk that, it's cursed!\n\r", ch );
return;
}
separate_obj ( obj );
obj_from_char ( obj );
extract_obj ( obj );
act ( AT_ACTION, "$n junks $p.", ch, obj, NULL, TO_ROOM );
act ( AT_ACTION, "You junk $p.", ch, obj, NULL, TO_CHAR );
}
return;
}
void do_donate ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
if ( !argument || argument[0] == STRING_NULL )
{
send_to_char ( "Donate what?\n\r", ch );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char ( "You cannot donate while fighting!\n\r", ch );
return;
}
if ( ! ( obj = get_obj_carry ( ch, argument ) ) )
{
send_to_char ( "You do not have that!\n\r", ch );
return;
}
if ( !can_drop_obj ( ch, obj ) && ch->level < LEVEL_IMMORTAL )
{
send_to_char ( "You cannot donate that, it's cursed!\n\r", ch );
return;
}
if ( ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) )
{
send_to_char ( "You cannot donate corpses!\n\r", ch );
return;
}
if ( obj->timer > 0 )
{
send_to_char ( "You cannot donate that.\n\r", ch );
return;
}
if( xIS_SET( obj->extra_flags, ITEM_DONATION ) )
{
send_to_char("You cannot donate a previously donated item\n\r", ch);
return;
}
if ( obj->item_type == ITEM_WEAPON )
{
act ( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR );
obj->cost = 0;
separate_obj ( obj );
obj_from_char ( obj );
obj_to_room ( obj, get_room_index ( ROOM_VNUM_WEAPON ), NULL );
xSET_BIT ( obj->extra_flags, ITEM_DONATION );
save_char_obj ( ch );
return;
}
else if ( obj->item_type == ITEM_ARMOR )
{
act ( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR );
obj->cost = 0;
separate_obj ( obj );
obj_from_char ( obj );
obj_to_room ( obj, get_room_index ( ROOM_VNUM_ARMOR ), NULL );
xSET_BIT ( obj->extra_flags, ITEM_DONATION );
save_char_obj ( ch );
return;
}
else
{
act ( AT_ACTION, "You donate $p, how generous of you!", ch, obj, NULL, TO_CHAR );
obj->cost = 0;
separate_obj ( obj );
obj_from_char ( obj );
obj_to_room ( obj, get_room_index ( ROOM_VNUM_OTHER ), NULL );
xSET_BIT ( obj->extra_flags, ITEM_DONATION );
save_char_obj ( ch );
return;
}
return;
}