/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops and Fireblade | *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Misc module for general commands: not skills or spells *
****************************************************************************
* Note: Most of the stuff in here would go in act_obj.c, but act_obj was *
* getting big. *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
extern int top_exit;
void remove_tail args( ( CHAR_DATA * ch ) );
/*
* Fill a container
* Many enhancements added by Thoric (ie: filling non-drink containers)
*/
void do_fill( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *source;
sh_int dest_item, src_item1, src_item2, src_item3;
int diff = 0;
bool all = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/*
* munch optional words
*/
if( ( !str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" ) ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
else
dest_item = obj->item_type;
src_item1 = src_item2 = src_item3 = -1;
switch ( dest_item )
{
default:
act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
send_to_char( "You cannot fill that.\n\r", ch );
return;
/*
* place all fillable item types here
*/
case ITEM_DRINK_CON:
src_item1 = ITEM_FOUNTAIN;
src_item2 = ITEM_BLOOD;
break;
case ITEM_HERB_CON:
src_item1 = ITEM_HERB;
src_item2 = ITEM_HERB_CON;
break;
case ITEM_PIPE:
src_item1 = ITEM_HERB;
src_item2 = ITEM_HERB_CON;
break;
case ITEM_CONTAINER:
src_item1 = ITEM_CONTAINER;
src_item2 = ITEM_CORPSE_NPC;
src_item3 = ITEM_CORPSE_PC;
break;
}
if( dest_item == ITEM_CONTAINER )
{
if( IS_SET( obj->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if( get_real_obj_weight( obj ) / obj->count >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
else
{
diff = obj->value[0] - obj->value[1];
if( diff < 1 || obj->value[1] >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
if( dest_item == ITEM_PIPE && IS_SET( obj->value[3], PIPE_FULLOFASH ) )
{
send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch );
return;
}
if( arg2[0] != '\0' )
{
if( dest_item == ITEM_CONTAINER && ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) )
{
all = TRUE;
source = NULL;
}
else
/*
* This used to let you fill a pipe from an object on the ground. Seems
* to me you should be holding whatever you want to fill a pipe with.
* It's nitpicking, but I needed to change it to get a mobprog to work
* right. Check out Lord Fitzgibbon if you're curious. -Narn
*/
if( dest_item == ITEM_PIPE )
{
if( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
{
send_to_char( "You don't have that item.\n\r", ch );
return;
}
if( source->item_type != src_item1 && source->item_type != src_item2 && source->item_type != src_item3 )
{
act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
return;
}
}
else
{
if( ( source = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You cannot find that item.\n\r", ch );
return;
}
}
}
else
source = NULL;
if( !source && dest_item == ITEM_PIPE )
{
send_to_char( "Fill it with what?\n\r", ch );
return;
}
if( !source )
{
bool found = FALSE;
OBJ_DATA *src_next;
found = FALSE;
separate_obj( obj );
for( source = ch->in_room->first_content; source; source = src_next )
{
src_next = source->next_content;
if( dest_item == ITEM_CONTAINER )
{
if( !CAN_WEAR( source, ITEM_TAKE )
|| IS_OBJ_STAT( source, ITEM_BURIED )
|| ( IS_OBJ_STAT( source, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
|| ch->carry_weight + get_obj_weight( source ) > can_carry_w( ch )
|| ( get_real_obj_weight( source ) + get_real_obj_weight( obj ) / obj->count ) > obj->value[0] )
continue;
if( all && arg2[3] == '.' && !nifty_is_name( &arg2[4], source->name ) )
continue;
obj_from_room( source );
if( source->item_type == ITEM_MONEY )
{
ch->gold += source->value[0];
extract_obj( source );
}
else
obj_to_obj( source, obj );
found = TRUE;
}
else if( source->item_type == src_item1 || source->item_type == src_item2 || source->item_type == src_item3 )
{
found = TRUE;
break;
}
}
if( !found )
{
switch ( src_item1 )
{
default:
send_to_char( "There is nothing appropriate here!\n\r", ch );
return;
case ITEM_FOUNTAIN:
send_to_char( "There is no fountain or pool here!\n\r", ch );
return;
case ITEM_BLOOD:
send_to_char( "There is no blood pool here!\n\r", ch );
return;
case ITEM_HERB_CON:
send_to_char( "There are no herbs here!\n\r", ch );
return;
case ITEM_HERB:
send_to_char( "You cannot find any smoking herbs.\n\r", ch );
return;
}
}
if( dest_item == ITEM_CONTAINER )
{
act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
return;
}
}
if( dest_item == ITEM_CONTAINER )
{
OBJ_DATA *otmp, *otmp_next;
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
bool found = FALSE;
if( source == obj )
{
send_to_char( "You can't fill something with itself!\n\r", ch );
return;
}
switch ( source->item_type )
{
default: /* put something in container */
if( !source->in_room /* disallow inventory items */
|| !CAN_WEAR( source, ITEM_TAKE )
|| ( IS_OBJ_STAT( source, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
|| ch->carry_weight + get_obj_weight( source ) > can_carry_w( ch )
|| ( get_real_obj_weight( source ) + get_real_obj_weight( obj ) / obj->count ) > obj->value[0] )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
separate_obj( obj );
act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
obj_from_room( source );
obj_to_obj( source, obj );
break;
case ITEM_MONEY:
send_to_char( "You can't do that... yet.\n\r", ch );
break;
case ITEM_CORPSE_PC:
if( IS_NPC( ch ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if( IS_OBJ_STAT( source, ITEM_CLANCORPSE ) && !IS_IMMORTAL( ch ) )
{
send_to_char( "Your hands fumble. Maybe you better loot a different way.\n\r", ch );
return;
}
if( !IS_OBJ_STAT( source, ITEM_CLANCORPSE ) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
{
pd = source->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if( str_cmp( name, ch->name ) && !IS_IMMORTAL( ch ) )
{
bool fGroup;
fGroup = FALSE;
for( gch = first_char; gch; gch = gch->next )
{
if( !IS_NPC( gch ) && is_same_group( ch, gch ) && !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if( !fGroup )
{
send_to_char( "That's someone else's corpse.\n\r", ch );
return;
}
}
}
case ITEM_CONTAINER:
if( source->item_type == ITEM_CONTAINER /* don't remove */
&& IS_SET( source->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
return;
}
case ITEM_CORPSE_NPC:
if( ( otmp = source->first_content ) == NULL )
{
send_to_char( "It's empty.\n\r", ch );
return;
}
separate_obj( obj );
for( ; otmp; otmp = otmp_next )
{
otmp_next = otmp->next_content;
if( !CAN_WEAR( otmp, ITEM_TAKE )
|| ( IS_OBJ_STAT( otmp, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
|| ch->carry_number + otmp->count > can_carry_n( ch )
|| ch->carry_weight + get_obj_weight( otmp ) > can_carry_w( ch )
|| ( get_real_obj_weight( source ) + get_real_obj_weight( obj ) / obj->count ) > obj->value[0] )
continue;
obj_from_obj( otmp );
obj_to_obj( otmp, obj );
found = TRUE;
}
if( found )
{
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
}
else
send_to_char( "There is nothing appropriate in there.\n\r", ch );
break;
}
return;
}
if( source->value[1] < 1 )
{
send_to_char( "There's none left!\n\r", ch );
return;
}
if( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
separate_obj( source );
separate_obj( obj );
switch ( source->item_type )
{
default:
bug( "do_fill: got bad item type: %d", source->item_type );
send_to_char( "Something went wrong...\n\r", ch );
return;
case ITEM_FOUNTAIN:
if( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 0;
obj->value[1] = obj->value[0];
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_BLOOD:
if( obj->value[1] != 0 && obj->value[2] != 13 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 13;
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
if( ( source->value[1] -= diff ) < 1 )
{
extract_obj( source );
make_bloodstain( ch );
}
return;
case ITEM_HERB:
if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
if( ( source->value[1] -= diff ) < 1 )
extract_obj( source );
return;
case ITEM_HERB_CON:
if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_DRINK_CON:
if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
}
}
void do_drink( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
argument = one_argument( argument, arg );
/*
* munch optional words
*/
if( !str_cmp( arg, "from" ) && argument[0] != '\0' )
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
if( ( obj->item_type == ITEM_FOUNTAIN ) || ( obj->item_type == ITEM_BLOOD ) )
break;
if( !obj )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
separate_obj( obj );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 40 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
if( obj->carried_by == ch )
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
else
{
act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
}
break;
case ITEM_POTION:
if( obj->carried_by == ch )
do_quaff( ch, obj->name );
else
send_to_char( "You're not carrying that.\n\r", ch );
break;
case ITEM_BLOOD:
send_to_char( "It is not in your nature to do such things.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You take a long thirst quenching drink.\n\r", ch );
}
if( !IS_NPC( ch ) )
ch->pcdata->condition[COND_THIRST] = 40;
break;
case ITEM_DRINK_CON:
if( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( AT_ACTION, "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
}
amount = 1; /* UMIN(amount, obj->value[1]); */
/*
* what was this? concentrated drinks? concentrated water
* too I suppose... sheesh!
*/
gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] );
gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] );
gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] );
if( !IS_NPC( ch ) )
{
if( ch->pcdata->condition[COND_DRUNK] > 24 )
send_to_char( "You feel quite sloshed.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 18 )
send_to_char( "You feel very drunk.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 12 )
send_to_char( "You feel drunk.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 8 )
send_to_char( "You feel a little drunk.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 5 )
send_to_char( "You feel light headed.\n\r", ch );
if( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if( ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You feel bloated.\n\r", ch );
else if( ch->pcdata->condition[COND_THIRST] > 36 )
send_to_char( "Your stomach is sloshing around.\n\r", ch );
else if( ch->pcdata->condition[COND_THIRST] > 30 )
send_to_char( "You do not feel thirsty.\n\r", ch );
}
if( obj->value[3] )
{
/*
* The drink was poisoned!
*/
AFFECT_DATA af;
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.duration = 3 * obj->value[3];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = meb( AFF_POISON );
affect_join( ch, &af );
}
obj->value[1] -= amount;
if( obj->value[1] <= 0 )
{
send_to_char( "The empty container vanishes.\n\r", ch );
if( cur_obj == obj->serial )
global_objcode = rOBJ_DRUNK;
extract_obj( obj );
}
break;
}
if( who_fighting( ch ) && IS_PKILL( ch ) )
WAIT_STATE( ch, PULSE_PER_SECOND / 3 );
else
WAIT_STATE( ch, PULSE_PER_SECOND );
return;
}
void do_eat( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
ch_ret retcode;
int foodcond;
bool hgflag = TRUE;
if( argument[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if( IS_NPC( ch ) || ch->pcdata->condition[COND_FULL] > 5 )
if( ms_find_obj( ch ) )
return;
if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
return;
if( !IS_IMMORTAL( ch ) )
{
if( ch->position == POS_FIGHTING
|| ch->position == POS_EVASIVE
|| ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK )
{
act( AT_ACTION, "$n fumbles with $p, but can't concentrate.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You fumble with $p but are too preoccupied to do any more.", ch, obj, NULL, TO_CHAR );
return;
}
if( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_COOK )
{
act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
return;
}
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 && obj->pIndexData->vnum != 2001 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
if( !IS_NPC( ch ) && ( !IS_PKILL( ch ) || ( IS_PKILL( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_HIGHGAG ) ) ) )
hgflag = FALSE;
/*
* required due to object grouping
*/
separate_obj( obj );
if( obj->in_obj )
{
if( !hgflag )
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if( ch->fighting && number_percent( ) > ( get_curr_dex( ch ) * 2 + 47 ) )
{
sprintf( buf, "%s",
( ch->in_room->sector_type == SECT_UNDERWATER ||
ch->in_room->sector_type == SECT_WATER_SWIM ||
ch->in_room->sector_type == SECT_WATER_NOSWIM ) ? "dissolves in the water" :
( ch->in_room->sector_type == SECT_AIR ||
xIS_SET( ch->in_room->room_flags, ROOM_NOFLOOR ) ) ? "falls far below" : "is trampled underfoot" );
act( AT_MAGIC, "$n drops $p, and it $T.", ch, obj, buf, TO_ROOM );
if( !hgflag )
act( AT_MAGIC, "Oops, $p slips from your hand and $T!", ch, obj, buf, TO_CHAR );
}
else
{
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if( !obj->action_desc || obj->action_desc[0] == '\0' )
{
act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM );
if( !hgflag )
act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
switch ( obj->item_type )
{
case ITEM_COOK:
case ITEM_FOOD:
WAIT_STATE( ch, PULSE_PER_SECOND / 3 );
if( obj->timer > 0 && obj->value[1] > 0 )
foodcond = ( obj->timer * 10 ) / obj->value[1];
else
foodcond = 10;
if( !IS_NPC( ch ) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, ( obj->value[0] * foodcond ) / 10 );
if( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if( obj->value[2] != 0 )
{
ch->mental_state += obj->value[2];
if( ch->mental_state > 100 )
ch->mental_state = 100;
}
if( obj->value[3] != 0
|| ( foodcond < 4 && number_range( 0, foodcond + 1 ) == 0 )
|| ( obj->item_type == ITEM_COOK && obj->value[2] == 0 ) )
{
/*
* The food was poisoned!
*/
AFFECT_DATA af;
if( obj->value[3] != 0 )
{
act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
}
else
{
act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
}
af.type = gsn_poison;
af.duration = 2 * obj->value[0] * ( obj->value[3] > 0 ? obj->value[3] : 1 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = meb( AFF_POISON );
affect_join( ch, &af );
}
break;
case ITEM_PILL:
sysdata.upill_val += obj->cost / 100;
if( who_fighting( ch ) && IS_PKILL( ch ) )
WAIT_STATE( ch, PULSE_PER_SECOND / 4 );
else
WAIT_STATE( ch, PULSE_PER_SECOND / 3 );
/*
* allow pills to fill you, if so desired
*/
if( !IS_NPC( ch ) && obj->value[4] )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[4] );
if( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
}
if( obj->serial == cur_obj )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
bool hgflag = TRUE;
if( argument[0] == '\0' || !str_cmp( argument, "" ) )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
return;
if( !IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
return;
if( obj->item_type != ITEM_POTION )
{
if( obj->item_type == ITEM_DRINK_CON )
do_drink( ch, obj->name );
else
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
return;
}
/*
* Empty container check -Shaddai
*/
if( obj->value[1] == -1 && obj->value[2] == -1 && obj->value[3] == -1 )
{
send_to_char( "You suck in nothing but air.\n\r", ch );
return;
}
/*
* Fullness checking -Thoric
*/
if( !IS_NPC( ch ) && ( ch->pcdata->condition[COND_FULL] >= 48 || ch->pcdata->condition[COND_THIRST] >= 48 ) )
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
/*
* People with nuisance flag feels up quicker. -- Shaddai
*/
/*
* Yeah so I can't spell I'm a coder :P --Shaddai
*/
/*
* You are now adept at feeling up quickly! -- Blod
*/
if( !IS_NPC( ch ) && ch->pcdata->nuisance &&
ch->pcdata->nuisance->flags > 3
&& ( ch->pcdata->condition[COND_FULL] >= ( 48 - ( 3 * ch->pcdata->nuisance->flags ) +
ch->pcdata->nuisance->power )
|| ch->pcdata->condition[COND_THIRST] >= ( 48 - ( ch->pcdata->nuisance->flags ) +
ch->pcdata->nuisance->power ) ) )
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
if( !IS_NPC( ch ) && ( !IS_PKILL( ch ) || ( IS_PKILL( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_HIGHGAG ) ) ) )
hgflag = FALSE;
separate_obj( obj );
if( obj->in_obj )
{
if( !CAN_PKILL( ch ) )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
}
/*
* If fighting, chance of dropping potion -Thoric
*/
if( ch->fighting && number_percent( ) > ( get_curr_dex( ch ) * 2 + 48 ) )
{
act( AT_MAGIC, "$n fumbles $p and shatters it into fragments.", ch, obj, NULL, TO_ROOM );
if( !hgflag )
act( AT_MAGIC, "Oops... $p is knocked from your hand and shatters!", ch, obj, NULL, TO_CHAR );
}
else
{
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if( !CAN_PKILL( ch ) || !obj->in_obj )
{
act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
if( !hgflag )
act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
}
else if( obj->in_obj )
{
act( AT_ACTION, "$n quaffs $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
if( !hgflag )
act( AT_ACTION, "You quaff $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
}
}
if( who_fighting( ch ) && IS_PKILL( ch ) )
WAIT_STATE( ch, PULSE_PER_SECOND / 5 );
else
WAIT_STATE( ch, PULSE_PER_SECOND / 3 );
gain_condition( ch, COND_THIRST, 1 );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 43 )
act( AT_ACTION, "Your stomach is nearing its capacity.", ch, NULL, NULL, TO_CHAR );
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
}
if( obj->pIndexData->vnum == OBJ_VNUM_FLASK_BREWING )
sysdata.brewed_used++;
else
sysdata.upotion_val += obj->cost / 100;
if( cur_obj == obj->serial )
global_objcode = rOBJ_QUAFFED;
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Recite what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if( scroll->item_type != ITEM_SCROLL )
{
act( AT_ACTION, "$n holds up $p as if to recite something from it...", ch, scroll, NULL, TO_ROOM );
act( AT_ACTION, "You hold up $p and stand there with your mouth open. (Now what?)", ch, scroll, NULL, TO_CHAR );
return;
}
if( IS_NPC( ch ) && ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) )
{
send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch );
return;
}
if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) && ( ch->level + 10 < scroll->value[0] ) )
{
send_to_char( "This scroll is too complex for you to understand.\n\r", ch );
return;
}
obj = NULL;
if( arg2[0] == '\0' )
victim = ch;
else
{
if( ( victim = get_char_room( ch, arg2 ) ) == NULL && ( obj = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING )
sysdata.scribed_used++;
separate_obj( scroll );
act( AT_MAGIC, "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( AT_MAGIC, "You recite $p.", ch, scroll, NULL, TO_CHAR );
if( victim != ch )
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
else
WAIT_STATE( ch, PULSE_PER_SECOND / 2 );
retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
if( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
if( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
if( scroll->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj( scroll );
return;
}
/*
* Function to handle the state changing of a triggerobject (lever) -Thoric
*/
void pullorpush( CHAR_DATA * ch, OBJ_DATA * obj, bool pull )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rch;
bool isup;
ROOM_INDEX_DATA *room, *to_room;
EXIT_DATA *pexit, *pexit_rev;
int edir;
char *txt;
if( IS_SET( obj->value[0], TRIG_UP ) )
isup = TRUE;
else
isup = FALSE;
switch ( obj->item_type )
{
default:
sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" );
send_to_char( buf, ch );
return;
break;
case ITEM_SWITCH:
case ITEM_LEVER:
case ITEM_PULLCHAIN:
if( ( !pull && isup ) || ( pull && !isup ) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" );
send_to_char( buf, ch );
return;
}
case ITEM_BUTTON:
if( ( !pull && isup ) || ( pull && !isup ) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" );
send_to_char( buf, ch );
return;
}
break;
}
if( ( pull ) && HAS_PROG( obj->pIndexData, PULL_PROG ) )
{
if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
REMOVE_BIT( obj->value[0], TRIG_UP );
oprog_pull_trigger( ch, obj );
return;
}
if( ( !pull ) && HAS_PROG( obj->pIndexData, PUSH_PROG ) )
{
if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
SET_BIT( obj->value[0], TRIG_UP );
oprog_push_trigger( ch, obj );
return;
}
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
}
if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
{
if( pull )
REMOVE_BIT( obj->value[0], TRIG_UP );
else
SET_BIT( obj->value[0], TRIG_UP );
}
if( IS_SET( obj->value[0], TRIG_TELEPORT )
|| IS_SET( obj->value[0], TRIG_TELEPORTALL ) || IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
{
int flags;
if( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
flags = 0;
if( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) )
SET_BIT( flags, TELE_SHOWDESC );
if( IS_SET( obj->value[0], TRIG_TELEPORTALL ) )
SET_BIT( flags, TELE_TRANSALL );
if( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
SET_BIT( flags, TELE_TRANSALLPLUS );
teleport( ch, obj->value[1], flags );
return;
}
if( IS_SET( obj->value[0], TRIG_RAND4 ) || IS_SET( obj->value[0], TRIG_RAND6 ) )
{
int maxd;
if( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if( IS_SET( obj->value[0], TRIG_RAND4 ) )
maxd = 3;
else
maxd = 5;
randomize_exits( room, maxd );
for( rch = room->first_person; rch; rch = rch->next_in_room )
{
send_to_char( "You hear a loud rumbling sound.\n\r", rch );
send_to_char( "Something seems different...\n\r", rch );
}
}
if( IS_SET( obj->value[0], TRIG_DOOR ) )
{
room = get_room_index( obj->value[1] );
if( !room )
room = obj->in_room;
if( !room )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if( IS_SET( obj->value[0], TRIG_D_NORTH ) )
{
edir = DIR_NORTH;
txt = "to the north";
}
else if( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
{
edir = DIR_SOUTH;
txt = "to the south";
}
else if( IS_SET( obj->value[0], TRIG_D_EAST ) )
{
edir = DIR_EAST;
txt = "to the east";
}
else if( IS_SET( obj->value[0], TRIG_D_WEST ) )
{
edir = DIR_WEST;
txt = "to the west";
}
else if( IS_SET( obj->value[0], TRIG_D_UP ) )
{
edir = DIR_UP;
txt = "from above";
}
else if( IS_SET( obj->value[0], TRIG_D_DOWN ) )
{
edir = DIR_DOWN;
txt = "from below";
}
else
{
bug( "PullOrPush: door: no direction flag set.", 0 );
return;
}
pexit = get_exit( room, edir );
if( !pexit )
{
if( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
{
bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
return;
}
to_room = get_room_index( obj->value[2] );
if( !to_room )
{
bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
return;
}
pexit = make_exit( room, to_room, edir );
pexit->keyword = STRALLOC( "" );
pexit->description = STRALLOC( "" );
pexit->key = -1;
pexit->exit_info = 0;
top_exit++;
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
return;
}
if( IS_SET( obj->value[0], TRIG_UNLOCK ) && IS_SET( pexit->exit_info, EX_LOCKED ) )
{
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if( IS_SET( obj->value[0], TRIG_LOCK ) && !IS_SET( pexit->exit_info, EX_LOCKED ) )
{
SET_BIT( pexit->exit_info, EX_LOCKED );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if( IS_SET( obj->value[0], TRIG_OPEN ) && IS_SET( pexit->exit_info, EX_CLOSED ) )
{
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
for( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
/*
* bug here pointed out by Nick Gammon
*/
for( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir] );
return;
}
if( IS_SET( obj->value[0], TRIG_CLOSE ) && !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
SET_BIT( pexit->exit_info, EX_CLOSED );
for( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
/*
* bug here pointed out by Nick Gammon
*/
for( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir] );
return;
}
}
}
void do_pull( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Pull what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( !IS_NPC( ch ) && !str_cmp( arg, "tail" ) )
{ /*
* if (xIS_SET((ch)->affected_by, AFF_OOZARU) ||
* xIS_SET((ch)->affected_by, AFF_GOLDEN_OOZARU))
* {
* ch_printf(ch,"You can't do that while in a beserked Oozaru state.\n\r");
* return;
* } */
if( xIS_SET( ( ch )->affected_by, AFF_OOZARU ) )
{
ch_printf( ch, "You can't do that while in a beserked Oozaru state.\n\r" );
return;
}
if( xIS_SET( ch->affected_by, AFF_SSJ4 ) )
{
ch_printf( ch, "You can't do that while SSJ4.\n\r" );
return;
}
if( ( is_saiyan( ch ) || is_hb( ch ) ) && ch->pcdata->tail > 0 )
{
remove_tail( ch );
ch->hit -= 5;
update_pos( ch );
return;
}
else
{
act( AT_PLAIN, "You don't have a tail you can remove.", ch, NULL, arg, TO_CHAR );
return;
}
}
if( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, TRUE );
}
void do_push( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Push what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, FALSE );
}
void do_rap( CHAR_DATA * ch, char *argument )
{
EXIT_DATA *pexit;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Rap on what?\n\r", ch );
return;
}
if( ch->fighting )
{
send_to_char( "You have better things to do with your hands right now.\n\r", ch );
return;
}
if( ( pexit = find_door( ch, arg, FALSE ) ) != NULL )
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit_rev;
char *keyword;
if( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Why knock? It's open.\n\r", ch );
return;
}
if( IS_SET( pexit->exit_info, EX_SECRET ) )
keyword = "wall";
else
keyword = pexit->keyword;
act( AT_ACTION, "You rap loudly on the $d.", ch, NULL, keyword, TO_CHAR );
act( AT_ACTION, "$n raps loudly on the $d.", ch, NULL, keyword, TO_ROOM );
if( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
for( rch = to_room->first_person; rch; rch = rch->next_in_room )
{
act( AT_ACTION, "Someone raps loudly from the other side of the $d.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
}
else
{
act( AT_ACTION, "You make knocking motions through the air.", ch, NULL, NULL, TO_CHAR );
act( AT_ACTION, "$n makes knocking motions through the air.", ch, NULL, NULL, TO_ROOM );
}
return;
}
/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Tamp what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't tamp that.\n\r", ch );
return;
}
if( !IS_SET( pipe->value[3], PIPE_TAMPED ) )
{
act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_TAMPED );
return;
}
send_to_char( "It doesn't need tamping.\n\r", ch );
}
void do_smoke( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
send_to_char( "Don't you know? Smoking is bad for your health.\n\r", ch );
return;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Smoke what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( pipe->item_type != ITEM_PIPE )
{
act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting in $s pipe?)", ch, pipe, NULL, TO_ROOM );
return;
}
if( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM );
return;
}
if( pipe->value[1] > 0 )
{
if( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) )
{
act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM );
}
if( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb )
{
int sn = pipe->value[2] + TYPE_HERB;
SKILLTYPE *skill = get_skilltype( sn );
WAIT_STATE( ch, skill->beats );
if( skill->spell_fun )
// obj_cast_spell( sn, UMIN(skill->min_level, ch->level), ch, ch, NULL );
if( obj_extracted( pipe ) )
return;
}
else
bug( "do_smoke: bad herb type %d", pipe->value[2] );
SET_BIT( pipe->value[3], PIPE_HOT );
if( --pipe->value[1] < 1 )
{
REMOVE_BIT( pipe->value[3], PIPE_LIT );
SET_BIT( pipe->value[3], PIPE_DIRTY );
SET_BIT( pipe->value[3], PIPE_FULLOFASH );
}
}
}
void do_light( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Light what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't light that.\n\r", ch );
return;
}
if( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
if( pipe->value[1] < 1 )
{
act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM );
return;
}
act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_LIT );
return;
}
send_to_char( "It's already lit.\n\r", ch );
}
void do_empty( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( !str_cmp( arg2, "into" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( obj->count > 1 )
separate_obj( obj );
switch ( obj->item_type )
{
default:
act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
return;
case ITEM_PIPE:
act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
REMOVE_BIT( obj->value[3], PIPE_LIT );
obj->value[1] = 0;
return;
case ITEM_DRINK_CON:
if( obj->value[1] < 1 )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
obj->value[1] = 0;
save_house_by_vnum( ch->in_room->vnum ); /* House Object Saving */
return;
case ITEM_CONTAINER:
case ITEM_QUIVER:
if( IS_SET( obj->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
case ITEM_KEYRING:
if( !obj->first_content )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
if( arg2[0] == '\0' )
{
if( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) || ( !IS_NPC( ch ) || xIS_SET( ch->act, PLR_LITTERBUG ) ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "A magical force stops you!\n\r", ch );
set_char_color( AT_TELL, ch );
send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
return;
}
if( 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;
}
if( empty_obj( obj, NULL, ch->in_room ) )
{
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
if( IS_SET( sysdata.save_flags, SV_EMPTY ) )
save_char_obj( ch );
}
else
send_to_char( "Hmmm... didn't work.\n\r", ch );
}
else
{
OBJ_DATA *dest = get_obj_here( ch, arg2 );
if( !dest )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if( dest == obj )
{
send_to_char( "You can't empty something into itself!\n\r", ch );
return;
}
if( dest->item_type != ITEM_CONTAINER && dest->item_type != ITEM_KEYRING && dest->item_type != ITEM_QUIVER )
{
send_to_char( "That's not a container!\n\r", ch );
return;
}
if( IS_SET( dest->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
return;
}
separate_obj( dest );
if( empty_obj( obj, dest, NULL ) )
{
act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
if( !dest->carried_by && IS_SET( sysdata.save_flags, SV_EMPTY ) )
save_char_obj( ch );
}
else
act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
}
return;
}
}
/*
* Apply a salve/ointment -Thoric
* Support for applying to others. Pkill concerns dealt with elsewhere.
*/
void do_apply( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *salve;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Apply what?\n\r", ch );
return;
}
if( ch->fighting )
{
send_to_char( "You're too busy fighting ...\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( salve = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that.\n\r", ch );
return;
}
obj = NULL;
if( arg2[0] == '\0' )
victim = ch;
else
{
if( ( victim = get_char_room( ch, arg2 ) ) == NULL && ( obj = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "Apply it to what or who?\n\r", ch );
return;
}
}
/*
* apply salve to another object
*/
if( obj )
{
send_to_char( "You can't do that... yet.\n\r", ch );
return;
}
if( victim->fighting )
{
send_to_char( "Wouldn't work very well while they're fighting ...\n\r", ch );
return;
}
if( salve->item_type != ITEM_SALVE )
{
if( victim == ch )
{
act( AT_ACTION, "$n starts to rub $p on $mself...", ch, salve, NULL, TO_ROOM );
act( AT_ACTION, "You try to rub $p on yourself...", ch, salve, NULL, TO_CHAR );
}
else
{
act( AT_ACTION, "$n starts to rub $p on $N...", ch, salve, victim, TO_NOTVICT );
act( AT_ACTION, "$n starts to rub $p on you...", ch, salve, victim, TO_VICT );
act( AT_ACTION, "You try to rub $p on $N...", ch, salve, victim, TO_CHAR );
}
return;
}
separate_obj( salve );
--salve->value[1];
if( !oprog_use_trigger( ch, salve, NULL, NULL, NULL ) )
{
if( !salve->action_desc || salve->action_desc[0] == '\0' )
{
if( salve->value[1] < 1 )
{
if( victim != ch )
{
act( AT_ACTION, "$n rubs the last of $p onto $N.", ch, salve, victim, TO_NOTVICT );
act( AT_ACTION, "$n rubs the last of $p onto you.", ch, salve, victim, TO_VICT );
act( AT_ACTION, "You rub the last of $p onto $N.", ch, salve, victim, TO_CHAR );
}
else
{
act( AT_ACTION, "You rub the last of $p onto yourself.", ch, salve, NULL, TO_CHAR );
act( AT_ACTION, "$n rubs the last of $p onto $mself.", ch, salve, NULL, TO_ROOM );
}
}
else
{
if( victim != ch )
{
act( AT_ACTION, "$n rubs $p onto $N.", ch, salve, victim, TO_NOTVICT );
act( AT_ACTION, "$n rubs $p onto you.", ch, salve, victim, TO_VICT );
act( AT_ACTION, "You rub $p onto $N.", ch, salve, victim, TO_CHAR );
}
else
{
act( AT_ACTION, "You rub $p onto yourself.", ch, salve, NULL, TO_CHAR );
act( AT_ACTION, "$n rubs $p onto $mself.", ch, salve, NULL, TO_ROOM );
}
}
}
else
actiondesc( ch, salve, NULL );
}
WAIT_STATE( ch, salve->value[3] );
retcode = obj_cast_spell( salve->value[4], salve->value[0], ch, victim, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( salve->value[5], salve->value[0], ch, victim, NULL );
if( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug( "do_apply: char died", 0 );
return;
}
if( !obj_extracted( salve ) && salve->value[1] <= 0 )
extract_obj( salve );
return;
}
/* generate an action description message */
void actiondesc( CHAR_DATA * ch, OBJ_DATA * obj, void *vo )
{
char charbuf[MAX_STRING_LENGTH];
char roombuf[MAX_STRING_LENGTH];
char *srcptr = obj->action_desc;
char *charptr = charbuf;
char *roomptr = roombuf;
const char *ichar = "You";
const char *iroom = "Someone";
while( *srcptr != '\0' )
{
if( *srcptr == '$' )
{
srcptr++;
switch ( *srcptr )
{
case 'e':
ichar = "you";
iroom = "$e";
break;
case 'm':
ichar = "you";
iroom = "$m";
break;
case 'n':
ichar = "you";
iroom = "$n";
break;
case 's':
ichar = "your";
iroom = "$s";
break;
/*
* case 'q':
* iroom = "s";
* break;
*/
default:
srcptr--;
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
break;
}
}
else if( *srcptr == '%' && *++srcptr == 's' )
{
ichar = "You";
iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
}
else
{
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
srcptr++;
continue;
}
while( ( *charptr = *ichar ) != '\0' )
{
charptr++;
ichar++;
}
while( ( *roomptr = *iroom ) != '\0' )
{
roomptr++;
iroom++;
}
srcptr++;
}
*charptr = '\0';
*roomptr = '\0';
/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
*/
switch ( obj->item_type )
{
case ITEM_BLOOD:
case ITEM_FOUNTAIN:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_DRINK_CON:
act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
return;
case ITEM_PIPE:
return;
case ITEM_ARMOR:
case ITEM_WEAPON:
case ITEM_LIGHT:
return;
case ITEM_COOK:
case ITEM_FOOD:
case ITEM_PILL:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
default:
return;
}
return;
}
/*
* Extended Bitvector Routines -Thoric
*/
/* check to see if the extended bitvector is completely empty */
bool ext_is_empty( EXT_BV * bits )
{
int x;
for( x = 0; x < XBI; x++ )
if( bits->bits[x] != 0 )
return FALSE;
return TRUE;
}
void ext_clear_bits( EXT_BV * bits )
{
int x;
for( x = 0; x < XBI; x++ )
bits->bits[x] = 0;
}
/* for use by xHAS_BITS() -- works like IS_SET() */
int ext_has_bits( EXT_BV * var, EXT_BV * bits )
{
int x, bit;
for( x = 0; x < XBI; x++ )
if( ( bit = ( var->bits[x] & bits->bits[x] ) ) != 0 )
return bit;
return 0;
}
/* for use by xSAME_BITS() -- works like == */
bool ext_same_bits( EXT_BV * var, EXT_BV * bits )
{
int x;
for( x = 0; x < XBI; x++ )
if( var->bits[x] != bits->bits[x] )
return FALSE;
return TRUE;
}
/* for use by xSET_BITS() -- works like SET_BIT() */
void ext_set_bits( EXT_BV * var, EXT_BV * bits )
{
int x;
for( x = 0; x < XBI; x++ )
var->bits[x] |= bits->bits[x];
}
/* for use by xREMOVE_BITS() -- works like REMOVE_BIT() */
void ext_remove_bits( EXT_BV * var, EXT_BV * bits )
{
int x;
for( x = 0; x < XBI; x++ )
var->bits[x] &= ~( bits->bits[x] );
}
/* for use by xTOGGLE_BITS() -- works like TOGGLE_BIT() */
void ext_toggle_bits( EXT_BV * var, EXT_BV * bits )
{
int x;
for( x = 0; x < XBI; x++ )
var->bits[x] ^= bits->bits[x];
}
/*
* Read an extended bitvector from a file. -Thoric
*/
EXT_BV fread_bitvector( FILE * fp )
{
EXT_BV ret;
int c, x = 0;
int num = 0;
memset( &ret, '\0', sizeof( ret ) );
for( ;; )
{
num = fread_number( fp );
if( x < XBI )
ret.bits[x] = num;
++x;
if( ( c = getc( fp ) ) != '&' )
{
ungetc( c, fp );
break;
}
}
return ret;
}
/* return a string for writing a bitvector to a file */
char *print_bitvector( EXT_BV * bits )
{
static char buf[XBI * 12];
char *p = buf;
int x, cnt = 0;
for( cnt = XBI - 1; cnt > 0; cnt-- )
if( bits->bits[cnt] )
break;
for( x = 0; x <= cnt; x++ )
{
sprintf( p, "%d", bits->bits[x] );
p += strlen( p );
if( x < cnt )
*p++ = '&';
}
*p = '\0';
return buf;
}
/*
* Write an extended bitvector to a file -Thoric
*/
void fwrite_bitvector( EXT_BV * bits, FILE * fp )
{
fputs( print_bitvector( bits ), fp );
}
EXT_BV meb( int bit )
{
EXT_BV bits;
xCLEAR_BITS( bits );
if( bit >= 0 )
xSET_BIT( bits, bit );
return bits;
}
EXT_BV multimeb( int bit, ... )
{
EXT_BV bits;
va_list param;
int b;
xCLEAR_BITS( bits );
if( bit < 0 )
return bits;
xSET_BIT( bits, bit );
va_start( param, bit );
while( ( b = va_arg( param, int ) ) != -1 )
xSET_BIT( bits, b );
va_end( param );
return bits;
}
#ifdef WIN32
/* routines not in Windows runtime libraries */
void gettimeofday( struct timeval *tv, struct timezone *tz )
{
tv->tv_sec = time( 0 );
tv->tv_usec = 0;
}
/* directory parsing stuff */
DIR *opendir( char *sDirName )
{
DIR *dp = malloc( sizeof( DIR ) );
dp->hDirectory = 0; /* if zero, we must do a FindFirstFile */
strcpy( dp->sDirName, sDirName ); /* remember for FindFirstFile */
return dp;
}
struct dirent *readdir( DIR * dp )
{
/*
* either read the first entry, or the next entry
*/
do
{
if( dp->hDirectory == 0 )
{
dp->hDirectory = FindFirstFile( dp->sDirName, &dp->Win32FindData );
if( dp->hDirectory == INVALID_HANDLE_VALUE )
return NULL;
}
else if( !FindNextFile( dp->hDirectory, &dp->Win32FindData ) )
return NULL;
/*
* skip directories
*/
}
while( dp->Win32FindData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY );
/*
* make a copy of the name string
*/
dp->dirinfo.d_name = dp->Win32FindData.cFileName;
/* return a pointer to the DIR structure */
return &dp->dirinfo;
}
void closedir( DIR * dp )
{
if( dp->hDirectory )
FindClose( dp->hDirectory );
free( dp );
}
#endif
void remove_tail( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *tail;
int regen_time = 0;
regen_time = number_range( 60, 720 );
act( AT_RED, "You grab ahold of your tail and pull... OUCH!!!", ch, NULL, NULL, TO_CHAR );
act( AT_PLAIN, "$n grabs ahold of $s tail and pulls it off... OUCH!!!", ch, NULL, NULL, TO_ROOM );
ch->pcdata->tail = regen_time * -1;
if( xIS_SET( ch->affected_by, AFF_OOZARU ) || xIS_SET( ( ch )->affected_by, AFF_GOLDEN_OOZARU ) )
{
act( AT_WHITE, "You revert back to normal as your Oozaru powers fade.", ch, NULL, NULL, TO_CHAR );
act( AT_WHITE, "$n reverts back to normal as $s Oozaru powers fade.", ch, NULL, NULL, TO_ROOM );
xREMOVE_BIT( ch->affected_by, AFF_OOZARU );
xREMOVE_BIT( ch->affected_by, AFF_GOLDEN_OOZARU );
ch->pl = ch->exp;
}
tail = create_object( get_obj_index( 601 ), 0 );
sprintf( buf, "furry tail %s", ch->name );
STRFREE( tail->name );
tail->name = STRALLOC( buf );
sprintf( buf, tail->short_descr, ch->name );
STRFREE( tail->short_descr );
tail->short_descr = STRALLOC( buf );
tail->timer = regen_time * 0.25;
obj_to_char( tail, ch );
return;
}