/*************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "utils.h"
/* command procedures needed */
DECLARE_DO_FUN(do_split);
DECLARE_DO_FUN(do_yell);
DECLARE_DO_FUN(do_say);
DECLARE_DO_FUN(do_wake);
DECLARE_DO_FUN(do_emote);
DECLARE_DO_FUN(do_inventory);
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args((CHAR_DATA * ch, int iWear, bool fReplace));
void wear_obj args((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace));
int get_cost args((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void obj_to_keeper args((OBJ_DATA * obj, CHAR_DATA * ch));
OD *get_obj_keeper
args((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument));
#undef OD
#undef CD
/* RT part of the corpse looting code */
bool can_loot(CHAR_DATA * ch, OBJ_DATA * obj)
{
CHAR_DATA *owner, *wch;
if (IS_IMMORTAL(ch))
return TRUE;
if (!obj->owner || obj->owner == NULL)
return TRUE;
owner = NULL;
for (wch = char_list; wch != NULL; wch = wch->next)
if (!str_cmp(wch->name, obj->owner))
owner = wch;
if (owner == NULL)
return TRUE;
if (!str_cmp(ch->name, owner->name))
return TRUE;
if (!IS_NPC(owner) && IS_SET(owner->act, PLR_CANLOOT))
return TRUE;
if (is_same_group(ch, owner))
return TRUE;
return FALSE;
}
void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)
{
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
if (!CAN_WEAR(obj, ITEM_TAKE)) {
send_to_char("You can't take that.\n\r", ch);
return;
}
if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) {
act("$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR);
return;
}
if ((!obj->in_obj || obj->in_obj->carried_by != ch)
&& (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch))) {
act("$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR);
return;
}
if (!can_loot(ch, obj)) {
act("Corpse looting is not permitted.", ch, NULL, NULL, TO_CHAR);
return;
}
if (obj->in_room != NULL) {
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj) {
act("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
return;
}
}
if (container != NULL) {
if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT))
&& get_trust(ch) < (obj->level - 5)) {
send_to_char("You are not powerful enough to use it.\n\r", ch);
return;
}
if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT))
&& !CAN_WEAR(container, ITEM_TAKE)
&& !IS_OBJ_STAT(obj, ITEM_HAD_TIMER))
obj->timer = 0;
act("You get $p from $P.", ch, obj, container, TO_CHAR);
act("$n gets $p from $P.", ch, obj, container, TO_ROOM);
REMOVE_BIT(obj->extra_flags, ITEM_HAD_TIMER);
obj_from_obj(obj);
} else {
act("You get $p.", ch, obj, container, TO_CHAR);
act("$n gets $p.", ch, obj, container, TO_ROOM);
obj_from_room(obj);
}
if (obj->item_type == ITEM_MONEY) {
ch->gold += obj->value[1];
if (IS_SET(ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL;
gch = gch->next_in_room) {
if (!IS_AFFECTED(gch, AFF_CHARM) && is_same_group(gch, ch))
members++;
}
if (members > 1 && obj->value[1]) {
sprintf(buffer, "%d", obj->value[1]);
do_split(ch, buffer);
}
}
extract_obj(obj);
} else {
obj_to_char(obj, ch);
}
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;
bool found;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (!str_cmp(arg2, "from"))
argument = one_argument(argument, arg2);
/* Get type. */
if (arg1[0] == '\0') {
send_to_char("Get what?\n\r", ch);
return;
}
if (arg2[0] == '\0') {
if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) {
/* 'get obj' */
obj = get_obj_list(ch, arg1, ch->in_room->contents);
if (obj == NULL) {
act("I see no $T here.", ch, NULL, arg1, TO_CHAR);
return;
}
get_obj(ch, obj, NULL);
} else {
/* 'get all' or 'get all.obj' */
found = FALSE;
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name))
&& can_see_obj(ch, obj)) {
found = TRUE;
get_obj(ch, obj, NULL);
}
}
if (!found) {
if (arg1[3] == '\0')
send_to_char("I see nothing here.\n\r", ch);
else
act("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR);
}
}
} else {
/* '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("I see no $T here.", ch, NULL, arg2, TO_CHAR);
return;
}
switch (container->item_type) {
default:
send_to_char("That's not a container.\n\r", ch);
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_CORPSE_PC:
{
if (!can_loot(ch, container)) {
send_to_char("You can't do that.\n\r", ch);
return;
}
}
if (IS_SET(container->value[1], CONT_CLOSED)) {
act("The $d is closed.", ch, NULL, container->name,
TO_CHAR);
return;
}
if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) {
/* 'get obj container' */
obj = get_obj_list(ch, arg1, container->contains);
if (obj == NULL) {
act("I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR);
return;
}
get_obj(ch, obj, container);
} else {
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for (obj = container->contains; obj != NULL;
obj = obj_next) {
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name))
&& can_see_obj(ch, obj)) {
found = TRUE;
if (
((container->
pIndexData->vnum == OBJ_VNUM_MISC_PIT)
|| (container->pIndexData->vnum ==
OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum ==
OBJ_VNUM_ARMOR_PIT)) && !IS_IMMORTAL(ch)) {
send_to_char("Don't be so greedy!\n\r", ch);
return;
}
get_obj(ch, obj, container);
}
}
if (!found) {
if (arg1[3] == '\0')
act("I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR);
else
act("I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR);
}
}
}
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;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (!str_cmp(arg2, "in") || !str_cmp(arg2, "on"))
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0') {
send_to_char("Put what in what?\n\r", ch);
return;
}
if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) {
send_to_char("You can't do that.\n\r", ch);
return;
}
if ((container = get_obj_here(ch, arg2)) == NULL) {
act("I see no $T here.", ch, NULL, arg2, TO_CHAR);
return;
}
if (container->item_type != ITEM_CONTAINER) {
send_to_char("That's not a container.\n\r", ch);
return;
}
if (IS_SET(container->value[1], CONT_CLOSED)) {
act("The $d is closed.", ch, NULL, container->name, TO_CHAR);
return;
}
if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) {
/* 'put obj container' */
if ((obj = get_obj_carry(ch, arg1, ch)) == 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 (WEIGHT_MULT(obj) != 100) {
send_to_char
("You have a feeling that would be a bad idea.\n\r", ch);
return;
}
if (get_obj_weight(obj) + get_true_weight(container)
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10)) {
send_to_char("It won't fit.\n\r", ch);
return;
}
if ((container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
&& (obj->item_type != ITEM_WEAPON)) {
send_to_char("You may only place weapons in this pit.\n\r",
ch);
return;
}
if ((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)
&& (obj->item_type != ITEM_ARMOR)) {
send_to_char("You may only place armor in this pit.\n\r", ch);
return;
}
if (((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_MISC_PIT))
&& (container->in_room->vnum == ROOM_VNUM_LOWBIE_ALTAR)
&& (obj->level > 30)) {
send_to_char
("This pit is designed to hold items of a level lower than 30.\n\r",
ch);
return;
}
if (((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_MISC_PIT))
&& (container->in_room->vnum == ROOM_VNUM_MIDBIE_ALTAR)
&& ((obj->level < 31) || (obj->level > 70))) {
send_to_char
("This pit holds items between the levels of 31 and 70.\n\r",
ch);
return;
}
if (((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_MISC_PIT))
&& (container->in_room->vnum == ROOM_VNUM_HIGHBIE_ALTAR)
&& (obj->level < 71)) {
send_to_char
("This pit is designed to hold items of a level above 70.\n\r",
ch);
return;
}
if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT))
&& !CAN_WEAR(container, ITEM_TAKE)) {
if (obj->timer)
SET_BIT(obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer = number_range(100, 200);
}
obj_from_char(obj);
obj_to_obj(obj, container);
if (IS_SET(container->value[1], CONT_PUT_ON)) {
act("$n puts $p on $P.", ch, obj, container, TO_ROOM);
act("You put $p on $P.", ch, obj, container, TO_CHAR);
} else {
act("$n puts $p in $P.", ch, obj, container, TO_ROOM);
act("You put $p in $P.", ch, obj, container, TO_CHAR);
}
} else {
/* 'put all container' or 'put all.obj container' */
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name))
&& can_see_obj(ch, obj)
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container && can_drop_obj(ch, obj)
&& get_obj_weight(obj) + get_true_weight(container)
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10)) {
if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)
|| (container->pIndexData->vnum ==
OBJ_VNUM_WEAPON_PIT)
|| (container->pIndexData->vnum ==
OBJ_VNUM_ARMOR_PIT)) && !CAN_WEAR(obj, ITEM_TAKE)) {
if (obj->timer)
SET_BIT(obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer = number_range(100, 200);
}
obj_from_char(obj);
obj_to_obj(obj, container);
}
}
if (IS_SET(container->value[1], CONT_PUT_ON)) {
act("$n empties $s inventory onto $P.", ch, obj, container,
TO_ROOM);
act("You empty your inventory into $P.", ch, obj, container,
TO_CHAR);
} else {
act("$n empties $s inventory into $P.", ch, obj, container,
TO_ROOM);
act("You empty your inventory into $P.", ch, obj, container,
TO_CHAR);
}
}
return;
}
void do_drop(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Drop what?\n\r", ch);
return;
}
if (is_number(arg)) {
/* 'drop NNNN coins' */
int amount, gold = 0;
amount = atoi(arg);
argument = one_argument(argument, arg);
if (amount <= 0
|| (str_cmp(arg, "coins") && str_cmp(arg, "coin") &&
str_cmp(arg, "gold"))) {
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
} else {
if (ch->gold < amount) {
send_to_char("You don't have that much gold.\n\r", ch);
return;
}
ch->gold -= amount;
gold = amount;
}
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
switch (obj->pIndexData->vnum) {
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
extract_obj(obj);
break;
}
}
obj_to_room(create_money(gold), ch->in_room);
act("$n drops some coins.", ch, NULL, NULL, TO_ROOM);
send_to_char("OK.\n\r", ch);
return;
}
if (str_cmp(arg, "all") && str_prefix("all.", arg)) {
/* 'drop obj' */
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (!can_drop_obj(ch, obj)) {
send_to_char("You can't let go of it.\n\r", ch);
return;
}
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
act("$n drops $p.", ch, obj, NULL, TO_ROOM);
act("You drop $p.", ch, obj, NULL, TO_CHAR);
if (IS_OBJ_STAT(obj, ITEM_MELT_DROP)) {
act("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM);
act("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR);
extract_obj(obj);
}
} else {
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if ((arg[3] == '\0' || is_name(&arg[4], obj->name))
&& can_see_obj(ch, obj)
&& obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj)) {
found = TRUE;
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (IS_OBJ_STAT(obj, ITEM_MELT_DROP)) {
act("$p dissolves into smoke.", ch, obj, NULL,
TO_ROOM);
act("$p dissolves into smoke.", ch, obj, NULL,
TO_CHAR);
extract_obj(obj);
}
}
}
act("$n empties $s inventory onto the floor.", ch, ch, NULL,
TO_ROOM);
act("You drop everything.", ch, NULL, NULL, TO_CHAR);
if (!found) {
if (arg[3] == '\0')
act("You are not carrying anything.",
ch, NULL, arg, TO_CHAR);
else
act("You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR);
}
}
return;
}
void do_give(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0') {
send_to_char("Give what to whom?\n\r", ch);
return;
}
if (is_number(arg1)) {
/* 'give NNNN coins victim' */
int amount;
amount = atoi(arg1);
if (amount <= 0
|| (str_cmp(arg2, "coins") && str_cmp(arg2, "coin") &&
str_cmp(arg2, "gold"))) {
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
}
argument = one_argument(argument, arg2);
if (arg2[0] == '\0') {
send_to_char("Give what to whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL) {
send_to_char("They aren't here.\n\r", ch);
return;
}
if (ch->gold < amount) {
send_to_char("You haven't got that much.\n\r", ch);
return;
}
ch->gold -= amount;
victim->gold += amount;
sprintf(buf, "$n gives you %d gold.", amount);
act(buf, ch, NULL, victim, TO_VICT);
act("$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT);
sprintf(buf, "You give $N %d gold.", amount);
act(buf, ch, NULL, victim, TO_CHAR);
/*
* Bribe trigger
*/
if (IS_NPC(victim) && HAS_TRIGGER(victim, TRIG_BRIBE))
mp_bribe_trigger(victim, ch, amount);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) {
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (obj->wear_loc != WEAR_NONE) {
send_to_char("You must remove it first.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL) {
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) {
act("$N tells you 'Sorry, you'll have to sell that.'",
ch, NULL, victim, TO_CHAR);
ch->reply = victim;
return;
}
if (!can_drop_obj(ch, obj)) {
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if (victim->carry_number + get_obj_number(obj) > can_carry_n(victim)) {
act("$N has $S hands full.", ch, NULL, victim, TO_CHAR);
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) >
can_carry_w(victim)) {
act("$N can't carry that much weight.", ch, NULL, victim, TO_CHAR);
return;
}
if (!can_see_obj(victim, obj)) {
act("$N can't see it.", ch, NULL, victim, TO_CHAR);
return;
}
obj_from_char(obj);
MOBtrigger = FALSE;
obj_to_char(obj, victim);
act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT);
act("$n gives you $p.", ch, obj, victim, TO_VICT);
act("You give $p to $N.", ch, obj, victim, TO_CHAR);
MOBtrigger = TRUE;
/*
* Give trigger
*/
if (IS_NPC(victim) && HAS_TRIGGER(victim, TRIG_GIVE))
mp_give_trigger(victim, ch, obj);
return;
}
/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent, skill;
/* find out what */
if (argument == '\0') {
send_to_char("Envenom what item?\n\r", ch);
return;
}
obj = get_obj_list(ch, argument, ch->carrying);
if (obj == NULL) {
send_to_char("You don't have that item.\n\r", ch);
return;
}
if ((skill = get_skill(ch, gsn_envenom)) < 1) {
send_to_char("Are you crazy? You'd poison yourself!\n\r", ch);
return;
}
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON
|| obj->item_type == ITEM_BLOOD_CON) {
if (IS_OBJ_STAT(obj, ITEM_BLESS)
|| IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) {
act("You fail to poison $p.", ch, obj, NULL, TO_CHAR);
return;
}
if (number_percent() < skill) { /* success! */
act("$n treats $p with deadly poison.", ch, obj, NULL,
TO_ROOM);
act("You treat $p with deadly poison.", ch, obj, NULL,
TO_CHAR);
if (!obj->value[3]) {
obj->value[3] = 1;
check_improve(ch, gsn_envenom, TRUE, 4);
}
WAIT_STATE(ch, skill_table[gsn_envenom].beats);
return;
}
act("You fail to poison $p.", ch, obj, NULL, TO_CHAR);
if (!obj->value[3])
check_improve(ch, gsn_envenom, FALSE, 4);
WAIT_STATE(ch, skill_table[gsn_envenom].beats);
return;
}
if (obj->item_type == ITEM_WEAPON) {
if (IS_WEAPON_STAT(obj, WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj, WEAPON_FROST)
|| IS_WEAPON_STAT(obj, WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj, WEAPON_SHARP)
|| IS_WEAPON_STAT(obj, WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj, WEAPON_SHOCKING)
|| IS_WEAPON_STAT(obj, WEAPON_HOLY)
|| IS_OBJ_STAT(obj, ITEM_BLESS)
|| IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) {
act("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR);
return;
}
if (obj->value[3] < 0
|| attack_table[obj->value[3]].damage == DAM_BASH) {
send_to_char("You can only envenom edged weapons.\n\r", ch);
return;
}
if (IS_WEAPON_STAT(obj, WEAPON_POISON)) {
act("$p is already envenomed.", ch, obj, NULL, TO_CHAR);
return;
}
percent = number_percent();
if (percent < skill) {
af.where = TO_WEAPON;
af.type = gsn_poison;
af.level = ch->level * percent / 100;
af.duration = ch->level / 2 * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj, &af);
act("$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM);
act("You coat $p with venom.", ch, obj, NULL, TO_CHAR);
check_improve(ch, gsn_envenom, TRUE, 3);
WAIT_STATE(ch, skill_table[gsn_envenom].beats);
return;
} else {
act("You fail to envenom $p.", ch, obj, NULL, TO_CHAR);
check_improve(ch, gsn_envenom, FALSE, 3);
WAIT_STATE(ch, skill_table[gsn_envenom].beats);
return;
}
}
act("You can't poison $p.", ch, obj, NULL, TO_CHAR);
return;
}
void do_fill(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Fill what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You do not have that item.\n\r", ch);
return;
}
found = FALSE;
for (fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content) {
if (fountain->item_type == ITEM_FOUNTAIN) {
found = TRUE;
break;
}
}
if (!found) {
send_to_char("There is no fountain here!\n\r", ch);
return;
}
if (!strcmp(liq_table[fountain->value[2]].liq_name, "blood")
&& (obj->item_type != ITEM_BLOOD_CON)) {
send_to_char("You may only fill a blood flask here.", ch);
return;
}
if ((obj->item_type != ITEM_DRINK_CON)
&& (obj->item_type != ITEM_BLOOD_CON)) {
send_to_char("This is not a drink container.\n\r", ch);
return;
}
if (obj->value[1] != 0 && obj->value[2] != fountain->value[2]) {
send_to_char("There is already another liquid in it.\n\r", ch);
return;
}
if (obj->value[1] >= obj->value[0]) {
send_to_char("Your container is full.\n\r", ch);
return;
}
sprintf(buf, "You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act(buf, ch, obj, fountain, TO_CHAR);
sprintf(buf, "$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act(buf, ch, obj, fountain, TO_ROOM);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
void do_pour(CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument(argument, arg);
if (arg[0] == '\0' || argument[0] == '\0') {
send_to_char("Pour what into what?\n\r", ch);
return;
}
if ((out = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You don't have that item.\n\r", ch);
return;
}
if ((out->item_type != ITEM_DRINK_CON)
&& (out->item_type != ITEM_BLOOD_CON)) {
send_to_char("That's not a drink container.\n\r", ch);
return;
}
if (!str_cmp(argument, "out")) {
if (out->value[1] == 0) {
send_to_char("It's already empty.\n\r", ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf(buf, "You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf, ch, out, NULL, TO_CHAR);
sprintf(buf, "$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf, ch, out, NULL, TO_ROOM);
return;
}
if ((in = get_obj_here(ch, argument)) == NULL) {
vch = get_char_room(ch, argument);
if (vch == NULL) {
send_to_char("Pour into what?\n\r", ch);
return;
}
in = get_eq_char(vch, WEAR_HOLD);
if (in == NULL) {
send_to_char("They aren't holding anything.", ch);
return;
}
}
if ((in->item_type != ITEM_DRINK_CON)
&& (in->item_type != ITEM_BLOOD_CON)) {
send_to_char("You can only pour into other drink containers.\n\r",
ch);
return;
}
if ((out->item_type == ITEM_BLOOD_CON)
|| (in->item_type != ITEM_BLOOD_CON)) {
send_to_char
("You can only transfer blood from one flask to another.\n\r",
ch);
return;
}
if (in == out) {
send_to_char("You cannot change the laws of physics!\n\r", ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2]) {
send_to_char("They don't hold the same liquid.\n\r", ch);
return;
}
if (out->value[1] == 0) {
act("There's nothing in $p to pour.", ch, out, NULL, TO_CHAR);
return;
}
if (in->value[1] >= in->value[0]) {
act("$p is already filled to the top.", ch, in, NULL, TO_CHAR);
return;
}
amount = UMIN(out->value[1], in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL) {
sprintf(buf, "You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf, ch, out, in, TO_CHAR);
sprintf(buf, "$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf, ch, out, in, TO_ROOM);
} else {
sprintf(buf, "You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf, ch, NULL, vch, TO_CHAR);
sprintf(buf, "$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act(buf, ch, NULL, vch, TO_VICT);
sprintf(buf, "$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf, ch, NULL, vch, TO_NOTVICT);
}
}
void do_drink(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument(argument, arg);
if (arg[0] == '\0') {
for (obj = ch->in_room->contents; obj; obj = obj->next_content) {
if (obj->item_type == ITEM_FOUNTAIN)
break;
}
if (obj == NULL) {
send_to_char("Drink what?\n\r", ch);
return;
}
} else {
if ((obj = get_obj_here(ch, arg)) == NULL) {
send_to_char("You can't find it.\n\r", ch);
return;
}
}
switch (obj->item_type) {
default:
send_to_char("You can't drink from that.\n\r", ch);
return;
case ITEM_FOUNTAIN:
if ((liquid = obj->value[2]) < 0) {
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if (obj->value[1] <= 0) {
send_to_char("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) < 0) {
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
//printf("act.obj.c: amount = %d\r\n", amount);
break;
case ITEM_BLOOD_CON:
if (!IS_VAMPIRE(ch)) {
send_to_char("Only vampires may drink from blood flasks.\n\r",
ch);
return;
} else {
if (obj->value[1] <= 0) {
send_to_char("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) < 0) {
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
break;
}
case ITEM_BLOOD_POOL:
if (!IS_VAMPIRE(ch)) {
send_to_char("Only vampires can drink blood pools.\n\r", ch);
return;
} else {
if (ch->position == POS_FIGHTING) {
send_to_char
("You don't have time to drink from the pool!\n\r",
ch);
return;
} else {
if (strstr(obj->short_descr, ch->name) != NULL) {
send_to_char
("You can't drink from your own blood!\n\r", ch);
return;
}
act("$n drinks from $p.", ch, obj, NULL, TO_ROOM);
act("You drink from $p.", ch, obj, NULL, TO_CHAR);
ch->blood += 1;
if (ch->blood > ch->max_blood)
ch->blood = ch->max_blood;
extract_obj(obj);
}
}
return;
}
act("$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM);
act("You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR);
gain_condition(ch, COND_DRUNK,
liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition(ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST]);
gain_condition(ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER]);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You feel drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_HUNGER] > 20)
send_to_char("You are full.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 20)
send_to_char("Your thirst is quenched.\n\r", ch);
if (obj->value[3] != 0) {
/* The drink was poisoned ! */
AFFECT_DATA af;
act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char("You choke and gag.\n\r", ch);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy(amount);
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join(ch, &af);
}
if (IS_VAMPIRE(ch) && !str_cmp(liq_table[liquid].liq_name, "blood")) {
ch->blood += 5;
if (ch->blood > ch->max_blood)
ch->blood = ch->max_blood;
}
if (obj->value[0] > 0)
obj->value[1] -= amount;
return;
}
void do_feed(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (ch->position == POS_FIGHTING) {
send_to_char("You don't have time to feed from the corpse!\n\r",
ch);
return;
}
if ((!IS_VAMPIRE(ch)) && (ch->level <= LEVEL_IMMORTAL)) {
send_to_char("Only vampires may feed from corpses.\r\n", ch);
return;
}
if (arg[0] == '\0') {
for (obj = ch->in_room->contents; obj; obj = obj->next_content) {
if (obj->item_type == ITEM_CORPSE_PC || ITEM_CORPSE_NPC)
break;
}
if (obj == NULL) {
send_to_char("Feed from 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;
}
}
switch (obj->item_type) {
default:
send_to_char("You can't feed from that.\n\r", ch);
return;
case ITEM_CORPSE_PC:
if (IS_SET(obj->extra_flags, ITEM_BLOODLESS)) {
send_to_char("The corpse has no blood left to drink.\n\r", ch);
return;
} else {
SET_BIT(obj->extra_flags, ITEM_BLOODLESS);
sprintf(buf, "The bloodless corpse of %s is laying here.",
obj->owner);
free_string(obj->description);
obj->description = str_dup(buf);
act("$n feeds from $p.", ch, obj, NULL, TO_ROOM);
act("You feed from $p.", ch, obj, NULL, TO_CHAR);
ch->blood += (obj->level / 2);
if (ch->blood > ch->max_blood)
ch->blood = ch->max_blood;
}
break;
case ITEM_CORPSE_NPC:
if (IS_SET(obj->extra_flags, ITEM_BLOODLESS)) {
send_to_char("The corpse has no blood left to drink.\n\r", ch);
return;
} else {
SET_BIT(obj->extra_flags, ITEM_BLOODLESS);
act("$n feeds from $p.", ch, obj, NULL, TO_ROOM);
act("You feed from $p.", ch, obj, NULL, TO_CHAR);
ch->blood += (obj->level / 2);
if (ch->blood > ch->max_blood)
ch->blood = ch->max_blood;
act("$p decomposes.", ch, obj, NULL, TO_ROOM);
act("$p decomposes.", ch, obj, NULL, TO_CHAR);
obj_from_room(obj);
}
break;
return;
}
}
void do_eat(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Eat what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (obj->level > ch->level) {
send_to_char("You are not high enough level to eat that.", ch);
return;
}
if (!IS_IMMORTAL(ch)) {
if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL) {
send_to_char("That's not edible.\n\r", ch);
return;
}
if (!IS_NPC(ch) && ch->pcdata->condition[COND_HUNGER] > 72) {
send_to_char("You are too full to eat more.\n\r", ch);
return;
}
}
act("$n eats $p.", ch, obj, NULL, TO_ROOM);
act("You eat $p.", ch, obj, NULL, TO_CHAR);
switch (obj->item_type) {
case ITEM_FOOD:
if (!IS_NPC(ch)) {
gain_condition(ch, COND_HUNGER, obj->value[0]);
if (ch->pcdata->condition[COND_HUNGER] > 71)
send_to_char("You are full.\n\r", ch);
else if (ch->pcdata->condition[COND_HUNGER] > 60)
send_to_char("You are no longer hungry.\n\r", ch);
}
if ((obj->value[3] != 0) && (!IS_SET(ch->imm_flags, IMM_POISON))) {
/* The food was poisoned! */
AFFECT_DATA af;
act("$n chokes and gags.", ch, 0, 0, TO_ROOM);
send_to_char("You choke and gag.\n\r", ch);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy(obj->value[0]);
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join(ch, &af);
}
break;
case ITEM_PILL:
obj_cast_spell(obj->value[1], obj->value[0], ch, ch, NULL);
obj_cast_spell(obj->value[2], obj->value[0], ch, ch, NULL);
obj_cast_spell(obj->value[3], obj->value[0], ch, ch, NULL);
obj_cast_spell(obj->value[4], obj->value[0], ch, ch, NULL);
WAIT_STATE(ch, 10);
break;
}
extract_obj(obj);
return;
}
/*
* Remove an object.
*/
bool remove_obj(CHAR_DATA * ch, int iWear, bool fReplace)
{
OBJ_DATA *obj;
if ((obj = get_eq_char(ch, iWear)) == NULL)
return TRUE;
if (!fReplace)
return FALSE;
if (IS_SET(obj->extra_flags, ITEM_NOREMOVE)) {
act("You can't remove $p.", ch, obj, NULL, TO_CHAR);
return FALSE;
}
unequip_char(ch, obj);
act("$n stops using $p.", ch, obj, NULL, TO_ROOM);
act("You stop using $p.", ch, obj, NULL, TO_CHAR);
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)
{
char buf[MAX_STRING_LENGTH];
if (ch->level < obj->level) {
sprintf(buf, "You must be level %d to use this object.\n\r",
obj->level);
send_to_char(buf, ch);
act("$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM);
return;
}
if (obj->item_type == ITEM_LIGHT) {
if (!remove_obj(ch, WEAR_LIGHT, fReplace))
return;
act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM);
act("You light $p and hold it.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_LIGHT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FINGER)) {
if (get_eq_char(ch, WEAR_FINGER_L) != NULL
&& get_eq_char(ch, WEAR_FINGER_R) != NULL
&& !remove_obj(ch, WEAR_FINGER_L, fReplace)
&& !remove_obj(ch, WEAR_FINGER_R, fReplace))
return;
if (get_eq_char(ch, WEAR_FINGER_L) == NULL) {
act("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your left finger.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_FINGER_L);
return;
}
if (get_eq_char(ch, WEAR_FINGER_R) == NULL) {
act("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your right finger.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_FINGER_R);
return;
}
bug("Wear_obj: no free finger.", 0);
send_to_char("You already wear two rings.\n\r", ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_NECK)) {
if (get_eq_char(ch, WEAR_NECK_1) != NULL
&& get_eq_char(ch, WEAR_NECK_2) != NULL
&& !remove_obj(ch, WEAR_NECK_1, fReplace)
&& !remove_obj(ch, WEAR_NECK_2, fReplace))
return;
if (get_eq_char(ch, WEAR_NECK_1) == NULL) {
act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM);
act("You wear $p around your neck.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_NECK_1);
return;
}
if (get_eq_char(ch, WEAR_NECK_2) == NULL) {
act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM);
act("You wear $p around your neck.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_NECK_2);
return;
}
bug("Wear_obj: no free neck.", 0);
send_to_char("You already wear two neck items.\n\r", ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_BODY)) {
if (!remove_obj(ch, WEAR_BODY, fReplace))
return;
act("$n wears $p on $s body.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your body.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_BODY);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) {
if (!remove_obj(ch, WEAR_HEAD, fReplace))
return;
act("$n wears $p on $s head.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your head.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_HEAD);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) {
if (!remove_obj(ch, WEAR_LEGS, fReplace))
return;
act("$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your legs.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_LEGS);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FEET)) {
if (!remove_obj(ch, WEAR_FEET, fReplace))
return;
act("$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your feet.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FEET);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_HANDS)) {
if (!remove_obj(ch, WEAR_HANDS, fReplace))
return;
act("$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your hands.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_HANDS);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_ARMS)) {
if (!remove_obj(ch, WEAR_ARMS, fReplace))
return;
act("$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your arms.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_ARMS);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_ABOUT)) {
if (!remove_obj(ch, WEAR_ABOUT, fReplace))
return;
act("$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM);
act("You wear $p about your torso.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_ABOUT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_WAIST)) {
if (!remove_obj(ch, WEAR_WAIST, fReplace))
return;
act("$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM);
act("You wear $p about your waist.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WAIST);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_WRIST)) {
if (get_eq_char(ch, WEAR_WRIST_L) != NULL
&& get_eq_char(ch, WEAR_WRIST_R) != NULL
&& !remove_obj(ch, WEAR_WRIST_L, fReplace)
&& !remove_obj(ch, WEAR_WRIST_R, fReplace))
return;
if (get_eq_char(ch, WEAR_WRIST_L) == NULL) {
act("$n wears $p around $s left wrist.",
ch, obj, NULL, TO_ROOM);
act("You wear $p around your left wrist.",
ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WRIST_L);
return;
}
if (get_eq_char(ch, WEAR_WRIST_R) == NULL) {
act("$n wears $p around $s right wrist.",
ch, obj, NULL, TO_ROOM);
act("You wear $p around your right wrist.",
ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WRIST_R);
return;
}
bug("Wear_obj: no free wrist.", 0);
send_to_char("You already wear two wrist items.\n\r", ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) {
OBJ_DATA *weapon;
if (!remove_obj(ch, WEAR_SHIELD, fReplace))
return;
weapon = get_eq_char(ch, WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(weapon, WEAPON_TWO_HANDS)) {
send_to_char("Your hands are tied up with your weapon!\n\r",
ch);
return;
}
act("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM);
act("You wear $p as a shield.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_SHIELD);
return;
}
if (CAN_WEAR(obj, ITEM_WIELD)) {
int sn, skill;
if (!remove_obj(ch, WEAR_WIELD, fReplace))
return;
if (!IS_NPC(ch)
&& get_obj_weight(obj) >
(str_app[get_curr_stat(ch, STAT_STR)].wield * 10)) {
send_to_char("It is too heavy for you to wield.\n\r", ch);
return;
}
if (!IS_NPC(ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(obj, WEAPON_TWO_HANDS)
&& get_eq_char(ch, WEAR_SHIELD) != NULL) {
send_to_char("You need two hands free for that weapon.\n\r",
ch);
return;
}
act("$n wields $p.", ch, obj, NULL, TO_ROOM);
act("You wield $p.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WIELD);
sn = get_weapon_sn(ch);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch, sn);
if (skill >= 100)
act("$p feels like a part of you!", ch, obj, NULL, TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.", ch, obj, NULL,
TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.", ch, obj, NULL, TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.", ch, obj, NULL,
TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR);
else
act("You don't even know which end is up on $p.",
ch, obj, NULL, TO_CHAR);
return;
}
if (CAN_WEAR(obj, ITEM_HOLD)) {
if (!remove_obj(ch, WEAR_HOLD, fReplace))
return;
act("$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM);
act("You hold $p in your hand.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_HOLD);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FLOAT)) {
if (!remove_obj(ch, WEAR_FLOAT, fReplace))
return;
act("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM);
act("You release $p and it floats next to you.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_FLOAT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FACE)) {
if (!remove_obj(ch, WEAR_FACE, fReplace))
return;
act("$n puts $p on $s face.", ch, obj, NULL, TO_ROOM);
act("You put $p on your face.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FACE);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_EAR)) {
if (get_eq_char(ch, WEAR_EAR_L) != NULL
&& get_eq_char(ch, WEAR_EAR_R) != NULL
&& !remove_obj(ch, WEAR_EAR_L, fReplace)
&& !remove_obj(ch, WEAR_EAR_R, fReplace))
return;
if (get_eq_char(ch, WEAR_EAR_L) == NULL) {
act("$n wears $p in $s left ear.", ch, obj, NULL, TO_ROOM);
act("You wear $p in your left ear.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_EAR_L);
return;
}
if (get_eq_char(ch, WEAR_EAR_R) == NULL) {
act("$n wears $p in $s right ear.", ch, obj, NULL, TO_ROOM);
act("You wear $p in your right ear.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_EAR_R);
return;
}
bug("Wear_obj: no free ear.", 0);
send_to_char("You already wear two ear items.\n\r", ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_SHOULDERS)) {
if (!remove_obj(ch, WEAR_SHOULDERS, fReplace))
return;
act("$n wears $p on $s shoulders.", ch, obj, NULL, TO_ROOM);
act("You wear $p on your shoulders.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_SHOULDERS);
return;
}
if (fReplace)
send_to_char("You can't wear, wield, or hold that.\n\r", ch);
return;
}
void do_wear(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Wear, wield, or hold what?\n\r", ch);
return;
}
if (!str_cmp(arg, "all")) {
OBJ_DATA *obj_next;
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj))
wear_obj(ch, obj, FALSE);
}
return;
} else {
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You do not have that item.\n\r", ch);
return;
}
wear_obj(ch, obj, TRUE);
}
return;
}
void do_remove(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Remove what?\n\r", ch);
return;
}
if (!str_cmp(arg, "all")) {
OBJ_DATA *obj_next;
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE || !can_see_obj(ch, obj))
continue;
remove_obj(ch, obj->wear_loc, TRUE);
}
return;
}
if ((obj = get_obj_wear(ch, arg)) == NULL) {
send_to_char("You do not have that item.\n\r", ch);
return;
}
remove_obj(ch, obj->wear_loc, TRUE);
return;
}
void do_sacrifice(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int gold = 0;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument(argument, arg);
if (arg[0] == '\0' || !str_cmp(arg, ch->name)) {
act("$n offers $mself to Y'golan, who graciously declines.",
ch, NULL, NULL, TO_ROOM);
send_to_char
("Y'golan appreciates your offer and may accept it later.\n\r",
ch);
return;
}
if (!str_cmp(arg, "all")) {
OBJ_DATA *obj_next;
int total_gold = 0;
bool found = FALSE;
if (!ch->in_room->contents) {
send_to_char("There's nothing in the room you can sacrifice.\n\r",
ch);
return;
}
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if( !can_see_obj(ch, obj) )
continue;
if ((obj->item_type == ITEM_CORPSE_PC && obj->contains)
|| !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC))
continue;
if (obj->in_room != NULL) {
for (gch = obj->in_room->people; gch != NULL;
gch = gch->next_in_room) if (gch->on == obj)
continue;
}
gold = UMAX(1, obj->level * 3);
found = TRUE;
if (obj->item_type != ITEM_CORPSE_NPC
&& obj->item_type != ITEM_CORPSE_PC) gold =
UMIN(gold, obj->cost);
total_gold += gold;
extract_obj(obj);
}
if (total_gold >= 2) {
sprintf(buf,
"Y'golan gives you %d gold coins for your sacrifice.\n\r",
total_gold);
send_to_char(buf, ch);
} else if (total_gold >= 1)
send_to_char
("Y'golan gives you one gold coin for your sacrifice.\n\r",
ch);
else
if (found)
send_to_char("Y'golan gives you nothing for your sacrifice.\n\r", ch);
ch->gold += total_gold;
if (IS_SET(ch->act, PLR_AUTOSPLIT)) {
members = 0;
for (gch = ch->in_room->people; gch != NULL;
gch = gch->next_in_room) {
if (is_same_group(gch, ch))
members++;
}
if (members > 1 && total_gold > 1) {
sprintf(buffer, "%d", total_gold);
do_split(ch, buffer);
}
}
if (found) {
act("$n sacrifices everything in the room to Y'golan.", ch, obj,
NULL, TO_ROOM);
return;
}
send_to_char("There's nothing in the room you can sacrifice.\n\r", ch);
return;
}
obj = get_obj_list(ch, arg, ch->in_room->contents);
if (obj == NULL) {
send_to_char("You can't find it.\n\r", ch);
return;
}
if (obj->item_type == ITEM_CORPSE_PC) {
if (obj->contains) {
send_to_char("Y'golan wouldn't like that.\n\r", ch);
return;
}
}
if (!CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) {
act("$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR);
return;
}
if (obj->in_room != NULL) {
for (gch = obj->in_room->people; gch != NULL;
gch = gch->next_in_room) if (gch->on == obj) {
act("$N appears to be using $p.", ch, obj, gch, TO_CHAR);
return;
}
}
gold = UMAX(1, obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC
&& obj->item_type != ITEM_CORPSE_PC) gold = UMIN(gold, obj->cost);
if (gold == 1)
send_to_char
("Y'golan gives you one measly gold coin for your sacrifice.\n\r",
ch);
else if (gold == 0)
send_to_char
("Y'golan is insulted by your pathetic sacrifice, and doesn't give you anything!\n\r",
ch);
else {
sprintf(buf,
"Y'golan gives you %d gold coins for your sacrifice.\n\r",
gold);
send_to_char(buf, ch);
}
ch->gold += gold;
if (IS_SET(ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL;
gch = gch->next_in_room) {
if (is_same_group(gch, ch))
members++;
}
if (members > 1 && gold > 1) {
sprintf(buffer, "%d", gold);
do_split(ch, buffer);
}
}
act("$n sacrifices $p to Y'golan.", ch, obj, NULL, TO_ROOM);
wiznet("$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0,
0);
extract_obj(obj);
return;
}
void do_quaff(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Quaff what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You do not have that potion.\n\r", ch);
return;
}
if (obj->item_type != ITEM_POTION) {
send_to_char("You can quaff only potions.\n\r", ch);
return;
}
if (ch->level < obj->level) {
send_to_char("This liquid is too powerful for you to drink.\n\r",
ch);
return;
}
act("$n quaffs $p.", ch, obj, NULL, TO_ROOM);
act("You quaff $p.", ch, obj, NULL, TO_CHAR);
WAIT_STATE(ch, 10);
obj_cast_spell(obj->value[1], obj->value[0], ch, ch, NULL);
obj_cast_spell(obj->value[2], obj->value[0], ch, ch, NULL);
obj_cast_spell(obj->value[3], obj->value[0], ch, ch, NULL);
extract_obj(obj);
return;
}
void do_recite(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if ((scroll = get_obj_carry(ch, arg1, ch)) == NULL) {
send_to_char("You do not have that scroll.\n\r", ch);
return;
}
if (scroll->item_type != ITEM_SCROLL) {
send_to_char("You can recite only scrolls.\n\r", ch);
return;
}
if (ch->level < scroll->level) {
send_to_char
("This scroll is too complex for you to comprehend.\n\r", ch);
return;
}
obj = NULL;
if (arg2[0] == '\0') {
victim = ch;
} else {
if ((victim = get_char_room(ch, arg2)) == NULL
&& (obj = get_obj_here(ch, arg2)) == NULL) {
send_to_char("You can't find it.\n\r", ch);
return;
}
}
act("$n recites $p.", ch, scroll, NULL, TO_ROOM);
act("You recite $p.", ch, scroll, NULL, TO_CHAR);
WAIT_STATE(ch, 10);
if (number_percent() >= 20 + get_skill(ch, gsn_scrolls) * 4 / 5) {
send_to_char("You mispronounce a syllable.\n\r", ch);
check_improve(ch, gsn_scrolls, FALSE, 2);
} else {
obj_cast_spell(scroll->value[1], scroll->value[0], ch, victim,
obj);
obj_cast_spell(scroll->value[2], scroll->value[0], ch, victim,
obj);
obj_cast_spell(scroll->value[3], scroll->value[0], ch, victim,
obj);
obj_cast_spell(scroll->value[4], scroll->value[0], ch, victim,
obj);
check_improve(ch, gsn_scrolls, TRUE, 2);
}
extract_obj(scroll);
return;
}
void do_brandish(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ((staff = get_eq_char(ch, WEAR_HOLD)) == NULL) {
send_to_char("You hold nothing in your hand.\n\r", ch);
return;
}
if (staff->item_type != ITEM_STAFF) {
send_to_char("You can brandish only with a staff.\n\r", ch);
return;
}
if ((sn = staff->value[3]) < 0
|| sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) {
bug("Do_brandish: bad sn %d.", sn);
return;
}
WAIT_STATE(ch, 28);
if (staff->value[2] > 0) {
act("$n brandishes $p.", ch, staff, NULL, TO_ROOM);
act("You brandish $p.", ch, staff, NULL, TO_CHAR);
if (ch->level < staff->level
|| number_percent() >= 20 + get_skill(ch, gsn_staves) * 4 / 5) {
act("You fail to invoke $p.", ch, staff, NULL, TO_CHAR);
act("...and nothing happens.", ch, NULL, NULL, TO_ROOM);
check_improve(ch, gsn_staves, FALSE, 2);
} else
for (vch = ch->in_room->people; vch; vch = vch_next) {
vch_next = vch->next_in_room;
switch (skill_table[sn].target) {
default:
bug("Do_brandish: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
if (vch != ch)
continue;
break;
case TAR_CHAR_OFFENSIVE:
if (IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch))
continue;
break;
case TAR_CHAR_DEFENSIVE:
if (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch))
continue;
break;
case TAR_CHAR_SELF:
if (vch != ch)
continue;
break;
}
obj_cast_spell(staff->value[3], staff->value[0], ch, vch,
NULL);
check_improve(ch, gsn_staves, TRUE, 2);
}
}
if (--staff->value[2] <= 0) {
act("$n's $p blazes bright and is gone.", ch, staff, NULL,
TO_ROOM);
act("Your $p blazes bright and is gone.", ch, staff, NULL,
TO_CHAR);
extract_obj(staff);
}
return;
}
void do_zap(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0' && ch->fighting == NULL) {
send_to_char("Zap whom or what?\n\r", ch);
return;
}
if ((wand = get_eq_char(ch, WEAR_HOLD)) == NULL) {
send_to_char("You hold nothing in your hand.\n\r", ch);
return;
}
if (wand->item_type != ITEM_WAND) {
send_to_char("You can zap only with a wand.\n\r", ch);
return;
}
obj = NULL;
if (arg[0] == '\0') {
if (ch->fighting != NULL) {
victim = ch->fighting;
} else {
send_to_char("Zap whom or what?\n\r", ch);
return;
}
} else {
if ((victim = get_char_room(ch, arg)) == NULL
&& (obj = get_obj_here(ch, arg)) == NULL) {
send_to_char("You can't find it.\n\r", ch);
return;
}
}
WAIT_STATE(ch, 28);
if (wand->value[2] > 0) {
if (victim != NULL) {
act("$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT);
act("You zap $N with $p.", ch, wand, victim, TO_CHAR);
act("$n zaps you with $p.", ch, wand, victim, TO_VICT);
} else {
act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM);
act("You zap $P with $p.", ch, wand, obj, TO_CHAR);
}
if (ch->level < wand->level
|| number_percent() >= 20 + get_skill(ch, gsn_wands) * 4 / 5) {
act("Your efforts with $p produce only smoke and sparks.",
ch, wand, NULL, TO_CHAR);
act("$n's efforts with $p produce only smoke and sparks.",
ch, wand, NULL, TO_ROOM);
check_improve(ch, gsn_wands, FALSE, 2);
} else {
obj_cast_spell(wand->value[3], wand->value[0], ch, victim,
obj);
check_improve(ch, gsn_wands, TRUE, 2);
}
}
if (--wand->value[2] <= 0) {
act("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM);
act("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR);
extract_obj(wand);
}
return;
}
void do_steal(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
bool displaced = FALSE;//displace spell
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Steal what from whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char("That's pointless.\n\r", ch);
return;
}
if (is_safe(ch, victim)) {
send_to_char("you can't steal on safe places.\n\r", ch);
return;
}
if (victim->fighting != NULL && !is_same_group(ch, victim->fighting)) {
send_to_char("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_NPC(victim)
&& victim->position == POS_FIGHTING)
{
send_to_char("Kill stealing is not permitted.\n\r"
"You'd better not -- you might get hit.\n\r", ch);
return;
}
//Check if displaced
if(is_affected(victim, skill_lookup("displace")))
{
if(displace_new_effect(ch, (void *) victim, 0, 0, 0))
{
//You're stealing from the displaced version
send_to_char("You work your hands to the purse... and go right through it...\n\r", ch);
displaced = TRUE;
}
else //Picked the right version
displaced = FALSE;
}
else //Victim isn't affected by displace spell
displaced = FALSE;
check_killer(ch, victim);
WAIT_STATE(ch, skill_table[gsn_steal].beats);
percent = number_percent();
if (!IS_AWAKE(victim))
percent -= 15;
else if (!can_see(victim, ch))
percent += 20;
else
percent += 40;
if (
((!IS_NPC(victim) && (!IS_PKILL(victim) || !IS_PKILL(ch)))
&& !IS_NPC(ch)) || (!IS_NPC(ch)
&& percent > get_skill(ch, gsn_steal))
|| displaced == TRUE)
{
/*
* Failure.
*/
send_to_char("Oops.\n\r", ch);
affect_strip(ch, gsn_sneak);
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
act("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT);
act("$n tried to steal from $N.\n\r", ch, NULL, victim,
TO_NOTVICT);
switch (number_range(0, 3))
{
case 0:
sprintf(buf, "%s is a lousy thief!", ch->name);
break;
case 1:
sprintf(buf, "%s couldn't rob %s way out of a paper bag!",
ch->name, (ch->sex == 2) ? "her" : "his");
break;
case 2:
sprintf(buf, "%s tried to rob me!", ch->name);
break;
case 3:
sprintf(buf, "Keep your hands out of there, %s!", ch->name);
break;
}
if (!IS_AWAKE(victim))
do_wake(victim, "");
if (IS_AWAKE(victim))
do_yell(victim, buf);
if (!IS_NPC(ch)) {
if (IS_NPC(victim)) {
check_improve(ch, gsn_steal, FALSE, 2);
multi_hit(victim, ch, TYPE_UNDEFINED);
} else {
sprintf(buf, "$N tried to steal from %s.", victim->name);
wiznet(buf, ch, NULL, WIZ_FLAGS, 0, 0);
if (!IS_SET(ch->act, PLR_THIEF)) {
SET_BIT(ch->act, PLR_THIEF);
send_to_char
("{r*** {RYou are now a THIEF!! {r***{x\n\r", ch);
save_char_obj(ch);
}
}
}
return;
}
if (!str_cmp(arg1, "coin")
|| !str_cmp(arg1, "coins")
|| !str_cmp(arg1, "gold"))
{
int gold;
gold = victim->gold * number_range(1, ch->level) / 60;
if (gold <= 0) {
send_to_char("You couldn't get any coins.\n\r", ch);
return;
}
/*If victim's gold becomes negative */
if (victim->gold - gold <= 0) {
send_to_char("Have pity on the poor soul!\n\r", ch);
gold = victim->gold;
ch->gold += gold;
victim->gold -= gold;
return;
}
ch->gold += gold;
victim->gold -= gold;
if (victim->gold < 0) {
victim->gold = 0;
}
sprintf(buf, "Bingo! You got %d gold coins.\n\r", gold);
send_to_char(buf, ch);
check_improve(ch, gsn_steal, TRUE, 2);
return;
}
if ((obj = get_obj_carry(victim, arg1, ch)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
if (!can_drop_obj(ch, obj)
|| IS_SET(obj->extra_flags, ITEM_INVENTORY)
|| obj->level > ch->level)
{
send_to_char("You can't pry it away.\n\r", ch);
return;
}
if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch))
{
send_to_char("You have your hands full.\n\r", ch);
return;
}
if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch))
{
send_to_char("You can't carry that much weight.\n\r", ch);
return;
}
obj_from_char(obj);
obj_to_char(obj, ch);
act("You pocket $p.", ch, obj, NULL, TO_CHAR);
check_improve(ch, gsn_steal, TRUE, 2);
send_to_char("Got it!\n\r", ch);
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper(CHAR_DATA * ch)
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
pShop = NULL;
for (keeper = ch->in_room->people; keeper;
keeper = keeper->next_in_room) {
if (IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL)
break;
}
if (pShop == NULL) {
send_to_char("You can't do that here.\n\r", ch);
return NULL;
}
/*
* Shop hours.
*/
if (time_info.hour < pShop->open_hour) {
do_say(keeper, "Sorry, I am closed. Come back later.");
return NULL;
}
if (time_info.hour > pShop->close_hour) {
do_say(keeper, "Sorry, I am closed. Come back tomorrow.");
return NULL;
}
/*
* Invisible or hidden people.
*/
if (!can_see(keeper, ch)) {
do_say(keeper, "I don't trade with folks I can't see.");
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper(OBJ_DATA * obj, CHAR_DATA * ch)
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next) {
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp(obj->short_descr, t_obj->short_descr)) {
/* if this is an unlimited item, destroy the new one */
if (IS_OBJ_STAT(t_obj, ITEM_INVENTORY)) {
extract_obj(obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL) {
obj->next_content = ch->carrying;
ch->carrying = obj;
} else {
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number(obj);
ch->carry_weight += get_obj_weight(obj);
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper(CHAR_DATA * ch, CHAR_DATA * keeper,
char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument(argument, arg);
count = 0;
for (obj = keeper->carrying; obj != NULL; obj = obj->next_content) {
if (obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj)
&& can_see_obj(ch, obj)
&& is_name(arg, obj->name)) {
if (++count == number)
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr)) obj =
obj->next_content;
}
}
return NULL;
}
int get_cost(CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy)
{
SHOP_DATA *pShop;
int cost;
if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL)
return 0;
if (fBuy) {
cost = obj->cost * pShop->profit_buy / 100;
} else {
OBJ_DATA *obj2;
int itype;
cost = 0;
for (itype = 0; itype < MAX_TRADE; itype++) {
if (obj->item_type == pShop->buy_type[itype]) {
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if (!IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT))
for (obj2 = keeper->carrying; obj2; obj2 = obj2->next_content) {
if (obj->pIndexData == obj2->pIndexData
&& !str_cmp(obj->short_descr, obj2->short_descr)) {
if (IS_OBJ_STAT(obj2, ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
}
}
}
if (obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND) {
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
int cost, roll;
if (argument[0] == '\0') {
send_to_char("Buy what?\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) {
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
smash_tilde(argument);
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index(ch->in_room->vnum + 1);
if (pRoomIndexNext == NULL) {
bug("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum);
send_to_char("Sorry, you can't buy that here.\n\r", ch);
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room(ch, arg);
ch->in_room = in_room;
if (pet == NULL || !IS_SET(pet->act, ACT_PET)) {
send_to_char("Sorry, you can't buy that here.\n\r", ch);
return;
}
if (ch->pet != NULL) {
send_to_char("You already own a pet.\n\r", ch);
return;
}
cost = 2 * pet->level * pet->level;
if (ch->gold < cost) {
send_to_char("You can't afford it.\n\r", ch);
return;
}
if (ch->level < pet->level) {
send_to_char
("You're not powerful enough to master this pet.\n\r", ch);
return;
}
/* haggle */
if (ch->in_room->vnum != ROOM_VNUM_JEWELER) {
roll = number_percent();
if (roll < get_skill(ch, gsn_haggle)) {
cost -= cost / 2 * roll / 100;
sprintf(buf, "You haggle the price down to %d coins.\n\r",
cost);
send_to_char(buf, ch);
check_improve(ch, gsn_haggle, TRUE, 4);
}
}
deduct_cost(ch, cost);
pet = create_mobile(pet->pIndexData);
SET_BIT(pet->act, ACT_PET);
SET_BIT(pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
pet->no_exp = TRUE;
argument = one_argument(argument, arg);
if (arg[0] != '\0') {
sprintf(buf, "%s %s", pet->name, arg);
free_string(pet->name);
pet->name = str_dup(buf);
}
sprintf(buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name);
free_string(pet->description);
pet->description = str_dup(buf);
char_to_room(pet, ch->in_room);
add_follower(pet, ch);
pet->leader = ch;
ch->pet = pet;
send_to_char("Enjoy your pet.\n\r", ch);
act("$n bought $N as a pet.", ch, NULL, pet, TO_ROOM);
return;
} else {
CHAR_DATA *keeper;
OBJ_DATA *obj, *t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ((keeper = find_keeper(ch)) == NULL)
return;
if(!can_see(ch, keeper))
{
send_to_char("You can't buy anything here.\n\r", ch);
return;
}
number = mult_argument(argument, arg);
obj = get_obj_keeper(ch, keeper, arg);
cost = get_cost(keeper, obj, TRUE);
if (number < 1) {
act("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT);
return;
}
if (number > 100) {
sprintf(buf, "%s attempted the shopkeep HACK. *BUG*",
ch->name);
log_string(buf);
act("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT);
return;
}
if (cost <= 0 || !can_see_obj(ch, obj)) {
act("$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (!IS_OBJ_STAT(obj, ITEM_INVENTORY)) {
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content) {
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr, obj->short_descr))
count++;
else
break;
}
if (count < number) {
act("$n tells you 'I don't have that many in stock.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
}
if (ch->gold < cost * number) {
if (number > 1)
act("$n tells you 'You can't afford to buy that many.",
keeper, obj, ch, TO_VICT);
else
act("$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (obj->level > ch->level) {
act("$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (ch->carry_number + number * get_obj_number(obj) >
can_carry_n(ch)) {
send_to_char("You can't carry that many items.\n\r", ch);
return;
}
if (ch->carry_weight + number * get_obj_weight(obj) >
can_carry_w(ch)) {
send_to_char("You can't carry that much weight.\n\r", ch);
return;
}
/* haggle */
if (ch->in_room->vnum != ROOM_VNUM_JEWELER) {
roll = number_percent();
if (!IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)
&& roll < get_skill(ch, gsn_haggle)) {
cost -= obj->cost / 2 * roll / 100;
act("You haggle with $N.", ch, NULL, keeper, TO_CHAR);
check_improve(ch, gsn_haggle, TRUE, 4);
}
}
if (number > 1) {
sprintf(buf, "$n buys $p[%d].", number);
act(buf, ch, obj, NULL, TO_ROOM);
sprintf(buf, "You buy $p[%d] for %d gold.", number,
cost * number);
act(buf, ch, obj, NULL, TO_CHAR);
} else {
act("$n buys $p.", ch, obj, NULL, TO_ROOM);
sprintf(buf, "You buy $p for %d gold.", cost);
act(buf, ch, obj, NULL, TO_CHAR);
}
deduct_cost(ch, cost * number);
keeper->gold += cost * number;
for (count = 0; count < number; count++) {
if (IS_SET(obj->extra_flags, ITEM_INVENTORY))
t_obj = create_object(obj->pIndexData, obj->level);
else {
t_obj = obj;
obj = obj->next_content;
obj_from_char(t_obj);
}
if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj, ITEM_HAD_TIMER))
t_obj->timer = 0;
REMOVE_BIT(t_obj->extra_flags, ITEM_HAD_TIMER);
obj_to_char(t_obj, ch);
if (cost < t_obj->cost)
t_obj->cost = cost;
}
}
}
void do_list(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) {
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
bool found;
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index(ch->in_room->vnum + 1);
if (pRoomIndexNext == NULL) {
bug("Do_list: bad pet shop at vnum %d.", ch->in_room->vnum);
send_to_char("You can't do that here.\n\r", ch);
return;
}
found = FALSE;
for (pet = pRoomIndexNext->people; pet; pet = pet->next_in_room) {
if (IS_SET(pet->act, ACT_PET)) {
if (!found) {
found = TRUE;
send_to_char("Pets for sale:\n\r", ch);
}
sprintf(buf, "[%2d] %8d - %s\n\r",
pet->level,
2 * pet->level * pet->level, pet->short_descr);
send_to_char(buf, ch);
}
}
if (!found)
send_to_char("Sorry, we're out of pets right now.\n\r", ch);
return;
} else {
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost, count;
bool found;
char arg[MAX_INPUT_LENGTH];
if ((keeper = find_keeper(ch)) == NULL)
return;
if(!can_see(ch, keeper))
{
send_to_char("You can't buy anything here.\n\r", ch);
return;
}
one_argument(argument, arg);
found = FALSE;
for (obj = keeper->carrying; obj; obj = obj->next_content) {
if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)
&& (cost = get_cost(keeper, obj, TRUE)) > 0
&& (arg[0] == '\0' || is_name(arg, obj->name))) {
if (!found) {
found = TRUE;
send_to_char("[Lv Price Qty] Item\n\r", ch);
}
if (IS_OBJ_STAT(obj, ITEM_INVENTORY))
sprintf(buf, "[%2d %5d -- ] %s\n\r",
obj->level, cost, obj->short_descr);
else {
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData ==
obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr)) {
obj = obj->next_content;
count++;
}
sprintf(buf, "[%2d %5d %2d ] %s\n\r",
obj->level, cost, count, obj->short_descr);
}
send_to_char(buf, ch);
}
}
if (!found)
send_to_char("You can't buy anything here.\n\r", ch);
return;
}
}
void do_sell(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int cost, roll, tcost = 0, count = 0;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Sell what?\n\r", ch);
return;
}
if ((keeper = find_keeper(ch)) == NULL)
return;
if(!can_see(ch, keeper))
{
send_to_char("You can't buy anything here.\n\r", ch);
return;
}
/*
if (!str_cmp(arg, "all")) {
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if (can_drop_obj(ch, obj)
&& obj->wear_loc == WEAR_NONE
&& can_see_obj(keeper, obj)
&& ((cost = get_cost(keeper, obj, FALSE)) >
0)
&& (cost < keeper->gold))
tcost += cost;
count++;
ch->gold += cost;
deduct_cost(keeper, cost);
if (keeper->gold < 0)
keeper->gold = 0;
if (obj->item_type ==
ITEM_TRASH ||
IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) {
extract_obj(obj);
} else {
obj_from_char(obj);
if (obj->timer)
SET_BIT(obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer =
number_range(50,
100);
obj_to_keeper(obj, keeper);
}
} // salable item ifcheck
} // for loop
sprintf(buf, "You sell %d items for %d gold.\r\n", count,
tcost);
send_to_char(buf, ch);
return;
} // 'all' if check
*/
if (!str_cmp(arg, "all")) {
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if (can_drop_obj(ch, obj)
&& obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj)
&& ((cost = get_cost(keeper, obj, FALSE)) > 0)
&& (cost < keeper->gold)) {
tcost += cost;
count++;
ch->gold += cost;
deduct_cost(keeper, cost);
if (keeper->gold < 0)
keeper->gold = 0;
if (obj->item_type == ITEM_TRASH
|| IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) {
extract_obj(obj);
} else {
obj_from_char(obj);
if (obj->timer)
SET_BIT(obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer = number_range(50, 100);
obj_to_keeper(obj, keeper);
}
} // salable item ifcheck
} // for loop
sprintf(buf, "You sell %d items for %d gold.\r\n", count, tcost);
send_to_char(buf, ch);
return;
} // 'all' if check
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
act("$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (!can_drop_obj(ch, obj)) {
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if (!can_see_obj(keeper, obj)) {
act("$n doesn't see what you are offering.", keeper, NULL, ch,
TO_VICT);
return;
}
if ((cost = get_cost(keeper, obj, FALSE)) <= 0) {
act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
if (cost > keeper->gold) {
act
("$n tells you 'I'm afraid I don't have enough wealth to buy $p.",
keeper, obj, ch, TO_VICT);
return;
}
act("$n sells $p.", ch, obj, NULL, TO_ROOM);
/* haggle */
roll = number_percent();
if (!IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)
&& roll < get_skill(ch, gsn_haggle)) {
send_to_char("You haggle with the shopkeeper.\n\r", ch);
cost += obj->cost / 2 * roll / 100;
cost = UMIN(cost, 95 * get_cost(keeper, obj, TRUE) / 100);
cost = UMIN(cost, keeper->gold);
check_improve(ch, gsn_haggle, TRUE, 4);
}
sprintf(buf, "You sell $p for %d gold piece%s.",
cost, cost == 1 ? "" : "s");
act(buf, ch, obj, NULL, TO_CHAR);
ch->gold += cost;
deduct_cost(keeper, cost);
if (keeper->gold < 0)
keeper->gold = 0;
if (obj->item_type == ITEM_TRASH
|| IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) {
extract_obj(obj);
} else {
obj_from_char(obj);
if (obj->timer)
SET_BIT(obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer = number_range(50, 100);
obj_to_keeper(obj, keeper);
}
return;
}
void do_value(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Value what?\n\r", ch);
return;
}
if ((keeper = find_keeper(ch)) == NULL)
return;
if(!can_see(ch, keeper))
{
send_to_char("You can't buy anything here.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
act("$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT);
ch->reply = keeper;
return;
}
if (!can_see_obj(keeper, obj)) {
act("$n doesn't see what you are offering.", keeper, NULL, ch,
TO_VICT);
return;
}
if (!can_drop_obj(ch, obj)) {
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if ((cost = get_cost(keeper, obj, FALSE)) <= 0) {
act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT);
return;
}
sprintf(buf,
"$n tells you 'I'll give you %d gold coins for $p'.", cost);
act(buf, keeper, obj, ch, TO_VICT);
ch->reply = keeper;
return;
}
void do_donate(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *donwiz;
OBJ_DATA *container;
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0') {
send_to_char("Donate what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL) {
send_to_char("You aren't carrying that item.\n\r", ch);
return;
}
if (!can_drop_obj(ch, obj)) {
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if ((donwiz = get_char_world(ch, "bedweezle")) == NULL) {
send_to_char("No wizard is available to retrieve your item.\n\r",
ch);
return;
}
if (ch->in_room != donwiz->in_room) {
act
("With a gentle *pop*, $n disappears from the room.",
donwiz, NULL, NULL, TO_ROOM);
char_from_room(donwiz);
char_to_room(donwiz, ch->in_room);
act("With a gentle *pop*, $n appears in the room.",
donwiz, NULL, NULL, TO_ROOM);
}
/* give obj to wizard */
if (((obj->item_type != ITEM_CONTAINER) && (can_see_obj(donwiz, obj)
&& (obj->level >= 2)))) {
/* message to room */
sprintf(buf, "$n takes $p from $N.");
act(buf, donwiz, obj, ch, TO_NOTVICT);
/* do the deed */
if (can_drop_obj(ch, obj)) {
obj_from_char(obj);
obj_to_char(obj, donwiz);
do_say(donwiz, "Thank you!");
} else {
do_say(donwiz, "I don't want that!");
}
/* no can put in pit, no can take */
} else {
do_say(donwiz, "I can't put that in the pit, sorry.");
sprintf(buf, "With a gentle *pop*, $n disappears.");
act(buf, donwiz, NULL, NULL, TO_ROOM);
char_from_room(donwiz);
char_to_room(donwiz, get_room_index(ROOM_VNUM_HIGHBIE_ALTAR));
act("$N appears in the room!", donwiz, NULL, NULL,
TO_ROOM);
return;
}
if (obj->level < 30) {
if (donwiz->in_room->vnum != ROOM_VNUM_LOWBIE_ALTAR) {
sprintf(buf, "With a gentle *pop*, %s disappears.\r\n",
PERS(ch, donwiz));
send_to_char(buf, ch);
sprintf(buf, "With a gentle *pop*, %s disappears.",
PERS(ch, donwiz));
act(buf, ch, NULL, NULL, TO_ROOM);
char_from_room(donwiz);
char_to_room(donwiz, get_room_index(ROOM_VNUM_LOWBIE_ALTAR));
act("$n appears in the room!", donwiz, NULL,
NULL, TO_ROOM);
}
} else if ((obj->level > 29) && (obj->level < 70)) {
if (donwiz->in_room->vnum != ROOM_VNUM_MIDBIE_ALTAR) {
sprintf(buf, "With a gentle *pop*, %s disappears.\r\n",
PERS(ch, donwiz));
send_to_char(buf, ch);
sprintf(buf, "With a gentle *pop*, %s disappears.",
PERS(ch, donwiz));
act(buf, ch, NULL, NULL, TO_ROOM);
char_from_room(donwiz);
char_to_room(donwiz, get_room_index(ROOM_VNUM_MIDBIE_ALTAR));
act("$n appears in the room!", donwiz, NULL,
NULL, TO_ROOM);
}
} else {
if (donwiz->in_room->vnum != ROOM_VNUM_HIGHBIE_ALTAR) {
sprintf(buf, "With a gentle *pop*, %s disappears.\r\n",
PERS(ch, donwiz));
send_to_char(buf, ch);
sprintf(buf, "With a gentle *pop*, %s disappears.",
PERS(ch, donwiz));
act(buf, ch, NULL, NULL, TO_ROOM);
char_from_room(donwiz);
char_to_room(donwiz, get_room_index(ROOM_VNUM_HIGHBIE_ALTAR));
act("$n appears in the room!", donwiz, NULL,
NULL, TO_ROOM);
}
}
if (obj->item_type == ITEM_WEAPON) {
sprintf(buf, "$n tosses $p into the weapon pit.");
act(buf, donwiz, obj, NULL, TO_ROOM);
container = get_obj_here(donwiz, "weapon");
obj_from_char(obj);
if (container != NULL)
obj_to_obj(obj, container);
} else if (obj->item_type == ITEM_ARMOR) {
sprintf(buf, "%s tosses %s into the armor pit.",
PERS(ch, donwiz), OBJS(ch, obj));
act(buf, donwiz, NULL, NULL, TO_ROOM);
container = get_obj_here(donwiz, "armor");
obj_from_char(obj);
if (container != NULL)
obj_to_obj(obj, container);
} else {
act("$n tosses $p into the miscellaneous pit.",
donwiz, obj, NULL, TO_ROOM);
container = get_obj_here(donwiz, "misc");
obj_from_char(obj);
if (container != NULL)
obj_to_obj(obj, container);
}
return;
}