/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
CD * find_keeper args( ( CHAR_DATA *ch ) );
int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void sheath args( ( CHAR_DATA *ch, bool right ) );
void draw args( ( CHAR_DATA *ch, bool right ) );
char *special_item_name args( ( OBJ_DATA *obj ) );
//void call_all args( ( CHAR_DATA *ch ) );
void npack args( ( CHAR_DATA *ch, char *argument ) );
#undef CD
/*
void do_call( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim = NULL;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to call?\n\r", ch );
return;
}
if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}
if (!IS_HEAD(ch, LOST_HEAD))
{
act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);
act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);
}
if (!str_cmp(arg,"all"))
{
call_all(ch);
return;
}
if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
{
send_to_char( "Nothing like that in hell, earth, or heaven.\n\r",
ch );
return;
}
if (obj->questowner == NULL || strlen(obj->questowner) < 2 ||
str_cmp(obj->questowner,ch->name) || obj->item_type == ITEM_PAGE
|| obj->item_type == ITEM_CORPSE_PC)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return;
act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL) obj_from_obj(obj);
else
{
if (!IS_HEAD(ch, LOST_HEAD))
send_to_char( "Nothing happens.\n\r", ch );
return;
}
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
do_autosave(ch,"");
if (victim != NULL) do_autosave(victim,"");
return;
}
void do_call( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim = NULL;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to call?\n\r", ch );
return;
}
if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}
if (!IS_HEAD(ch, LOST_HEAD))
{
act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);
act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);
}
if (!str_cmp(arg,"all"))
{
call_all(ch);
return;
}
if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
{
send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
return;
}
if (obj->questowner == NULL || strlen(obj->questowner) < 2 ||
str_cmp(obj->questowner,ch->name) || obj->item_type ==
ITEM_PAGE||(obj->carried_by && obj->carried_by->desc->connected
!=CON_PLAYING))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return;
act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL) obj_from_obj(obj);
else
{
if (!IS_HEAD(ch, LOST_HEAD))
send_to_char( "Nothing happens.\n\r", ch );
return;
}
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
do_autosave(ch,"");
if (victim != NULL) do_autosave(victim,"");
return;
}
void call_all( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( obj->questowner == NULL || strlen(obj->questowner) < 2 ||
str_cmp( ch->name, obj->questowner ) || obj->item_type == ITEM_PAGE)
continue;
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch) continue;
}
if (obj->carried_by->desc->connected != CON_PLAYING)
{
stc("Please don't try and cheat its not nice.\n\r",ch );
return;
}
if (obj->carried_by != NULL)
{
if (obj->carried_by == ch || obj->carried_by->desc == NULL ||
obj->carried_by->desc->connected != CON_PLAYING)
{
if (!IS_NPC(obj->carried_by)) return;
}
act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM);
SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL) obj_from_obj(obj);
else continue;
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
if (!IS_HEAD(ch, LOST_HEAD))
{
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
}
}
if ( !found && !IS_HEAD(ch, LOST_HEAD) )
send_to_char( "Nothing happens.\n\r", ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected != CON_PLAYING ) continue;
if ( (victim = d->character) == NULL ) continue;
if ( IS_NPC(victim) ) continue;
if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue;
REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
do_autosave(victim,"");
}
return;
}
*/
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *objroom;
bool move_ch = FALSE;
/* Objects should only have a shadowplane flag when on the floor */
if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
obj->in_room != NULL && ch->gifts[THEURGE] < 2 &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
obj->in_room != NULL && ch->gifts[THEURGE] < 2 &&
( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( ch->carry_weight + 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 ( container != NULL )
{
if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) && ch->gifts[THEURGE] < 2 &&
!IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
(container->carried_by == NULL || container->carried_by != ch) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && ch->gifts[THEURGE] < 2 &&
IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
(container->carried_by == NULL || container->carried_by != ch) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next )
{
obj_next = obj2->next_content;
if ( obj2->chobj != NULL )
{act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR );
move_ch = TRUE;}
}
obj_from_obj( obj );
}
else
{
act( "You pick up $p.", ch, obj, container, TO_CHAR );
act( "$n picks $p up.", ch, obj, container, TO_ROOM );
if (obj != NULL) obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY )
{
ch->gold += obj->value[0];
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
if ( move_ch && obj->chobj != NULL )
{
if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
objroom = get_room_index(obj->carried_by->in_room->vnum);
else objroom = NULL;
if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
{
char_from_room(obj->chobj);
char_to_room(obj->chobj,objroom);
do_look(obj->chobj,"auto");
}
}
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
}
return;
}
void do_newbiepack( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if (IS_SET(ch->newbits, NEWBIE_PACK))
{
send_to_char("But you've already made your newbie pack!\n\r",ch);
return;
}
npack(ch, "pack");
npack(ch, "plate");
npack(ch, "helmet");
npack(ch, "sleeves");
npack(ch, "leggings");
npack(ch, "gloves");
npack(ch, "boots");
npack(ch, "bracer");
npack(ch, "bracer");
npack(ch, "sword");
npack(ch, "sword");
npack(ch, "buckler");
npack(ch, "ring");
npack(ch, "ring");
npack(ch, "collar");
npack(ch, "collar");
npack(ch, "lantern");
npack(ch, "mask");
npack(ch, "poncho");
npack(ch, "girth");
do_wear(ch, "longsword");
do_wear(ch, "longsword");
sprintf(buf,"all");
do_wear(ch, buf);
SET_BIT(ch->newbits,NEWBIE_PACK);
return;
}
/* Npack Code this is where the vnums for the newbie eq are defined
Tijer */
void npack( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!str_cmp(arg, "pack" )) vnum = 31000;
else if (!str_cmp(arg, "plate" )) vnum = 31001;
else if (!str_cmp(arg, "helmet" )) vnum = 31002;
else if (!str_cmp( arg,"sleeves" )) vnum = 31003;
else if (!str_cmp( arg,"leggings" )) vnum = 31004;
else if (!str_cmp( arg,"gloves" )) vnum = 31005;
else if (!str_cmp( arg,"boots" )) vnum = 31006;
else if (!str_cmp( arg,"bracer" )) vnum = 31007;
else if (!str_cmp( arg,"sword" )) vnum = 31008;
else if (!str_cmp( arg,"buckler" )) vnum = 31009;
else if (!str_cmp( arg,"ring" )) vnum = 31010;
else if (!str_cmp( arg,"collar" )) vnum = 31011;
else if (!str_cmp( arg,"lantern" )) vnum = 31012;
else if (!str_cmp( arg,"mask" )) vnum = 2622;
else if (!str_cmp( arg,"poncho")) vnum = 1342;
else if (!str_cmp( arg,"girth" )) vnum = 2204;
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object. Please inform Tijer.\n\r",ch);
return;
}
obj = create_object(pObjIndex, 50);
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 (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You cannot pick things up while ethereal.\n\r", ch );
return;
}
/* 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:
break;
case ITEM_CORPSE_PC:
{
char name[MAX_INPUT_LENGTH];
char *pd;
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = container->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
/*
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
{
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;
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 );
}
}
}
do_autosave(ch,"");
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
OBJ_DATA *obj_next2;
ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
argument = one_argument( argument, arg1 );
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;
}
/* I'll leave this out for now - KaVir
if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) &&
( ( container = get_obj_wear( ch, arg2 ) ) == NULL ) &&
( IS_AFFECTED(ch,AFF_ETHEREAL) ) )
{
send_to_char( "You can't let go of it!\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 ) ) == 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 ( IS_SET( obj->quest, QUEST_ARTIFACT) )
{
send_to_char("You cannot put artifacts in a container.\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 ( get_obj_weight( obj ) + get_obj_weight( container )
> container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
{
obj_next2 = obj2->next_content;
if ( obj2->chobj != NULL && obj != obj2)
act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$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 )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& !IS_SET( obj->quest, QUEST_ARTIFACT)
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
{
obj_next2 = obj2->next_content;
if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL)
{
if (objroom != get_room_index(obj2->chobj->in_room->vnum))
{
char_from_room(obj2->chobj);
char_to_room(obj2->chobj,objroom);
do_look(obj2->chobj,"auto");
}
if (obj != obj2)
act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
}
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
do_autosave(ch,"");
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
/* Otherwise causes complications if there's a pile on each plane */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
{
send_to_char( "You cannot drop coins in the shadowplane.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that many coins.\n\r", ch );
return;
}
ch->gold -= amount;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj( obj );
break;
}
}
obj_to_room( create_money( amount ), ch->in_room );
act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", ch );
do_autosave(ch,"");
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, 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 $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
do_autosave(ch,"");
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_AFFECTED(victim,AFF_ETHEREAL) )
{
send_to_char( "You cannot give things to ethereal people.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that much gold.\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
act( "$n gives you some gold.", ch, NULL, victim, TO_VICT );
act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
act( "You give $N some gold.", ch, NULL, victim, TO_CHAR );
send_to_char( "OK.\n\r", ch );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (IS_AFFECTED(victim,AFF_ETHEREAL) )
{
send_to_char( "You cannot give things to ethereal people.\n\r", ch );
return;
}
if ( victim->carry_number + 1 > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$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 $N.", ch, obj, victim, TO_CHAR );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
!IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2)
{
send_to_char( "You are too insubstantual.\n\r", ch );
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2 )
{
send_to_char( "It is too insubstantual.\n\r", ch );
return;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You cannot fill containers while ethereal.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is already full.\n\r", ch );
return;
}
if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
{
send_to_char( "You cannot mix two different liquids.\n\r", ch );
return;
}
act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM );
act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR );
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
liquid = obj->value[2];
act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
return;
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
break;
case ITEM_POTION:
do_quaff(ch,obj->name);
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2 )
{
send_to_char( "You are too insubstantual.\n\r", ch );
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2 )
{
send_to_char( "It is too insubstantual.\n\r", ch );
break;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
return;
}
if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE))
{
send_to_char( "You can only drink blood.\n\r", ch );
break;
}
if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] += number_range(15,20);
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM );
act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
/* This Code is FUCKED
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >=
2000/ch->pcdata->stats[UNI_GEN]);
send_to_char( "Your blood thirst is sated.\n\r", ch );
*/
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
{
int chargen = ch->pcdata->stats[UNI_GEN];
int maxblood;
if (chargen > 12)
chargen = 12;
maxblood = (13 - chargen) * 100;
if (ch->pcdata->condition[COND_THIRST] >= maxblood)
send_to_char( "Your blood thirst is sated.\n\r", ch);
}
if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch,
CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
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 ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE))
{
send_to_char( "You can only drink blood.\n\r", ch );
break;
}
if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] += number_range(15,20);
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >= 2000 /
ch->pcdata->stats[UNI_GEN]);
send_to_char( "Your blood thirst is sated.\n\r", ch );
if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch,
CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
obj->value[1] = 0;
}
break;
}
return;
}
void do_olddrink( 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;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
break;
case ITEM_POTION:
do_quaff(ch,obj->name);
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2 )
{
send_to_char( "You are too insubstantual.\n\r", ch );
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& ch->gifts[THEURGE] < 2)
{
send_to_char( "It is too insubstantual.\n\r", ch );
break;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
return;
}
if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )
{
send_to_char( "You can only drink blood.\n\r", ch );
break;
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) )
{
if (ch->pcdata->stats[UNI_GEN] == 2
&& ch->pcdata->condition[COND_THIRST] >= 200)
send_to_char( "Your blood thirst is sated.\n\r", ch);
else if (ch->pcdata->stats[UNI_GEN] == 3
&& ch->pcdata->condition[COND_THIRST] >= 180)
send_to_char( "Your blood thirst is sated.\n\r", ch);
else if (ch->pcdata->stats[UNI_GEN] == 4
&& ch->pcdata->condition[COND_THIRST] >= 150)
send_to_char( "Your blood thirst is sated.\n\r", ch);
else if (ch->pcdata->stats[UNI_GEN] >= 5
&& ch->pcdata->condition[COND_THIRST] >= 2000)
send_to_char( "Your blood thirst is sated.\n\r",
ch);
}
/* Old - Vic only up to 100 blood
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >= 100 )
send_to_char( "Your blood thirst is sated.\n\r", ch );
*/
if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
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 ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )
{
send_to_char( "You can only drink blood.\n\r", ch );
break;
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) )
{
if (ch->pcdata->stats[UNI_GEN] == 2
&& ch->pcdata->condition[COND_THIRST] >= 200)
send_to_char( "Your blood thirst is sated.\n\r", ch);
else if (ch->pcdata->stats[UNI_GEN] == 3
&& ch->pcdata->condition[COND_THIRST] >= 180)
send_to_char( "Your blood thirst is sated.\n\r", ch);
else if (ch->pcdata->stats[UNI_GEN] == 4
&& ch->pcdata->condition[COND_THIRST] >= 150)
send_to_char( "Your blood thirst is sated.\n\r", ch);
else if (ch->pcdata->stats[UNI_GEN] >= 5
&& ch->pcdata->condition[COND_THIRST] >= 100)
send_to_char( "Your blood thirst is sated.\n\r", ch);
}
/*
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >= 100 )
send_to_char( "Your blood thirst is sated.\n\r", ch );
*/
if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
obj->value[1] = 0;
}
break;
}
return;
}
void do_empty( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
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 cannot empty that.\n\r", ch );
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;
}
act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You empty $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
obj->value[1] = 0;
break;
}
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL(ch) )
{
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD)
{
send_to_char( "You are unable to stomach it.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&
obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST )
{
if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) ||
obj->item_type != ITEM_TRASH)
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&
obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST &&
obj->item_type != ITEM_PILL)
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
default:
break;
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[0] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
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:
level = obj->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( obj->value[1], level, ch, ch, NULL );
obj_cast_spell( obj->value[2], level, ch, ch, NULL );
obj_cast_spell( obj->value[3], level, ch, ch, NULL );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
break;
case ITEM_QUEST:
if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0];
break;
case ITEM_EGG:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[1] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
}
/* Note to myself...remember to set v2 for mobiles that hatch within
* the player (like aliens ;). KaVir.
*/
if ( obj->value[3] != 0 )
{
/* The shit 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.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
}
if (obj != NULL) 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 $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
bool wolf_ok = FALSE;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) &&
IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE;
if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) ||
CAN_WEAR( obj, ITEM_WEAR_SHIELD ) || obj->item_type == ITEM_LIGHT )
{
if ( get_eq_char( ch, WEAR_WIELD ) != NULL
&& get_eq_char( ch, WEAR_HOLD ) != NULL
&& get_eq_char( ch, WEAR_LIGHT ) != NULL
&& get_eq_char( ch, WEAR_SHIELD ) != NULL
&& !remove_obj( ch, WEAR_LIGHT , fReplace )
&& !remove_obj( ch, WEAR_SHIELD, fReplace )
&& !remove_obj( ch, WEAR_WIELD , fReplace )
&& !remove_obj( ch, WEAR_HOLD , fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
{
send_to_char("You are unable to use it.\n\r",ch);
return;
}
if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_CLASS(ch, CLASS_HIGHLANDER))
if ((get_eq_char(ch, WEAR_WIELD) == NULL) && IS_SET(obj->spectype, SITEM_HIGHLANDER)) {
if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))
{
if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_WIELD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
}
equip_char( ch, obj, WEAR_WIELD );
return;
}
else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your left hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))
{
if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_HOLD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_HOLD );
return;
}
else if (get_eq_char( ch, WEAR_THIRD ) == NULL && is_ok_to_wear(ch,wolf_ok,"third_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_HIGHLANDER))
if ((get_eq_char(ch, WEAR_WIELD) == NULL) && IS_SET(obj->spectype, SITEM_HIGHLANDER)) {
if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))
{
if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_THIRD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
}
equip_char( ch, obj, WEAR_THIRD );
return;
}
else if (get_eq_char( ch, WEAR_FOURTH ) == NULL && is_ok_to_wear(ch,wolf_ok,"fourth_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s fourth hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your fourth hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your fourth hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON )
{
if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_FOURTH );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_FOURTH );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand"))
send_to_char( "You cannot use anything in your hands.\n\r", ch );
// else if (IS_CLASS(ch, CLASS_MONK) )
// send_to_char( "You must keep your hands free for combat!\n\r",ch);
//YEAH REPLACE WEAPONS
else
send_to_char( "You have no free hands.\n\r", ch );
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 $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger"))
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger"))
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger"))
send_to_char( "You cannot wear any rings.\n\r", ch );
else
send_to_char( "You cannot wear any more rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You are already wearing two things around your neck.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"head"))
{
send_to_char("You have no head to wear it on.\n\r",ch);
return;
}
act( "$n places $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"face"))
{
send_to_char("You have no face to wear it on.\n\r",ch);
return;
}
act( "$n places $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"legs"))
{
send_to_char("You have no legs to wear them on.\n\r",ch);
return;
}
act( "$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM );
act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"feet"))
{
send_to_char("You have no feet to wear them on.\n\r",ch);
return;
}
act( "$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM );
act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"hands"))
{
send_to_char("You have no hands to wear them on.\n\r",ch);
return;
}
act( "$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM );
act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"arms"))
{
send_to_char("You have no arms to wear them on.\n\r",ch);
return;
}
act( "$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM );
act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM );
act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM );
act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist"))
{
act( "$n slides $s left wrist into $p.",
ch, obj, NULL, TO_ROOM );
act( "You slide your left wrist into $p.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist"))
{
act( "$n slides $s left wrist into $p.",
ch, obj, NULL, TO_ROOM );
act( "You slide your right wrist into $p.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist"))
send_to_char( "You cannot wear anything on your wrists.\n\r", ch );
else
send_to_char( "You cannot wear any more on your wrists.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM );
act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
{
send_to_char("You are unable to wield it.\n\r",ch);
return;
}
if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))
{
if ( obj->questowner != NULL && str_cmp(ch->name,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_WIELD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
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 (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) &&
!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF)
&& !IS_POLYAFF(ch, POLY_ZULO) && !IS_POLYAFF(ch, POLY_SPIDERFORM))
{
send_to_char( "You cannot wear anything in this form.\n\r", ch );
return;
}
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 ) ) == 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 ) )
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];
OBJ_DATA *obj;
char buf[MAX_INPUT_LENGTH];
int expgain;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char("Sacrifice what?\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 ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
obj->item_type == ITEM_QUESTCARD || IS_SET(obj->quest, QUEST_ARTIFACT) ||
( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
obj->chobj->pcdata->obj_vnum != 0)
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
return;
}
expgain = obj->cost / 100;
if (expgain < 1)
expgain = 1;
if (expgain > 50)
expgain = 50;
ch->exp += expgain;
sprintf( buf,"You drain %d exp of energy from $p.", expgain );
act( buf, ch, obj, NULL, TO_CHAR );
act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR );
act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM );
act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );
if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)
{
sprintf( buf, "You receive a refund of %d quest points from $p.", obj->points);
act( buf, ch, obj, NULL, TO_CHAR );
ch->pcdata->quest += obj->points;
}
/* if (obj->pIndexData->vnum >= 29600 && obj->pIndexData->vnum <=
29800)
{
sprintf( buf, "You receive a refund of 5000 demonic points from $p." );
act(buf,ch,obj,NULL,TO_CHAR);
ch->pcdata->stats[DEMON_TOTAL] += 5000;
ch->pcdata->stats[DEMON_CURRENT] += 5000;
}
if (obj->pIndexData->vnum >= 27650 && obj->pIndexData->vnum <= 27670 )
{
sprintf( buf, "You receive a refund of 15000 demonic points from $p." );
act(buf,ch,obj,NULL,TO_CHAR);
ch->pcdata->stats[DEMON_TOTAL] += 15000;
ch->pcdata->stats[DEMON_CURRENT] += 15000;
}
*/
if (IS_SET(obj->spectype, SITEM_DROW) && IS_DROW(ch))
{
sprintf( buf, "You receive a refund of 10000 drow points from $p." );
act(buf,ch,obj,NULL,TO_CHAR);
ch->pcdata->stats[DEMON_TOTAL] += 10000;
ch->pcdata->stats[DEMON_CURRENT] += 10000;
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) &&
IS_DEMON(ch) && (obj->pIndexData->vnum >= 29650 && obj->pIndexData->vnum <= 29663))
{
sprintf( buf, "You receive a refund of 5000 demonic points from $p." );
act(buf,ch,obj,NULL,TO_CHAR);
ch->pcdata->stats[DEMON_TOTAL] += 5000;
ch->pcdata->stats[DEMON_CURRENT] += 5000;
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) &&
IS_DEMON(ch) && (obj->pIndexData->vnum >= 27650 && obj->pIndexData->vnum
<= 27661))
{
sprintf( buf, "You receive a refund of 15000 demonic points from $p." );
act(buf,ch,obj,NULL,TO_CHAR);
ch->pcdata->stats[DEMON_TOTAL] += 15000;
ch->pcdata->stats[DEMON_CURRENT] += 15000;
}
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (IS_NPC(ch)) return;
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
level = obj->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( obj->value[1], level, ch, ch, NULL );
obj_cast_spell( obj->value[2], level, ch, ch, NULL );
obj_cast_spell( obj->value[3], level, ch, ch, NULL );
extract_obj( obj );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
int level;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (IS_NPC(ch)) return;
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
level = scroll->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( scroll->value[1], level, ch, victim, obj );
obj_cast_spell( scroll->value[2], level, ch, victim, obj );
obj_cast_spell( scroll->value[3], level, ch, victim, obj );
extract_obj( scroll );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *temp;
OBJ_DATA *staff;
int sn;
int level;
staff = get_eq_char( ch, WEAR_WIELD );
temp = get_eq_char( ch, WEAR_HOLD );
if ( staff == NULL && temp == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff == NULL ) staff = temp;
if ( temp == NULL ) temp = staff;
if ( staff->item_type != ITEM_STAFF ) staff=temp;
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
if (IS_NPC(ch)) return;
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
level = staff->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( staff->value[3], level, ch, vch, NULL );
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *temp;
OBJ_DATA *wand;
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
wand = get_eq_char( ch, WEAR_WIELD );
temp = get_eq_char( ch, WEAR_HOLD );
if ( wand == NULL && temp == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand == NULL ) wand = temp;
if ( temp == NULL ) temp = wand;
if ( wand->item_type != ITEM_WAND ) wand=temp;
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
if (IS_NPC(ch)) return;
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (victim->level < 3)
{
stc("You may not use your wands on mortals\n\r",ch);
return;
}
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
}
else
{
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
level = wand->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( wand->value[3], level, ch, victim, obj );
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if ( IS_IMMORTAL( victim ))
{
send_to_char("Steal from an immortal are you crasy!\n\r", ch);
return;
}
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, skill_table[gsn_steal].beats );
percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 );
if ( ( ch->level + number_range(1,20) < victim->level )
|| ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 )
|| ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3 )
|| ( victim->position == POS_FIGHTING )
|| ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL) )
|| ( !IS_NPC(victim) && IS_IMMORTAL(victim) )
|| ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
act( "$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 );
sprintf( buf, "%s is a bloody thief!", ch->name );
do_shout( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
log_string( buf );
save_char_obj( ch );
}
}
return;
}
if ( !str_cmp( arg1, "coin" )
|| !str_cmp( arg1, "coins" )
|| !str_cmp( arg1, "gold" ) )
{
int amount;
amount = victim->gold * number_range(1, 10) / 100;
if ( amount <= 0 )
{
send_to_char( "You couldn't get any gold.\n\r", ch );
return;
}
ch->gold += amount;
victim->gold -= amount;
sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount );
send_to_char( buf, ch );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
if ( ( obj = get_obj_carry( victim, arg1 ) ) == 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_LOYAL)
|| IS_SET(obj->extra_flags, ITEM_INVENTORY) )
{
send_to_char( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + 1 > 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 );
send_to_char( "You got it!\n\r", ch );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
/*
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
char buf [MAX_STRING_LENGTH];
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;
}
if ( time_info.hour < pShop->open_hour )
{
strcpy( buf, "Sorry, come back later." );
do_say( keeper, buf );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
strcpy( buf, "Sorry, come back tomorrow." );
do_say( keeper, buf );
return NULL;
}
if ( !can_see( keeper, ch ) )
{
strcpy( buf, "I don't trade with folks I can't see." );
do_say( keeper, buf );
return NULL;
}
return keeper;
}
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;
}
}
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData )
{
cost = 0;
break;
}
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
cost = cost * obj->value[2] / obj->value[1];
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
if ( IS_NPC(ch) )
return;
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->gold < 10 * pet->level * pet->level )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char( "You're not ready for this pet.\n\r", ch );
return;
}
ch->gold -= 10 * pet->level * pet->level;
pet = create_mobile( pet->pIndexData );
SET_BIT(pet->act, ACT_PET);
SET_BIT(pet->affected_by, AFF_CHARM);
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 );
send_to_char( "Enjoy your pet.\n\r", ch );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
obj = get_obj_carry( keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->gold < cost )
{
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( (obj->level > ch->level) && ch->level < 3 )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
act( "You buy $p.", ch, obj, NULL, TO_CHAR );
ch->gold -= cost;
keeper->gold += cost;
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
obj = create_object( obj->pIndexData, obj->level );
else
obj_from_char( obj );
obj_to_char( obj, ch );
return;
}
}
*/
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
char buf [MAX_STRING_LENGTH];
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 )
{
strcpy( buf, "Sorry, come back later." );
do_say( keeper, buf );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
strcpy( buf, "Sorry, come back tomorrow." );
do_say( keeper, buf );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
strcpy( buf, "I don't trade with folks I can't see." );
do_say( keeper, buf );
return NULL;
}
return keeper;
}
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;
cost = 0;
if (pShop->profit_buy == 9999)
{
cost = obj->cost;
}
else if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData )
{
cost = 0;
break;
}
}
}
if (pShop->profit_buy == 9999)
{
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char qp = FALSE;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
if ( IS_NPC(ch) )
return;
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->gold < 10 * pet->level * pet->level )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char( "You're not ready for this pet.\n\r", ch );
return;
}
ch->gold -= 10 * pet->level * pet->level;
pet = create_mobile( pet->pIndexData );
SET_BIT(pet->act, ACT_PET);
SET_BIT(pet->affected_by, AFF_CHARM);
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 );
send_to_char( "Enjoy your pet.\n\r", ch );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
OBJ_DATA *obj;
int cost;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
pShop = keeper->pIndexData->pShop;
if (pShop->profit_buy == 9999)
qp = TRUE;
obj = get_obj_carry( keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->gold < cost && qp == FALSE)
{
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
else if (ch->pcdata->quest < cost && qp == TRUE)
{
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch )
)
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
act( "You buy $p.", ch, obj, NULL, TO_CHAR );
if (qp == FALSE)
{
ch->gold -= cost;
keeper->gold += cost;
}
else
ch->pcdata->quest -= cost;
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
obj = create_object( obj->pIndexData, obj->level );
else
obj_from_char( obj );
obj_to_char( obj, ch );
return;
}
}
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;
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,
10 * 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 arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
bool found;
one_argument( argument, arg );
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
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] Item\n\r", ch );
}
sprintf( buf, "[%2d %5d] %s.\n\r",
obj->level, cost, capitalize( obj->short_descr ) );
send_to_char( buf, ch );
}
}
if ( !found )
{
if ( arg[0] == '\0' )
send_to_char( "You can't buy anything here.\n\r", ch );
else
send_to_char( "You can't buy that 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;
int cost;
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 ( ( obj = get_obj_carry( ch, arg ) ) == 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 ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
sprintf( buf, "You sell $p for %d gold piece%s.",
cost, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
ch->gold += cost;
keeper->gold -= cost;
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( obj->item_type == ITEM_TRASH )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
obj_to_char( obj, keeper );
}
return;
}
*/
void do_sell( CHAR_DATA *ch, char *argument )
{
SHOP_DATA *pShop;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char qp = FALSE;
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Sell what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$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;
}
pShop = keeper->pIndexData->pShop;
if (pShop->profit_buy == 9999)
qp = TRUE;
if (qp == FALSE)
{
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
}
else
{
cost = get_cost(keeper,obj,FALSE);
if (!IS_SET(obj->quest,ITEM_EQUEST))
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT
);
return;
}
if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
{
act( "$n doesn't want to buy $p. $e is stupid.", keeper, obj, ch, TO_VICT );
return;
}
}
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
sprintf( buf, "You sell $p for %d %s%s.",
cost, qp == FALSE ? "gold piece" : "quest point", cost == 1 ? "" :"s" );
act( buf, ch, obj, NULL, TO_CHAR );
if (qp == FALSE)
{
ch->gold += cost;
keeper->gold -= cost;
}
else
{
ch->pcdata->quest += cost;
}
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( obj->item_type == ITEM_TRASH )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
obj_to_char( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$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 ( ( 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_activate( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( is_inarena(ch) ) return;
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to activate?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) )
{
send_to_char( "This item cannot be activated.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to activate it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) ||
ch->in_room->vnum == 30000) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_press( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( is_inarena(ch) ) return;
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to press?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) )
{
send_to_char( "There is nothing on this item to press.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_twist( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( is_inarena(ch) ) return;
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to twist?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) )
{
send_to_char( "This item cannot be twisted.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_pull( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( is_inarena(ch) ) return;
if ( arg1[0] == '\0' )
{
send_to_char( "What do you wish to pull?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) )
{
send_to_char( "This item cannot be pulled.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int count;
argument = one_argument( argument, arg );
if (!str_cmp(arg,"head"))
{
if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
}
else if (!str_cmp(arg,"face"))
{
if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
}
else if (!str_cmp(arg,"left_hand"))
{
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE;
//if (IS_CLASS(ch, CLASS_MONK) ) return FALSE; /* Monks can't use weapons*/
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE;
else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE;
count = 0;
if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1;
if (count > 2) return FALSE;
}
else if (!str_cmp(arg,"third_hand"))
{
if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE;
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
&& !wolf_ok) return FALSE;
}
else if (!str_cmp(arg,"fourth_hand"))
{
if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE;
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
&& !wolf_ok) return FALSE;
}
else if (!str_cmp(arg,"right_hand"))
{
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE;
//if (IS_CLASS(ch, CLASS_MONK) ) return FALSE; /* Monks can't use weapons */
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE;
else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE;
count = 0;
if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1;
if (count > 2) return FALSE;
}
else if (!str_cmp(arg,"left_wrist"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"right_wrist"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"left_finger"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE;
}
else if (!str_cmp(arg,"right_finger"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE;
}
else if (!str_cmp(arg,"arms"))
{
if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
}
else if (!str_cmp(arg,"hands"))
{
if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"legs"))
{
if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
}
else if (!str_cmp(arg,"feet"))
{
if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE;
}
return TRUE;
}
void do_qmake( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Do you wish to qmake a MACHINE or a CARD?\n\r",ch);
return;
}
if (!str_cmp(arg,"card"))
{
if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL)
{
send_to_char("Missing object, please inform KaVir.\n\r",ch);
return;
}
if (ch->in_room == NULL) return;
obj = create_object(pObjIndex, 0);
obj_to_char(obj, ch);
quest_object(ch,obj);
}
else if (!str_cmp(arg,"machine"))
{
if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTMACHINE )) == NULL)
{
send_to_char("Missing object, please inform KaVir.\n\r",ch);
return;
}
if (ch->in_room == NULL) return;
obj = create_object(pObjIndex, 0);
obj_to_room(obj, ch->in_room);
}
else
{
send_to_char("You can only qmake a MACHINE or a CARD.\n\r",ch);
return;
}
send_to_char("Ok.\n\r",ch);
return;
}
//OLD QUEST COMMENTED OUT BECAUSE I ADDED NEW QUEST STUFF TO FIX A DUPLICATE PROBLEM
/*
void do_recharge( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *qobj;
int count = 0;
int value = 1;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch );
return;
}
if ( (obj = get_obj_carry(ch,arg1)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (obj->item_type != ITEM_QUESTCARD)
{
send_to_char( "That is not a quest card.\n\r", ch );
return;
}
if ( (qobj = get_obj_here(ch,arg2)) == NULL )
{
send_to_char( "There is nothing for you to recharge it with.\n\r", ch );
return;
}
if (qobj->item_type != ITEM_QUESTMACHINE)
{
send_to_char( "That is not a quest machine.\n\r", ch );
return;
}
if (obj->value[0] == -1) count += 1;
if (obj->value[1] == -1) count += 1;
if (obj->value[2] == -1) count += 1;
if (obj->value[3] == -1) count += 1;
if (count == 4) quest_object( ch, obj );
else
{
send_to_char( "You have not yet completed the current quest.\n\r", ch );
return;
}
act("You place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR);
act("$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM);
act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR);
act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM);
value = obj->level;
if (value < 1) value = 1; else if (value > 100) value = 100;
obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);
obj->value[0] = value;
obj->level = value;
obj->cost = value*1000;
obj->item_type = ITEM_QUEST;
obj_to_char(obj,ch);
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
free_string( obj->name );
obj->name = str_dup( "quest token" );
free_string( obj->short_descr );
sprintf(buf,"a %d point quest token",value);
obj->short_descr = str_dup( buf );
free_string( obj->description );
sprintf(buf,"A %d point quest token lies on the floor.",value);
obj->description = str_dup( buf );
act("You take $p from $P.",ch,obj,qobj,TO_CHAR);
act("$n takes $p from $P.",ch,obj,qobj,TO_ROOM);
if (!IS_NPC(ch))
{
ch->pcdata->score[SCORE_NUM_QUEST]++;
ch->pcdata->score[SCORE_QUEST] += value;
sprintf(buf,"%s has completed a quest!.",ch->name);
}
else sprintf(buf,"%s has completed a quest!.",ch->short_descr);
buf[0] = UPPER(buf[0]);
do_info(ch,buf);
do_autosave(ch,"");
return;
}
void quest_object( CHAR_DATA *ch, OBJ_DATA *obj )
{
static const sh_int quest_selection[] =
{
102,
9201, 9225, 605, 1329, 2276, 5112, 6513, 6517, 6519, 5001,
5005, 5011, 5012, 5013, 2902, 1352, 2348, 2361, 3005, 5011,
5012, 5013, 2902, 1352, 2348, 2361, 3005, 300, 303, 307,
7216, 1100, 100,30315, 5110, 6001, 3050, 301, 5230,30302,
663, 7303, 2915, 2275, 8600, 8601, 8602, 8603, 5030, 9321,
6010, 1304, 1307, 1332, 1333, 1342, 1356, 1361, 2304, 2322,
2331, 2382, 8003, 8005, 5300, 5302, 5309, 5310, 5311, 4000,
601, 664, 900, 906, 923, 311, 7203, 7206, 1101, 5214,
5223, 5228, 2804, 1612, 5207, 9302, 5301, 5224, 7801, 9313,
6304, 2003, 3425, 3423, 608, 1109,30319, 8903, 9317, 9307,
4050, 911, 2204, 4100, 3428, 310, 5113, 3402, 5319, 6512,
5114, 913,30316, 2106, 8007, 6601, 2333, 3610, 2015, 5022,
1394, 2202, 1401, 6005, 1614, 647, 1388, 9311, 3604, 4701,
30325, 6106, 2003, 7190, 9322, 1384, 3412, 2342, 1374, 2210,
2332, 2901, 7200, 7824, 3410, 2013, 1510, 8306, 3414, 2005
};
int object;
if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return;
obj->value[0] = 0;
obj->value[1] = 0;
obj->value[2] = 0;
obj->value[3] = 0;
while ( obj->value[0] == obj->value[1]
|| obj->value[0] == obj->value[2]
|| obj->value[0] == obj->value[3]
|| obj->value[1] == obj->value[2]
|| obj->value[1] == obj->value[3]
|| obj->value[2] == obj->value[3] )
{
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[0] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[1] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[2] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[3] = quest_selection[object];
}
return;
}
*/
//NEW QUEST REDONE BY SAGE TO FIX DUPLICATE PROBLEM WITH QUEST CARDS
void do_recharge( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *qobj;
int count = 0;
int value = 1;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch );
return;
}
if ( (obj = get_obj_carry(ch,arg1)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (obj->item_type != ITEM_QUESTCARD)
{
send_to_char( "That is not a quest card.\n\r", ch );
return;
}
if ( (qobj = get_obj_here(ch,arg2)) == NULL )
{
send_to_char( "There is nothing for you to recharge it with.\n\r", ch );
return;
}
if (qobj->item_type != ITEM_QUESTMACHINE)
{
send_to_char( "That is not a quest machine.\n\r", ch );
return;
}
if (obj->value[0] == -1) count += 1;
if (obj->value[1] == -1) count += 1;
if (obj->value[2] == -1) count += 1;
if (obj->value[3] == -1) count += 1;
if (count == 4) quest_object( ch, obj );
else
{
send_to_char( "You have not yet completed the current quest.\n\r", ch );
return;
}
act("You place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR);
act("$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM);
act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR);
act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM);
value = obj->level;
if (value < 1) value = 1; else if (value > 100) value = 100;
obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);
obj->value[0] = value;
obj->level = value;
obj->cost = value*1000;
obj->item_type = ITEM_QUEST;
obj_to_char(obj,ch);
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
free_string( obj->name );
obj->name = str_dup( "quest token" );
free_string( obj->short_descr );
sprintf(buf,"a %d point quest token",value);
obj->short_descr = str_dup( buf );
free_string( obj->description );
sprintf(buf,"A %d point quest token lies on the floor.",value);
obj->description = str_dup( buf );
act("You take $p from $P.",ch,obj,qobj,TO_CHAR);
act("$n takes $p from $P.",ch,obj,qobj,TO_ROOM);
if (!IS_NPC(ch))
{
ch->pcdata->score[SCORE_NUM_QUEST]++;
ch->pcdata->score[SCORE_QUEST] += value;
sprintf(buf,"%s has completed a quest!.",ch->name);
}
else sprintf(buf,"%s has completed a quest!.",ch->short_descr);
buf[0] = UPPER(buf[0]);
do_info(ch,buf);
do_autosave(ch,"");
return;
}
void quest_object( CHAR_DATA *ch, OBJ_DATA *obj )
{
static const sh_int quest_selection[] =
{
102,
9201, 9225, 605, 1329, 2276, 5112, 6513, 6517, 6519, 5001,
5005, 5011, 5012, 5013, 2902, 1352, 2348, 2361, 3005, 5011,
5012, 5013, 2902, 1352, 2348, 2361, 3005, 300, 303, 307,
7216, 1100, 100,30315, 5110, 6001, 3050, 301, 5230,30302,
663, 7303, 2915, 2275, 8600, 8601, 8602, 8603, 5030, 9321,
6010, 1304, 1307, 1332, 1333, 1342, 1356, 1361, 2304, 2322,
2331, 2382, 8003, 8005, 5300, 5302, 5309, 5310, 5311, 4000,
601, 664, 900, 906, 923, 311, 7203, 7206, 1101, 5214,
5223, 5228, 2804, 1612, 5207, 9302, 5301, 5224, 7801, 9313,
6304, 2003, 3425, 3423, 608, 1109,30319, 8903, 9317, 9307,
4050, 911, 2204, 4100, 3428, 310, 5113, 3402, 5319, 6512,
5114, 913,30316, 2106, 8007, 6601, 2333, 3610, 2015, 5022,
1394, 2202, 1401, 6005, 1614, 647, 1388, 9311, 3604, 4701,
30325, 6106, 2003, 7190, 9322, 1384, 3412, 2342, 1374, 2210,
2332, 2901, 7200, 7824, 3410, 2013, 1510, 8306, 3414, 2005
};
int object;
if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return;
obj->value[0] = 0;
obj->value[1] = 0;
obj->value[2] = 0;
obj->value[3] = 0;
while ( obj->value[0] == obj->value[1]
|| obj->value[0] == obj->value[2]
|| obj->value[0] == obj->value[3]
|| obj->value[1] == obj->value[2]
|| obj->value[1] == obj->value[3]
|| obj->value[2] == obj->value[3] )
{
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[0] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[1] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[2] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[3] = quest_selection[object];
}
return;
}
void do_complete( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *qobj;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int count = 0;
int count2 = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Syntax: complete <quest card> <object>\n\r", ch );
return;
}
if ( (qobj = get_obj_carry(ch,arg1)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
else if (qobj->item_type != ITEM_QUESTCARD)
{
send_to_char( "That is not a quest card.\n\r", ch );
return;
}
if (qobj->value[0] == -1) count += 1;
if (qobj->value[1] == -1) count += 1;
if (qobj->value[2] == -1) count += 1;
if (qobj->value[3] == -1) count += 1;
if ( arg2[0] == '\0' )
{
if (count == 4)
{
send_to_char("This quest card has been completed.\n\r",ch);
return;
}
send_to_char("You still need to find the following:\n\r",ch);
if (qobj->value[0] != -1)
{
pObjIndex = get_obj_index( qobj->value[0] );
if ( pObjIndex != NULL )
{
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);
send_to_char(buf,ch);
}
else qobj->value[0] = -1;
}
if (qobj->value[1] != -1)
{
pObjIndex = get_obj_index( qobj->value[1] );
if ( pObjIndex != NULL )
{
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);
send_to_char(buf,ch);
}
else qobj->value[1] = -1;
}
if (qobj->value[2] != -1)
{
pObjIndex = get_obj_index( qobj->value[2] );
if ( pObjIndex != NULL )
{
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);
send_to_char(buf,ch);
}
else qobj->value[2] = -1;
}
if (qobj->value[3] != -1)
{
pObjIndex = get_obj_index( qobj->value[3] );
if ( pObjIndex != NULL )
{
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);
send_to_char(buf,ch);
}
else qobj->value[3] = -1;
}
return;
}
if (count == 4)
{
act( "But $p has already been completed!",ch,qobj,NULL,TO_CHAR );
return;
}
if ( (obj = get_obj_carry(ch,arg2)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
send_to_char( "You cannot use that item.\n\r", ch );
return;
}
if (IS_SET(obj->extra_flags, ITEM_VANISH))
{
send_to_char("You cannot use that item.\n\r",ch);
return;
}
if (obj->pIndexData->vnum == 30037 || obj->pIndexData->vnum == 30041)
{
send_to_char( "That item has lost its quest value, you must collect a new one.\n\r", ch );
return;
}
if (qobj->value[0] != -1)
{
pObjIndex = get_obj_index( qobj->value[0] );
if ( pObjIndex != NULL &&
!str_cmp(obj->short_descr, pObjIndex->short_descr))
qobj->value[0] = -1;
}
else if (qobj->value[1] != -1)
{
pObjIndex = get_obj_index( qobj->value[1] );
if ( pObjIndex != NULL &&
!str_cmp(obj->short_descr, pObjIndex->short_descr))
qobj->value[1] = -1;
}
else if (qobj->value[2] != -1)
{
pObjIndex = get_obj_index( qobj->value[2] );
if ( pObjIndex != NULL &&
!str_cmp(obj->short_descr, pObjIndex->short_descr))
qobj->value[2] = -1;
}
else if (qobj->value[3] != -1)
{
pObjIndex = get_obj_index( qobj->value[3] );
if ( pObjIndex != NULL &&
!str_cmp(obj->short_descr, pObjIndex->short_descr))
qobj->value[3] = -1;
}
if (qobj->value[0] == -1) count2 += 1;
if (qobj->value[1] == -1) count2 += 1;
if (qobj->value[2] == -1) count2 += 1;
if (qobj->value[3] == -1) count2 += 1;
if (count == count2)
{
send_to_char( "That item is not required.\n\r", ch );
return;
}
act("You touch $p to $P, and $p vanishes!",ch,obj,qobj,TO_CHAR);
act("$n touches $p to $P, and $p vanishes!",ch,obj,qobj,TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (count >= 3) {act("$p has been completed!",ch,qobj,NULL,TO_CHAR);}
else if (count == 2) {act("$p now requires one more object!",ch,qobj,NULL,TO_CHAR);}
else if (count == 1) {act("$p now requires two more objects!",ch,qobj,NULL,TO_CHAR);}
else if (count == 0) {act("$p now requires three more objects!",ch,qobj,NULL,TO_CHAR);}
return;
}
void do_sheath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
{
sheath(ch,TRUE );
sheath(ch,FALSE);
}
else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE);
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE );
else send_to_char("Which hand, left or right?\n\r",ch);
return;
}
void do_draw( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char("Not in this form.\n\r",ch);
return;
}
if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
{
draw(ch,TRUE );
draw(ch,FALSE);
}
else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) draw(ch,FALSE);
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) draw(ch,TRUE );
else send_to_char("Which hand, left or right?\n\r",ch);
return;
}
void sheath( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
if (right)
{
scabbard = WEAR_SCABBARD_R;
if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL )
{
send_to_char("You are not holding anything in your right hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL )
{
send_to_char("You are not holding anything in your left hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
if (obj->item_type != ITEM_WEAPON)
{
act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
return;
}
unequip_char(ch,obj);
obj->wear_loc = scabbard;
return;
}
void draw( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int worn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
worn = WEAR_WIELD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your right scabbard is empty.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL)
{
act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
worn = WEAR_HOLD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your left scabbard is empty.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL)
{
act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
obj->wear_loc = -1;
equip_char(ch,obj,worn);
return;
}
void do_special( CHAR_DATA *ch, char *argument )
{
char bname[MAX_INPUT_LENGTH];
char bshort[MAX_INPUT_LENGTH];
char blong[MAX_INPUT_LENGTH];
char *kav;
int dice = number_range(1,3);
OBJ_DATA *obj;
obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);
kav = special_item_name( obj );
switch ( dice )
{
default:
sprintf(bname,"%s ring", kav);
sprintf(bshort,"a %s ring", kav);
sprintf(blong,"A %s ring lies here.", kav);
obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;
break;
case 1:
sprintf(bname,"%s ring", kav);
sprintf(bshort,"a %s ring", kav);
sprintf(blong,"A %s ring lies here.", kav);
obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE;
break;
case 2:
sprintf(bname,"%s necklace", kav);
sprintf(bshort,"a %s necklace", kav);
sprintf(blong,"A %s necklace lies here.", kav);
obj->wear_flags = ITEM_WEAR_NECK + ITEM_TAKE;
break;
case 3:
sprintf(bname,"%s plate", kav);
sprintf(bshort,"a suit of %s platemail", kav);
sprintf(blong,"A suit of %s platemail lies here.", kav);
obj->wear_flags = ITEM_WEAR_BODY + ITEM_TAKE;
break;
}
if (obj->wear_flags == 513 || obj->wear_flags == 8193 ||
obj->wear_flags == 16385)
{
obj->item_type = ITEM_WEAPON;
obj->value[1] = 10;
obj->value[2] = 20;
obj->value[3] = number_range(1,12);
}
else
{
obj->item_type = ITEM_ARMOR;
obj->value[0] = 15;
}
obj->level = 50;
obj->cost = 100000;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
free_string( obj->name );
obj->name = str_dup( bname );
free_string( obj->short_descr );
obj->short_descr = str_dup( bshort );
free_string( obj->description );
obj->description = str_dup( blong );
obj_to_char(obj,ch);
return;
}
char *special_item_name( OBJ_DATA *obj )
{
static char buf[MAX_INPUT_LENGTH];
int dice = number_range(1,4);
switch ( dice )
{
default:
strcpy(buf,"golden");
break;
case 1:
strcpy(buf,"golden");
break;
case 2:
strcpy(buf,"silver");
break;
case 3:
strcpy(buf,"brass");
break;
case 4:
strcpy(buf,"copper");
break;
}
return buf;
}