/* ************************************************************************
* file: act.other.c , Implementation of commands. Part of DIKUMUD *
* Usage : Other commands. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <malloc.h>
#include <stdlib.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
/* extern variables */
extern dig_room, dig_vnum;
extern int top_of_world;
extern struct index_data *obj_index;
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct spell_info_type spell_info[];
/* extern procedures */
#ifdef NEEDS_STRDUP
char *strdup(char *s);
#endif
void stash_char(struct char_data *ch, char *filename);
void wipe_stash(char *filename);
void hit(struct char_data *ch, struct char_data *victim, int type);
void do_shout(struct char_data *ch, char *argument, int cmd);
void do_quit(struct char_data *ch, char *argument, int cmd)
{
void die(struct char_data *ch);
if (IS_NPC(ch) || !ch->desc)
return;
if (GET_POS(ch) == POSITION_FIGHTING) {
send_to_char("No way! You are fighting.\n\r", ch);
return;
}
if (GET_POS(ch) < POSITION_STUNNED) {
send_to_char("You die before your time!\n\r", ch);
die(ch);
return;
}
wipe_stash(GET_NAME(ch));
act("Goodbye, friend.. Come back soon!", FALSE, ch, 0, 0, TO_CHAR);
act("$n has left the game.", TRUE, ch,0,0,TO_ROOM);
extract_char(ch); /* Char is saved in extract char */
ch->in_room = NOWHERE;
}
void do_not_here(struct char_data *ch, char *argument, int cmd)
{
send_to_char("Sorry, but you cannot do that here!\n\r",ch);
}
void do_sneak(struct char_data *ch, char *argument, int cmd)
{
struct affected_type af;
byte percent;
send_to_char("Ok, you'll try to move silently for a while.\n\r", ch);
if (IS_AFFECTED(ch, AFF_SNEAK))
affect_from_char(ch, SKILL_SNEAK);
percent=number(1,101); /* 101% is a complete failure */
if(percent > ch->skills[SKILL_SNEAK].learned)
return;
af.type = SKILL_SNEAK;
af.duration = GET_LEVEL(ch);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SNEAK;
affect_to_char(ch, &af);
}
void do_hide(struct char_data *ch, char *argument, int cmd)
{
byte percent;
send_to_char("You attempt to hide yourself.\n\r", ch);
if (IS_AFFECTED(ch, AFF_HIDE))
REMOVE_BIT(ch->specials.affected_by, AFF_HIDE);
percent=number(1,101); /* 101% is a complete failure */
if(percent > (ch->skills[SKILL_HIDE].learned + GET_DEX(ch)))
return;
SET_BIT(ch->specials.affected_by, AFF_HIDE);
}
void do_steal(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
struct obj_data *obj;
char victim_name[240];
char obj_name[240];
char buf[240];
int percent, bits;
bool equipment = FALSE;
int gold, eq_pos;
bool ohoh = FALSE;
extern int nostealflag;
argument = one_argument(argument, obj_name);
one_argument(argument, victim_name);
if (!(victim = get_char_room_vis(ch, victim_name))) {
send_to_char("Steal what from who?\n\r", ch);
return;
} else if (victim == ch) {
send_to_char("Come on now, that's rather stupid!\n\r", ch);
return;
}
if(IS_SET(world[ch->in_room].room_flags,LAWFUL))
return;
if((!IS_NPC(victim))&&
(!IS_SET(world[ch->in_room].room_flags,PK_ROOM))&&
(nostealflag)){
act("Oops..", FALSE, ch,0,0,TO_CHAR);
act("$n tried to steal something from you!",FALSE,ch,0,victim,TO_VICT);
act("$n tries to rob $N.", TRUE, ch, 0, victim, TO_NOTVICT);
return;
}
if(victim->specials.fighting) {
send_to_char("You can't steal from a fighting person, too alert!\n\r",ch);
return;
}
percent=number(1,101)+(GET_DEX(victim)/10)-(GET_DEX(ch)/10);
if(victim->specials.alignment > 0)
percent+=((victim->specials.alignment)>>5);
if (str_cmp(obj_name, "coins") && str_cmp(obj_name,"gold")) {
if (!(obj = get_obj_in_list_vis(victim, obj_name, victim->carrying))) {
for (eq_pos = 0; (eq_pos < MAX_WEAR); eq_pos++)
if (victim->equipment[eq_pos] &&
(isname(obj_name, victim->equipment[eq_pos]->name)) &&
CAN_SEE_OBJ(ch,victim->equipment[eq_pos])) {
obj = victim->equipment[eq_pos];
break;
}
if (!obj) {
act("$E has not got that item.",FALSE,ch,0,victim,TO_CHAR);
return;
} else { /* It is equipment */
send_to_char("Steal the equipment? Impossible!\n\r", ch);
return;
}
} else { /* obj found in inventory */
percent += GET_OBJ_WEIGHT(obj); /* Make heavy harder */
if (AWAKE(victim) && (percent > ch->skills[SKILL_STEAL].learned)) {
ohoh = TRUE;
act("Oops..", FALSE, ch,0,0,TO_CHAR);
act("$n tries to rob $N.", TRUE, ch, 0, victim, TO_NOTVICT);
if(!IS_NPC(victim))
act("$n tried to rob you.",TRUE,ch,0,victim,TO_VICT);
} else { /* Steal the item */
if ((IS_CARRYING_N(ch) + 1 < CAN_CARRY_N(ch))) {
if ((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) < CAN_CARRY_W(ch)) {
obj_from_char(obj);
obj_to_char(obj, ch);
send_to_char("Got it!\n\r", ch);
if(!IS_NPC(victim))
act("$n robbed you!",TRUE,ch,0,victim,TO_VICT);
}
} else
send_to_char("You cannot carry that much.\n\r", ch);
}
}
} else { /* Steal some coins */
if (AWAKE(victim) && (percent > ch->skills[SKILL_STEAL].learned)) {
ohoh = TRUE;
act("Oops..", FALSE, ch,0,0,TO_CHAR);
act("$n tries to steal gold from $N.",TRUE,ch,0,victim,TO_NOTVICT);
if(!IS_NPC(victim))
act("$n tried to rob you.",TRUE,ch,0,victim,TO_VICT);
} else {
/* Steal some gold coins */
gold = (int) ((GET_GOLD(victim)*number(1,25))/100);
if (gold > 0) {
GET_GOLD(ch) += gold;
GET_GOLD(victim) -= gold;
sprintf(buf, "Bingo! You got %d gold coins.\n\r", gold);
send_to_char(buf, ch);
if(!IS_NPC(victim))
act("$n robbed you.",TRUE,ch,0,victim,TO_VICT);
} else {
send_to_char("You couldn't get any gold...\n\r", ch);
}
}
}
if (ohoh && AWAKE(victim))
if (!IS_SET(victim->specials.act, ACT_NICE_THIEF))
hit(victim, ch, TYPE_UNDEFINED);
}
bool do_practice(struct char_data *ch, char *arg, int cmd)
{
int i,j;
char buf[MAX_STRING_LENGTH],buf2[128];
extern char *spells[];
extern struct spell_info_type spell_info[MAX_SPL_LIST];
strcpy(buf,"Report card:\n\r");
for(i=j=0; *spells[i] != '\n';i++) {
if(! *spells[i]) continue;
if(! ch->skills[i+1].learned) continue;
if(spell_info[i+1].min_level > GET_LEVEL(ch)) continue;
sprintf(buf2,"%-25s%4d%s",spells[i],
ch->skills[i+1].learned,
(j) ? "\n\r" : " | ");
j=1-j;
strcat(buf,buf2);
}
if(j) strcat(buf,"\n\r");
send_to_char(buf, ch);
return(TRUE);
}
void do_brief(struct char_data *ch, char *argument, int cmd)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->specials.act, PLR_BRIEF)) {
send_to_char("Brief mode off.\n\r", ch);
REMOVE_BIT(ch->specials.act, PLR_BRIEF);
} else {
send_to_char("Brief mode on.\n\r", ch);
SET_BIT(ch->specials.act, PLR_BRIEF);
}
}
void do_compact(struct char_data *ch, char *argument, int cmd)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->specials.act, PLR_COMPACT)) {
send_to_char("You are now in the uncompacted mode.\n\r", ch);
REMOVE_BIT(ch->specials.act, PLR_COMPACT);
} else {
send_to_char("You are now in compact mode.\n\r", ch);
SET_BIT(ch->specials.act, PLR_COMPACT);
}
}
void do_verybrief(struct char_data *ch, char *argument, int cmd)
{
if (IS_NPC(ch))
return;
if (IS_SET(ch->specials.act, PLR_VERYBRIEF)) {
send_to_char("You will see fight messages.\n\r", ch);
REMOVE_BIT(ch->specials.act, PLR_VERYBRIEF);
} else {
send_to_char("You will not see fight messages.\n\r", ch);
SET_BIT(ch->specials.act, PLR_VERYBRIEF);
}
}
void do_group(struct char_data *ch, char *argument, int cmd)
{
char name[256],buf[256];
struct char_data *victim, *k;
struct follow_type *f;
bool found;
one_argument(argument, name);
if (!*name) {
if (!IS_AFFECTED(ch, AFF_GROUP)) {
send_to_char("But you are a member of no group?!\n\r", ch);
} else {
send_to_char("Your group consists of:\n\r", ch);
if (ch->master)
k = ch->master;
else
k = ch;
if (IS_AFFECTED(k, AFF_GROUP)){
sprintf(buf,"%-16s* %d/%d HP, %d/%d MA, %d/%d MV\n\r",
GET_NAME(k),
GET_HIT(k),GET_MAX_HIT(k),
GET_MANA(k),GET_MAX_MANA(k),
GET_MOVE(k),GET_MAX_MOVE(k));
send_to_char(buf,ch);
}
for(f=k->followers; f; f=f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP)){
sprintf(buf,"%-16s %d/%d HP, %d/%d MA, %d/%d MV\n\r",
GET_NAME(f->follower),
GET_HIT(f->follower),GET_MAX_HIT(f->follower),
GET_MANA(f->follower),GET_MAX_MANA(f->follower),
GET_MOVE(f->follower),GET_MAX_MOVE(f->follower));
send_to_char(buf,ch);
}
}
return;
}
if (!(victim = get_char_room_vis(ch, name))) {
send_to_char("No one here by that name.\n\r", ch);
} else {
if (ch->master) {
act("You can not enroll group members without being head of a group.",
FALSE, ch, 0, 0, TO_CHAR);
return;
}
found = FALSE;
if (victim == ch)
found = TRUE;
else {
for(f=ch->followers; f; f=f->next) {
if (f->follower == victim) {
found = TRUE;
break;
}
}
}
if (found) {
if (IS_AFFECTED(victim, AFF_GROUP)) {
act("$n has been kicked out of the group!", FALSE, victim, 0, ch, TO_ROOM);
act("You are no longer a member of the group!", FALSE, victim, 0, 0, TO_CHAR);
REMOVE_BIT(victim->specials.affected_by, AFF_GROUP);
} else {
act("$n is now a group member.", FALSE, victim, 0, 0, TO_ROOM);
act("You are now a group member.", FALSE, victim, 0, 0, TO_CHAR);
SET_BIT(victim->specials.affected_by, AFF_GROUP);
}
} else {
act("$N must follow you, to enter the group", FALSE, ch, 0, victim, TO_CHAR);
}
}
}
void do_quaff(struct char_data *ch, char *argument, int cmd)
{
char buf[100];
struct obj_data *temp;
int i;
bool equipped;
equipped = FALSE;
one_argument(argument,buf);
if (!(temp = get_obj_in_list_vis(ch,buf,ch->carrying))) {
temp = ch->equipment[HOLD];
equipped = TRUE;
if ((temp==0) || !isname(buf, temp->name)) {
act("You do not have that item.",FALSE,ch,0,0,TO_CHAR);
return;
}
}
if (temp->obj_flags.type_flag!=ITEM_POTION) {
act("You can only quaff potions.",FALSE,ch,0,0,TO_CHAR);
return;
}
act("$n quaffs $p.", TRUE, ch, temp, 0, TO_ROOM);
act("You quaff $p which dissolves.",FALSE,ch,temp,0,TO_CHAR);
for (i=1; i<4; i++)
if (temp->obj_flags.value[i] >= 1)
if(spell_info[temp->obj_flags.value[i]].spell_pointer)
((*spell_info[temp->obj_flags.value[i]].spell_pointer)
((short) temp->obj_flags.value[0], ch, "", SPELL_TYPE_POTION, ch, 0));
if(equipped)
unequip_char(ch, HOLD);
extract_obj(temp);
}
void do_recite(struct char_data *ch, char *argument, int cmd)
{
char buf[100];
struct obj_data *scroll, *obj;
struct char_data *victim;
int i, bits;
bool equipped;
equipped = FALSE;
obj = 0;
victim = 0;
argument = one_argument(argument,buf);
if (!(scroll = get_obj_in_list_vis(ch,buf,ch->carrying))) {
scroll = ch->equipment[HOLD];
equipped = TRUE;
if ((scroll==0) || !isname(buf, scroll->name)) {
act("You do not have that item.",FALSE,ch,0,0,TO_CHAR);
return;
}
}
if (scroll->obj_flags.type_flag!=ITEM_SCROLL) {
act("Recite is normally used for scroll's.",FALSE,ch,0,0,TO_CHAR);
return;
}
if (IS_SET(world[ch->in_room].room_flags,NO_MAGIC)){
send_to_char("Your magic is powerless here.\n\r",ch);
return;
}
if (*argument) {
bits = generic_find(argument, FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP | FIND_CHAR_ROOM, ch, &victim, &obj);
if (bits == 0) {
send_to_char("No such thing around to recite the scroll on.\n\r", ch);
return;
}
} else {
victim = ch;
}
act("$n recites $p.", TRUE, ch, scroll, 0, TO_ROOM);
act("You recite $p which dissolves.",FALSE,ch,scroll,0,TO_CHAR);
for (i=1; i<4; i++)
if (scroll->obj_flags.value[i] >= 1)
if(spell_info[scroll->obj_flags.value[i]].spell_pointer)
((*spell_info[scroll->obj_flags.value[i]].spell_pointer)
((short) scroll->obj_flags.value[0], ch, "", SPELL_TYPE_SCROLL,
victim, obj));
if (equipped)
unequip_char(ch, HOLD);
extract_obj(scroll);
}
void do_use(struct char_data *ch, char *argument, int cmd)
{
char buf[100];
struct char_data *tmp_char;
struct obj_data *tmp_object, *stick;
int bits;
argument = one_argument(argument,buf);
if (ch->equipment[HOLD] == 0 ||
!isname(buf, ch->equipment[HOLD]->name)) {
act("You do not hold that item in your hand.",FALSE,ch,0,0,TO_CHAR);
return;
}
stick = ch->equipment[HOLD];
if (stick->obj_flags.type_flag == ITEM_STAFF)
{
act("$n taps $p three times on the ground.",TRUE, ch, stick, 0,TO_ROOM);
act("You tap $p three times on the ground.",FALSE,ch, stick, 0,TO_CHAR);
if (stick->obj_flags.value[2] > 0) {
stick->obj_flags.value[2]--;
if(spell_info[stick->obj_flags.value[3]].spell_pointer)
((*spell_info[stick->obj_flags.value[3]].spell_pointer)
(stick->obj_flags.value[0], ch, "", SPELL_TYPE_STAFF, 0, 0));
} else {
send_to_char("The staff seems powerless.\n\r", ch);
}
} else if (stick->obj_flags.type_flag == ITEM_WAND) {
bits = generic_find(argument, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP, ch, &tmp_char, &tmp_object);
if (bits) {
if (bits == FIND_CHAR_ROOM) {
act("$n point $p at $N.", TRUE, ch, stick, tmp_char, TO_ROOM);
act("You point $p at $N.",FALSE,ch, stick, tmp_char, TO_CHAR);
} else {
act("$n point $p at $P.", TRUE, ch, stick, tmp_object, TO_ROOM);
act("You point $p at $P.",FALSE,ch, stick, tmp_object, TO_CHAR);
}
if (stick->obj_flags.value[2] > 0) { /* Is there any charges left? */
stick->obj_flags.value[2]--;
if(spell_info[stick->obj_flags.value[3]].spell_pointer)
((*spell_info[stick->obj_flags.value[3]].spell_pointer) ((short) stick->obj_flags.value[0], ch, "", SPELL_TYPE_WAND, tmp_char, tmp_object));
} else {
send_to_char("The wand seems powerless.\n\r", ch);
}
} else {
send_to_char("What should the wand be pointed at?\n\r", ch);
}
} else {
send_to_char("Use is normally only for wand's and staff's.\n\r", ch);
}
}
void do_dig(struct char_data *ch, char *argument, int cmd)
{
int i,j,cost,newroom,oldroom,olddir,newdir;
char buf[MAX_STRING_LENGTH];
struct obj_data *obj;
if(GET_LEVEL(ch) < IMO){
obj=ch->equipment[HOLD];
if((!obj)||(GET_ITEM_TYPE(obj) != ITEM_SHOVEL)){
send_to_char("You have to hold a shovel to dig.\n\r",ch);
return;
}
if(obj->obj_flags.value[3] <= 0){
send_to_char("Your equipment is worn out.\n\r",ch);
return;
}
if(IS_SET(world[ch->in_room].room_flags,NO_DIG)){
send_to_char("The ground is too hard to dig here.\n\r",ch);
return;
}
if(world[ch->in_room].sector_type==SECT_WATER_NOSWIM){
send_to_char("You can't DIG in water.\n\r",ch);
return;
}
}
cost = (1 << ch->specials.holes);
if(GET_GOLD(ch) < cost){
send_to_char("You can't afford to dig another hole!\n\r",ch);
return;
}
GET_GOLD(ch) -= cost;
(ch->specials.holes)++;
oldroom=ch->in_room;
for(;isspace(*argument);++argument);
switch(argument[0]){
case 'n': olddir=0; newdir=2; break;
case 'e': olddir=1; newdir=3; break;
case 's': olddir=2; newdir=0; break;
case 'w': olddir=3; newdir=1; break;
case 'u': olddir=4; newdir=5; break;
case 'd': olddir=5; newdir=4; break;
default :
{
send_to_char("Can't dig THAT way!\n\r",ch);
return;
}
}
if((GET_LEVEL(ch) < IMO) && (olddir != 5)){
if(obj->obj_flags.value[2]==0){
send_to_char("Your equipment is only good for digging down.\n\r",ch);
return;
}
if(olddir == 4){
send_to_char("Your equipment can't dig UP.\n\r",ch);
return;
}
}
if(EXIT(ch,olddir)){
send_to_char("There's already an exit in that direction.\n\r",ch);
return;
}
newroom=dig_room;
if(newroom==0){
send_to_char("Unable to dig for some reason...\n\r",ch);
return;
}
if(GET_LEVEL(ch) < IMO)
--obj->obj_flags.value[3];
for(;isalpha(*argument);++argument);
for(;isspace(*argument);++argument);
free(world[newroom].name);
if(isupper(*argument))
sprintf(buf,"%s",argument);
else
sprintf(buf,"A Room Dug by %s",GET_NAME(ch));
world[newroom].room_flags = 16396;
world[newroom].name=(char *)strdup(buf);
free(world[newroom].description);
sprintf(buf,"You are in a room dug by %s.\n\r",
(GET_LEVEL(ch) > IMO+1) ? "natural forces" : GET_NAME(ch));
world[newroom].description=(char *)strdup(buf);
CREATE(world[newroom].dir_option[newdir],struct room_direction_data,1);
world[newroom].dir_option[newdir]->general_description=0;
world[newroom].dir_option[newdir]->keyword=0;
world[newroom].dir_option[newdir]->exit_info=0;
world[newroom].dir_option[newdir]->key=(-1);
world[newroom].dir_option[newdir]->to_room=oldroom;
CREATE(world[oldroom].dir_option[olddir],struct room_direction_data,1);
world[oldroom].dir_option[olddir]->general_description=0;
world[oldroom].dir_option[olddir]->keyword=0;
world[oldroom].dir_option[olddir]->exit_info=0;
world[oldroom].dir_option[olddir]->key=(-1);
world[oldroom].dir_option[olddir]->to_room=newroom;
act("You dig for a while.", FALSE, ch, 0, 0, TO_CHAR);
act("$n digs like crazy for while.", TRUE, ch,0,0,TO_ROOM);
dig_room++;
dig_vnum++;
}
void do_split(struct char_data *ch, char *argument, int cmd)
{
char name[256],buf[256];
struct char_data *k;
struct follow_type *f;
int m,n;
one_argument(argument, name);
if (!*name) {
send_to_char("Split what?\n\r",ch);
return;
}
if (!IS_AFFECTED(ch, AFF_GROUP)) {
send_to_char("You must belong to a group to split.\n\r", ch);
return;
}
m=atoi(name);
if(m <= 0){
send_to_char("Seems like you don't quite have the hang of this.\n\r",ch);
return;
}
if(m > GET_GOLD(ch)){
send_to_char("Hard to split what you don't have.\n\r",ch);
return;
}
if (ch->master)
k = ch->master;
else
k = ch;
n=0;
if (IS_AFFECTED(k, AFF_GROUP))
++n;
for(f=k->followers; f; f=f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP))
++n;
if(n < 2){
send_to_char("Why bother?\n\r",ch);
return;
}
if (IS_AFFECTED(k, AFF_GROUP)){
sprintf(buf,"%d coins %s",m/n,GET_NAME(k));
do_give(ch,buf,0);
}
for(f=k->followers; f; f=f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP)){
sprintf(buf,"%d coins %s",m/n,GET_NAME(f->follower));
do_give(ch,buf,0);
}
}
void do_xyzzy(struct char_data *ch, char *argument, int cmd)
{
if (IS_SET(world[ch->in_room].room_flags,NO_MAGIC))
ch->specials.recall_room=0;
else
ch->specials.recall_room=ch->in_room;
send_to_char("OK!\n\r",ch);
return;
}
void do_tag(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char victim_name[240];
if(!*argument){
send_to_char("Tag whom?\n\r",ch);
return;
}
one_argument(argument, victim_name);
if (!(victim = get_char_room_vis(ch, victim_name))) {
send_to_char("Where'd that bugger go?\n\r", ch);
return;
} else if (victim == ch) {
send_to_char("Come on now, that's rather stupid.\n\r", ch);
return;
} else if (IS_NPC(victim)) {
send_to_char("Sorry, monsters can't play tag.\n\r", ch);
return;
} else if ((GET_LEVEL(ch) < IMO) && (!ch->specials.it)){
send_to_char("You aren't IT!\n\r",ch);
return;
} else if (GET_LEVEL(victim) >= IMO) {
send_to_char("It is pointless to tag a so-called immortal.\n\r",ch);
return;
} else if (victim->specials.it){
act("$N is already it!",FALSE,ch,0,victim,TO_CHAR);
return;
}
if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){
send_to_char("Sorry, no tagging allowed in here.\n\r",ch);
return;
}
if(ch->specials.it)
ch->specials.it = 0;
victim->specials.it = 1;
act("You tag $N!",TRUE,ch,0,victim,TO_CHAR);
act("$n tags you!",TRUE,ch,0,victim,TO_VICT);
act("$n tags $N!",TRUE,ch,0,victim,TO_NOTVICT);
}
void do_heal(struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_INPUT_LENGTH];
int avail,used,factor,newmax;
if(IS_NPC(ch))
return;
one_argument(argument,buf);
avail=GET_MANA(ch);
if (!*buf) {
used=avail;
if(used < 1){
send_to_char("Wouldn't be prudent.\n\r",
ch);
return;
}
} else if (isdigit(*buf)) {
used=atoi(buf);
if(used > avail){
send_to_char("Nice try, but you don't have that much.\n\r",
ch);
return;
} else if(used < 1){
send_to_char("Why bother?\n\r",ch);
return;
}
} else {
send_to_char("How much of your mana do you want to use for healing?\n\r",
ch);
return;
}
factor=number(2,3+(GET_LEVEL(ch)/111));
newmax = GET_HIT(ch)+factor*used;
if((GET_HIT(ch) > 1000000) && (newmax < 0))
newmax = 0x7fffffff;
GET_HIT(ch)=MIN(GET_MAX_HIT(ch),newmax);
GET_MANA(ch)-=used;
act("You heal yourself.",TRUE,ch,0,0,TO_CHAR);
act("$n heals $mself.",TRUE,ch,0,0,TO_ROOM);
}
void do_piss(struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_INPUT_LENGTH];
struct char_data *victim;
if(IS_NPC(ch))
return;
one_argument(argument,buf);
if(*buf){
victim = get_char_room_vis(ch, buf);
if(victim){
act("You piss on $N.",TRUE,ch,0,victim,TO_CHAR);
act("$n pisses on you, most everyone else.",TRUE,ch,0,victim,TO_VICT);
act("$n pisses on $N, and it splatters on everyone else in the room.",
TRUE,ch,0,victim,TO_NOTVICT);
if(IS_NPC(victim))
do_report(victim,"a",0);
} else {
act("You piss all over the room.",TRUE,ch,0,0,TO_CHAR);
act("$n pisses on nobody in particular.",TRUE,ch,0,0,TO_ROOM);
}
} else {
if(IS_SET(world[ch->in_room].room_flags,UNOWNED)){
if(world[ch->in_room].name)
free(world[ch->in_room].name);
sprintf(buf,"A Room Marked by %s",GET_NAME(ch));
world[ch->in_room].name=strdup(buf);
REMOVE_BIT(world[ch->in_room].room_flags,UNOWNED);
}
act("You piss all over the room.",TRUE,ch,0,0,TO_CHAR);
act("$n pisses all over the place.",TRUE,ch,0,0,TO_ROOM);
}
return;
}
void make_puke(struct char_data *ch)
{
extern struct obj_data *object_list;
struct obj_data *pu;
char buf[MAX_STRING_LENGTH];
#ifdef NEEDS_STRDUP
char *strdup(char *source);
#endif
if(GET_COND(ch,FULL)==0){
send_to_char("Your stomach is empty.\n\r",ch);
return;
}
if(GET_COND(ch,FULL) > 0)
--GET_COND(ch,FULL);
CREATE(pu, struct obj_data, 1);
clear_object(pu);
pu->obj_flags.wear_flags=1;
pu->obj_flags.weight=10;
pu->name = strdup("puke");
pu->in_room = NOWHERE;
pu->item_number = NOWHERE;
sprintf(buf,"Some %s Puke",
IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch));
pu->short_description = strdup(buf);
sprintf(buf,"Some %s puke is here.",
IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch));
pu->description = strdup(buf);
pu->next = object_list;
object_list = pu;
obj_to_room(pu, ch->in_room);
}
void do_puke(struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_INPUT_LENGTH];
struct char_data *victim;
if(IS_NPC(ch))
return;
one_argument(argument,buf);
if(*buf){
victim = get_char_room_vis(ch, buf);
if(victim){
act("You puke on $N.",TRUE,ch,0,victim,TO_CHAR);
act("$n pukes on you.",TRUE,ch,0,victim,TO_VICT);
act("$n pukes all over $N.",TRUE,ch,0,victim,TO_NOTVICT);
} else {
act("You try to puke on someone.",TRUE,ch,0,0,TO_CHAR);
act("$n tries to puke on someone.",TRUE,ch,0,0,TO_ROOM);
make_puke(ch);
}
} else {
act("You puke.",TRUE,ch,0,0,TO_CHAR);
act("$n pukes.",TRUE,ch,0,0,TO_ROOM);
make_puke(ch);
}
return;
}