/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
#include <sys/types.h>
#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 ));
void sheath args (( CHAR_DATA * ch, bool right ));
void draw args (( CHAR_DATA * ch, bool right ));
#undef CD
void do_call(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *gch;
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))
return;
if (!IS_HEAD(ch, LOST_HEAD))
{
act("Your eyes flicker with yellow energy.", ch, NULL, NULL, TO_CHAR);
act("$n's eyes flicker with yellow energy.", ch, NULL, NULL, TO_ROOM);
}
if (!str_cmp(arg, "all"))
{
call_all(ch);
return;
}
if ((obj = get_obj_world(ch, arg)) == NULL)
{
send_to_char("Nothing like that in hell, earth, or heaven.\n\r", ch);
return;
}
if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
return;
if ((gch = in_obj->carried_by) != NULL)
{
if (gch->desc && gch->desc->connected != CON_PLAYING)
return;
}
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING)
return;
act("$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 $n's hands.", ch, obj, NULL, TO_ROOM);
do_autosave(ch, "");
if (victim != NULL)
do_autosave(victim, "");
return;
}
void call_all(CHAR_DATA * ch)
{
CHAR_DATA *gch;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
continue;
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
continue;
if ((gch = in_obj->carried_by) != NULL)
{
if (gch->desc && gch->desc->connected != CON_PLAYING)
continue;
}
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING)
{
if (!IS_NPC(obj->carried_by))
return;
}
act("$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 $n's hands.", ch, obj, NULL, TO_ROOM);
}
}
if (!found && !IS_HEAD(ch, LOST_HEAD))
send_to_char("Nothing happens.\n\r", ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
if (IS_NPC(victim))
continue;
if (ch != victim && !IS_EXTRA(victim, EXTRA_CALL_ALL))
continue;
REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
do_autosave(victim, "");
}
return;
}
void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)
{
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *objroom;
bool move_ch = FALSE;
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char("Your hand passes right through it!\n\r", ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char("Your hand passes right through it!\n\r", ch);
return;
}
if (!CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char("You can't take that.\n\r", ch);
return;
}
if (ch->carry_number + 1 > can_carry_n(ch))
{
act("$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) && !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) && 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)
{
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_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;
}
if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("You can't pick that up.\n\r", ch);
return;
}
get_obj(ch, obj, NULL);
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj))
{
found = TRUE;
get_obj(ch, obj, NULL);
}
}
if (!found)
{
if (arg1[3] == '\0')
send_to_char("I see nothing here.\n\r", ch);
else
act("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR);
}
}
}
else
{
/* 'get ... container' */
if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if ((container = get_obj_here(ch, arg2)) == NULL)
{
act("I see no $T here.", ch, NULL, arg2, TO_CHAR);
return;
}
switch (container->item_type)
{
default:
send_to_char("That's not a container.\n\r", ch);
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_CORPSE_PC:
break;
}
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;
}
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 (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
{
send_to_char("This item cannot be put in containers.\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) && !IS_OBJ_STAT(obj, ITEM_NOCLAIM) && 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 $P.", ch, obj, container, TO_CHAR);
}
}
}
do_autosave(ch, "");
return;
}
void do_drop(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Drop what?\n\r", ch);
return;
}
if (str_cmp(arg, "all") && str_prefix("all.", arg))
{
/* 'drop obj' */
if ((obj = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (!can_drop_obj(ch, obj))
{
send_to_char("You can't let go of it.\n\r", ch);
return;
}
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act("$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 $T.", ch, NULL, &arg[4], TO_CHAR);
}
}
do_autosave(ch, "");
return;
}
void do_give(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Give what to whom?\n\r", ch);
return;
}
if (is_number(arg1))
{
/*
* 'give NNNN gold victim'
*/
int amount;
amount = atoi(arg1);
if (amount <= 0 || str_cmp(arg2, "gold"))
{
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
}
argument = one_argument(argument, arg2);
if (arg2[0] == '\0')
{
send_to_char("Give what to whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char
("You cannot give things to ethereal people.\n\r",
ch);
return;
}
if (ch->pcgold < amount)
{
send_to_char("You haven't got that much gold.\n\r",
ch);
return;
}
ch->pcgold -= amount;
victim->pcgold += amount;
act("$n gives you some gold.", ch, NULL, victim, TO_VICT);
act("$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT);
act("You give $N some gold.", ch, NULL, victim, TO_CHAR);
send_to_char("OK.\n\r", ch);
return;
}
if (is_number(arg1))
{
/*
* 'give NNNN silver victim'
*/
int amount;
amount = atoi(arg1);
if (amount <= 0 || str_cmp(arg2, "silver"))
{
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
}
argument = one_argument(argument, arg2);
if (arg2[0] == '\0')
{
send_to_char("Give what to whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char
("You cannot give things to ethereal people.\n\r",
ch);
return;
}
if (ch->pcsilver < amount)
{
send_to_char("You haven't got that much silver.\n\r",
ch);
return;
}
ch->pcsilver -= amount;
victim->pcsilver += amount;
act("$n gives you some silver.", ch, NULL, victim, TO_VICT);
act("$n gives $N some silver.", ch, NULL, victim, TO_NOTVICT);
act("You give $N some silver.", ch, NULL, victim, TO_CHAR);
send_to_char("OK.\n\r", ch);
return;
}
if (is_number(arg1))
{
/*
* 'give NNNN copper victim'
*/
int amount;
amount = atoi(arg1);
if (amount <= 0 || str_cmp(arg2, "copper"))
{
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
}
argument = one_argument(argument, arg2);
if (arg2[0] == '\0')
{
send_to_char("Give what to whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char
("You cannot give things to ethereal people.\n\r",
ch);
return;
}
if (ch->pccopper < amount)
{
send_to_char("You haven't got that much copper.\n\r",
ch);
return;
}
ch->pccopper -= amount;
victim->pccopper += amount;
act("$n gives you some copper.", ch, NULL, victim, TO_VICT);
act("$n gives $N some copper.", ch, NULL, victim, TO_NOTVICT);
act("You give $N some copper.", ch, NULL, victim, TO_CHAR);
send_to_char("OK.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (obj->wear_loc != WEAR_NONE)
{
send_to_char("You must remove it first.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_NPC(victim))
{
stc("Behave. Don't give artis to mobs.\n\r", ch);
return;
}
if (!can_drop_obj(ch, obj))
{
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char("You cannot give things to ethereal people.\n\r", ch);
return;
}
if (victim->carry_number + 1 > can_carry_n(victim))
{
act("$N has $S hands full.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->shop_fun)
{
send_to_char("They don't want it.\n\r", ch);
return;
}
if (victim->carry_weight + get_obj_weight(obj) > can_carry_w(victim))
{
act("$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 $N.", ch, obj, victim, TO_CHAR);
WAIT_STATE(ch, 6);
return;
}
void do_fill(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
int liquid;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Fill what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
found = FALSE;
for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content)
{
if (fountain->item_type == ITEM_FOUNTAIN)
{
found = TRUE;
break;
}
}
if (!found)
{
send_to_char("There is no fountain here!\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && !IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("You are too insubstantual.\n\r", ch);
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("It is too insubstantual.\n\r", ch);
return;
}
else if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char("You cannot fill containers while ethereal.\n\r", ch);
return;
}
if (obj->item_type != ITEM_DRINK_CON)
{
send_to_char("You can't fill that.\n\r", ch);
return;
}
if (obj->value[1] >= obj->value[0])
{
send_to_char("Your container is already full.\n\r", ch);
return;
}
if ((obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
{
send_to_char("You cannot mix two different liquids.\n\r", ch);
return;
}
act("$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 $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR);
return;
}
void do_drink(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument(argument, arg);
if (arg[0] == '\0')
{
for (obj = ch->in_room->contents; obj; obj = obj->next_content)
{
if (obj->item_type == ITEM_FOUNTAIN)
break;
}
if (obj == NULL)
{
send_to_char("Drink what?\n\r", ch);
return;
}
}
else
{
if ((obj = get_obj_here(ch, arg)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
}
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
{
send_to_char("You fail to reach your mouth. *Hic*\n\r", ch);
return;
}
switch (obj->item_type)
{
default:
send_to_char("You can't drink from that.\n\r", ch);
break;
case ITEM_POTION:
do_quaff(ch, obj->name);
return;
case ITEM_FOUNTAIN:
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("You are too insubstantual.\n\r", ch);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("It is too insubstantual.\n\r", ch);
break;
}
else if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char("You can only drink from things you are carrying while ethereal.\n\r", ch);
return;
}
act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM);
act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR);
amount = number_range(25, 50);
amount = UMIN(amount, obj->value[1]);
gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL]);
gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You feel drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50)
send_to_char("You are full.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50)
send_to_char("You do not feel thirsty.\n\r", ch);
if (obj->value[3] != 0 && !IS_NPC(ch))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act("$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;
}
act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM);
act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR);
amount = number_range(25, 50);
amount = UMIN(amount, obj->value[1]);
gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL]);
gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You feel drunk.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50)
send_to_char("You are full.\n\r", ch);
if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50)
send_to_char("You do not feel thirsty.\n\r", ch);
if (obj->value[3] != 0 && !IS_NPC(ch))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act("$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 $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR);
obj->value[1] = 0;
break;
}
return;
}
void do_eat(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Eat what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (!IS_IMMORTAL(ch))
{
if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_QUEST)
{
send_to_char("That's not edible.\n\r", ch);
return;
}
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL)
{
send_to_char("You are too full to eat more.\n\r", ch);
return;
}
if (!IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FOOD)
{
send_to_char("You can't eat that.\n\r", ch);
return;
}
}
act("$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;
}
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 $p.", ch, obj, NULL, TO_CHAR);
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)
{
bool wolf_ok = FALSE;
if (CAN_WEAR(obj, ITEM_WIELD) || CAN_WEAR(obj, ITEM_HOLD) || obj->item_type == ITEM_LIGHT)
{
if (get_eq_char(ch, WEAR_WIELD) != NULL
&& get_eq_char(ch, WEAR_HOLD) != NULL
&& get_eq_char(ch, WEAR_LIGHT) != NULL
&& !remove_obj(ch, WEAR_LIGHT, fReplace) && !remove_obj(ch, WEAR_SHIELD, fReplace) && !remove_obj(ch, WEAR_WIELD, fReplace) && !remove_obj(ch, WEAR_HOLD, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD))
{
send_to_char("You are unable to use it.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) == NULL && is_ok_to_wear(ch, wolf_ok, "right_hand"))
{
if (obj->item_type == ITEM_LIGHT)
{
act("$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 $p in your right hand.", ch, obj, NULL, TO_CHAR);
}
equip_char(ch, obj, WEAR_WIELD);
return;
}
else if (get_eq_char(ch, WEAR_HOLD) == NULL && is_ok_to_wear(ch, wolf_ok, "left_hand"))
{
if (obj->item_type == ITEM_LIGHT)
{
act("$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 $p in your left hand.", ch, obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1)
{
act("$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 $p in your third hand.", ch, obj, NULL, TO_CHAR);
}
equip_char(ch, obj, WEAR_THIRD);
return;
}
else if (get_eq_char(ch, WEAR_FOURTH) == NULL && is_ok_to_wear(ch, wolf_ok, "fourth_hand"))
{
if (obj->item_type == ITEM_LIGHT)
{
act("$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 $p in your fourth hand.", ch, obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1)
{
act("$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
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 $p on your body.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_BODY);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_SHIELD))
{
if (!remove_obj(ch, WEAR_SHIELD, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SHIELD))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n equips $p on $s arm.", ch, obj, NULL, TO_ROOM);
act("You equip $p on your arm.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_SHIELD);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_HEAD))
{
if (!remove_obj(ch, WEAR_HEAD, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "head"))
{
send_to_char("You have no head to wear it on.\n\r", ch);
return;
}
act("$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 $p around your waist.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WAIST);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_SPECIAL))
{
if (!remove_obj(ch, WEAR_SPECIAL, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SPECIAL))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM);
act("You hold onto $p.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_SPECIAL);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FLOAT))
{
if (!remove_obj(ch, WEAR_FLOAT, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FLOAT))
{
send_to_char("You are unable to wear it, perhaps you suck\n\r", ch);
return;
}
act("$n throws $p into the air and it starts flying about.", ch, obj, NULL, TO_ROOM);
act("You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FLOAT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_MEDAL))
{
if (!remove_obj(ch, WEAR_MEDAL, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_MEDAL))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n puts $p on $s uniform.", ch, obj, NULL, TO_ROOM);
act("You put $p on your uniform.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_MEDAL);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_BODYART))
{
if (!remove_obj(ch, WEAR_BODYART, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODYART))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n screams in agony as $p bores into $s body.", ch, obj, NULL, TO_ROOM);
act("You scream in agony as $p bores into your body.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_BODYART);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_WRIST))
{
if (get_eq_char(ch, WEAR_WRIST_L) != NULL && get_eq_char(ch, WEAR_WRIST_R) != NULL && !remove_obj(ch, WEAR_WRIST_L, fReplace) && !remove_obj(ch, WEAR_WRIST_R, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WRIST))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WRIST_L) == NULL && is_ok_to_wear(ch, wolf_ok, "right_wrist"))
{
act("$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 $p.", ch, obj, NULL, TO_CHAR);
if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1)
{
act("$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))
{
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;
OBJ_DATA *next_obj;
char buf[MAX_INPUT_LENGTH];
int i = 0;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Sacrifice what?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM))
{
stc("Not while charmed.\n\r", ch);
return;
}
if (!str_cmp(arg, "all") || !str_prefix("all.", arg))
{
next_obj = ch->in_room->contents;
for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj)
{
next_obj = obj->next_content;
if (arg[3] != '\0' && !is_name(&arg[4], obj->name))
continue;
if (++i > 35)
break;
if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || 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);
continue;
}
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);
continue;
}
if (obj->points > 0 && !IS_NPC(ch))
{
sprintf(buf, "You receive a refund of %d quest points from $p.", obj->points);
act(buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->quest += obj->points;
}
act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR);
act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM);
extract_obj(obj);
}
if (i == 0)
send_to_char("Nothing found.\n\r", ch);
else
act("$n destroys most of the items in the room.", ch, NULL, NULL, TO_ROOM);
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 ||
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 $p.", ch, obj, 0, TO_CHAR);
return;
}
switch( number_range(1, 21) )
{
default:
sprintf(buf,
"#0Paladine appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (ch->alignment > 900)
send_to_char("#0Paladine rewards those with a kind heart.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
break;
case 1:
sprintf(buf,
"#0Astinus appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (get_curr_int(ch) >= 100)
{
send_to_char("Astinus #0rewards those of high Intellegence!!\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}
}
break;
case 2:
sprintf(buf,
"#0Chemosh appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
send_to_char("#0The God of the UnDead dropps a pile of Silver before you!\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}
break;
case 3:
sprintf(buf,
"#0Hiddukel appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
send_to_char("#0The God of Thieves rewards you!\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}
break;
case 4:
sprintf(buf,
"#0Nuitari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment <= -250 && IS_SPHERE(ch, SPHERE_NECROMANCER))
{
send_to_char("#0Nuitari #0rewards Black Robed Mages!\n\r", ch);
send_to_char("#0You Recieve 5,000,000 EXP.\n\r", ch);
ch->exp += 5000000;
}
}
break;
case 5:
sprintf(buf,
"#0Sargonnas appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR))
{
send_to_char("#0Sargonnas Rewards his children the Minotaurs\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 6:
sprintf(buf,
"#0Zeboim appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, SPHERE_COMBAT1))
{
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 7:
sprintf(buf,
"#0Branchala appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_ELF) || IS_RACE(ch, RACE_HALFELF)
|| IS_RACE(ch, RACE_DROW)
|| IS_RACE(ch, RACE_KENDER) || IS_RACE(ch, RACE_WILDELF))
{
send_to_char("#0The god reveared by kender and elves rewards you.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 8:
sprintf(buf,
"#0Habbakuk appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR)
|| IS_RACE(ch, RACE_TROLL) || IS_RACE(ch, RACE_HALFTROLL)
|| IS_RACE(ch, RACE_OGRE) || IS_RACE(ch, RACE_HALFOGRE)
|| IS_RACE(ch, RACE_ORC) || IS_RACE(ch, RACE_HALFORC))
{
send_to_char("#0The lord of Beasts smiles upon you.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 9:
sprintf(buf,
"#0Kiri-Jolith appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR))
{
send_to_char("#0Kiri-Jolith looks kindly upon you.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 10:
sprintf(buf,
"#0Majere appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
send_to_char("#0You Recieve 5,000,000 EXP.\n\r", ch);
ch->exp += 5000000;
}
break;
case 11:
sprintf(buf,
"#0Mishakal appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->sex == SEX_FEMALE)
{
send_to_char("#0The Godess of Motherhood looks kindly upon Women.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}
}
break;
case 12:
sprintf(buf,
"#0Solinari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment > 700)
{
send_to_char("#0Solinari rewards Mages of the White Robes.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}
break;
case 13:
sprintf(buf,
"#0Chislev appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (IS_RACE(ch, RACE_HOBBIT))
{
send_to_char("#0Chislev rewards those who respect Nature.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}}
break;
case 14:
sprintf(buf,
"#0Gilean appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment == 0)
{
send_to_char("#0Gilean rewards those who respect Neutrality.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 15:
sprintf(buf,
"#0Lunitari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
send_to_char("#0Lunitari Favors Mages of the Red Robes.\n\r", ch);
send_to_char("#0500 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 500;
}
break;
case 16:
sprintf(buf,
"#0Reorx appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_GULLYDWARF) || IS_RACE(ch, RACE_HILLDWARF)
|| IS_RACE(ch, RACE_DUERGARDWARF) || IS_RACE(ch, RACE_MTDWARF))
{
send_to_char("#0Reorx patron God of Dwarves looks kindly upon you.\n\r", ch);
send_to_char("#0500 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 500;
}}
break;
case 17:
sprintf(buf,
"#0Shinare appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_GNOME))
{
send_to_char("#0Shinare is a friend of the Gnome, a people of Trade.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 18:
sprintf(buf,
"#0Sirrion appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_SPHERE(ch, SPHERE_PYROMANCER))
{
send_to_char("#0Sirrion Favors children of the #RF#Yl#Ra#Ym#Re#n!!\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 19:
sprintf(buf,
"#0Zivilyn appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (get_curr_wis(ch) >= 100)
{
send_to_char("Zivilyn #0rewards those of high Wisdom!!\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 20:
sprintf(buf,
"#0Takhisis appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment <= -250)
{
send_to_char("#RT#ra#wk#7h#Wi#rs#Ri#7s#n #0rewards the Ruthless!!\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
case 21:
sprintf(buf,
"#0Paladine appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment > 900)
{
send_to_char("#LP#7aladin#Le #0rewards those with a #Lkind #Rh#7ear#Rt#n.\n\r", ch);
send_to_char("#0250 Silver appear in your Money Purse.\n\r", ch);
ch->pcsilver += 250;
}}
break;
}
act("$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))
{
sprintf(buf, "You receive a refund of %d quest points from $p.", obj->points);
act(buf, ch, obj, NULL, TO_CHAR);
ch->pcdata->quest += obj->points;
}
extract_obj(obj);
return;
}
void do_quaff(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Quaff what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You do not have that potion.\n\r", ch);
return;
}
if (obj->item_type != ITEM_POTION)
{
send_to_char("You can quaff only potions.\n\r", ch);
return;
}
if (IS_NPC(ch))
return;
act("$n quaffs $p.", ch, obj, NULL, TO_ROOM);
act("You quaff $p.", ch, obj, NULL, TO_CHAR);
level = obj->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(obj->value[1], level, ch, ch, NULL);
obj_cast_spell(obj->value[2], level, ch, ch, NULL);
obj_cast_spell(obj->value[3], level, ch, ch, NULL);
extract_obj(obj);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
return;
}
void do_recite(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
int level;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if ((scroll = get_obj_carry(ch, arg1)) == NULL)
{
send_to_char("You do not have that scroll.\n\r", ch);
return;
}
if (scroll->item_type != ITEM_SCROLL)
{
send_to_char("You can recite only scrolls.\n\r", ch);
return;
}
obj = NULL;
if (arg2[0] == '\0')
{
victim = ch;
}
else
{
if ((victim = get_char_room(ch, arg2)) == NULL && (obj = get_obj_here(ch, arg2)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
}
if (IS_NPC(ch))
return;
act("$n recites $p.", ch, scroll, NULL, TO_ROOM);
act("You recite $p.", ch, scroll, NULL, TO_CHAR);
level = scroll->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(scroll->value[1], level, ch, victim, obj);
obj_cast_spell(scroll->value[2], level, ch, victim, obj);
obj_cast_spell(scroll->value[3], level, ch, victim, obj);
extract_obj(scroll);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
return;
}
void do_brandish(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
char arg[MAX_INPUT_LENGTH];
int sn, level;
if (IS_NPC(ch))
return;
one_argument(argument, arg);
if ((staff = get_obj_carry(ch, arg)) == NULL)
{
send_to_char("You do not have that staff.\n\r", ch);
return;
}
if (staff->item_type != ITEM_STAFF)
{
send_to_char("You can brandish only with a staff.\n\r", ch);
return;
}
if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0)
{
bug("Do_brandish: Bad Staff [obj vnum %d].", staff->pIndexData->vnum);
send_to_char("Something is wrong with this staff.\n\r", ch);
return;
}
if (staff->value[2] > 0)
{
act("$n brandishes $p.", ch, staff, NULL, TO_ROOM);
act("You brandish $p.", ch, staff, NULL, TO_CHAR);
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
switch (skill_table[sn].target)
{
default:
bug("Do_brandish: bad spelltype for vnum %d.", staff->pIndexData->vnum);
return;
case TAR_CHAR_OFFENSIVE:
case TAR_CHAR_DEFENSIVE:
break;
}
level = staff->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(staff->value[3], level, ch, vch, NULL);
}
}
if (--staff->value[2] <= 0)
{
act("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM);
act("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR);
extract_obj(staff);
}
WAIT_STATE(ch, 18);
return;
}
void do_zap(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
int level;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0' || arg1[0] == '\0')
{
send_to_char("Zap whom with what?\n\r", ch);
return;
}
if ((wand = get_obj_carry(ch, arg1)) == NULL)
{
send_to_char("You do not have that wand.\n\r", ch);
return;
}
if (wand->item_type != ITEM_WAND)
{
send_to_char("You can zap only with a wand.\n\r", ch);
return;
}
obj = NULL;
if ((victim = get_char_room(ch, arg)) == NULL && (obj = get_obj_here(ch, arg)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
if (wand->value[2] > 0)
{
if (victim != NULL)
{
act("$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_yell(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 ((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;
}
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_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, "right_hand"))
{
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, "third_hand"))
{
if (!IS_SET(ch->newbits, THIRD_HAND))
return FALSE;
}
else if (!str_cmp(arg, "fourth_hand"))
{
if (!IS_SET(ch->newbits, FOURTH_HAND))
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_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 (arg[0] == '\0')
send_to_char("Which hand, left or right?\n\r", ch);
else if (!str_cmp(arg, "all") || !str_cmp(arg, "both"))
{
if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM))
{
send_to_char("You don't have both of your arms.\n\r", ch);
return;
}
draw(ch, TRUE);
draw(ch, FALSE);
}
else if (!str_cmp(arg, "l") || !str_cmp(arg, "left"))
{
if (IS_ARM_L(ch, LOST_ARM))
{
send_to_char("You have lost your left arm.\n\r", ch);
return;
}
draw(ch, FALSE);
}
else if (!str_cmp(arg, "r") || !str_cmp(arg, "right"))
{
if (IS_ARM_R(ch, LOST_ARM))
{
send_to_char("You have lost your right arm.\n\r", ch);
return;
}
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;
}